==########I .W##, , i###########, i= Y=M#; =;, ##### +: i##### ##V## B## # ,###+ # ,#####W###### ######Y =#tV### #### #####BI##X######## #### #### #W## +#W####. #B### #### #B#######Y#X# ##t#######R R###M #I;#### X ###### ### B#= ### #Y#= #R #### ##############t X## ########### #M# ### ###t ##B# ###,##W M######W## t###; ####### ######### ##R ####W ######R ###### ############# \## Y #/ V t. iW #####t --==[ a guide to Unreality ]==-- Version pretty much final Date started: 21-III-2004 Last update: 19-IX-2008 Author: Khajiit Rankin (Przemek Orウowski) Contact: jayseerankin@gmail.com --==[Table of conents]==-- [1] Introduction [2] Basics [2.1] What is Unreal? [2.2] Game modes [2.3] Weapon guide [2.4] Armor ramblings [2.5] Item info [2.6] Tips & tricks [2.7] Basic fighting tactics [3] Walkthrough [4] Cheats [5] Miscellaneous stuff -------------------------------------------------------------------------------- [1] Introduction Well, hello to my UnreaL guide. This is my first game guide - I've chosen UnreaL because I think something should be added to those few FAQs that are already there and UnreaL is my favourite game for 5 years already. Anyways, if you spot a mistake, know some tricks or just want ask some questions, just mail me. And please don't ask about anything that's already in here, okay? Finally, please at least notify me if you want to post it on your website. There's some explanation required. At first I've planned not to submit the 2.xx FAQ anywhere until it's finished but since starting this year I'm attending uni, I will have my free time severely reduced. It would take too long to finish it so I'm submitting this in-progress FAQ to GF. You know, just in case :). So, if you've seen the previous version of this guide, I insist that you at least browse all the sections because whole FAQ was almost completely rewritten since the last uploaded version. Now that all's clear - here we go! -------------------------------------------------------------------------------- [2] Basics These are the basics. Not to be confused with pascals or cobols :P, [2.1] What is UnreaL? UnreaL is an excellent action game by Epic. It's a FPS (First Person Shooter) with breathtaking graphics (Unreal's engine - AFAIR it's called Fire - is *still* one of the best game engines ever made), great ambient/trance music and astounding playability. This game was first one with official bots for training and people without access to net. Also, even now Unreal's AI is great, enemies can dodge your fire or run to get some help and much more. This made the game even tougher :). In game, you're a prisoner who crashed in a prison transport on an unkown planet... Will you ever escape from there? -------------------------------------------------------------------------------- [2.2] Game modes There are 6 game modes in UnreaL: Single player: *Unreal - well, it's a normal "story" mode. Multiplayer/botmatch: *Deathmatch - again, self-explanatory: a free-for-all, most kills win. *Team deathmatch - same as above, players are in max. 4 teams *Darkmatch - unique game mode, there is only one map for it, battle takes place in total darkness and all players have a searchlight. *King of the hill - one player is a king and constantly gains points. Player who kills him becomes the king himself. Most points win. *Co-op game - Multiplayer story mode, also available for botmatch but no bots can be used :(. -------------------------------------------------------------------------------- [2.3] Weapon guide Unreal has a very diverse set of weaponry, utilizing all the developers could "squeeze" out of game engine and while some of the guns seem crappy (GES for example) and will probably rust in your backpack on Easy and Normal sessions, when playing Hard you will learn that all of them are very useful and allow a wide variety of tactics. Blobbing the Titan? RazorJack-ing the Skaarj Gunner? Using Automag against Behemots? All is possible providing you have the skill. (1) Name: Dispersion pistol First location: Vortex Rikers Ammo capacity: 50 - 90 Ammo type: N/A Weapon preloaded ammo: full (how much ammo will you get by picking it up) Comment: A solid weapon. May not look like much at first, but after some powerups this kicks ass! It recharges itself, so just find a safe place and wait when you're out of ammo. Because of this, it'll be your weapon of choice on Unreal difficulty, always againts tentacles, stings, eels etc. If it only was a bit faster... Since it's a nice demo of dynamic lighting, you can use it as a (weak) flashlight or flare of some sort. Almost forgot: when the ammo capacity goes below 10, the gun starts firing unupgraded shots so it won't get negative ammo count. Upgrades: LV 1 (basic) - power: 50, damage: x1, shots 50 LV 2 - power: 60, damage: x3, shots 17 + 9*) LV 3 - power: 70, damage: x5, shots 12 + 10 LV 4 - power: 80, damage: x6, shots 12 + 8 LV 5 (final) - power: 90, damage: x7, shots 12 + 6 *) means "17 upgraded shots, 9 normal shots", if you don't understand, try it out in the game. This count also omits recharging... (2) Name: Automag First location: NyLeve falls Ammo capacity: 200 Ammo type: bullets (20/50) Weapon preloaded ammo: 20 Comment: Your basic gun. I wish you could shoot with two of them like in UT :(. Good against Skaarj because they can't dodge it. You'll use it and ASMD against them and other fast enemies until replaced by Rifle & Mgun. Otherwise gets quickly replaced by Stinger and upgraded D-pistol. (3) Name: Stinger First location: Rrajigar mine (Nali opens a 'locker') Ammo capacity: 200 Ammo type: tarydium shards (40) Weapon preloaded ammo: 40 Comment: A good weapon until it's replaced by Minigun. Don't waste it on Skaarj unless they're really close or they'll just dodge it. Works well against Brutes and Sliths. Borderline nice against Skaarj pupae. (4) Name: ASMD First location: Depths of Rrajigar (secret!) Ammo capacity: 50 Ammo type: ASMD cores (10) Weapon preloaded ammo: 20 Comment: A great all-around weapon. Very good against those nasty bugs and Skaarj. Combo consumes more energy but is well worth it - you do it by firing an alt-ball then shooting it with the beam. Oh yeah, ASMD supposedly stands for "And Suck My ****" (5) Name: Eightball cannon First location: Temple of Chizra Ammo capacity: 48 Ammo type: eightballs (12) Weapon preloaded ammo: 6 Comment: This is one big mutha. A Titan-slayer, works very well against them not to mention that few enemies will survive 6 homing rockets ;). Grenades come in handy from time to time, for example in your first encounter with a Titan. Don't use it against Skaarj. The "focus" mode (hold both buttons when loading) is very useful in long-range Titan fights. I've also heard that grenades are actually more powerful than rockets but I'm unable to verify that. (6) Name: Flak cannon First location: Harobed village Ammo capacity: 50 Ammo type: flak shells (10), flak shell (single) Weapon preloaded ammo: 10 Comment: IMO the most powerful weapon in game. Grenades seem to be deadlier than primary mode but when you're in a heated discussion with Skaarj warriors, you would damage yourself seriously with alt-mode. (7) Name: RazorJack First location: ISV Kran deck 4. Ammo capacity: 70 Ammo type: razor blades (50) Weapon preloaded ammo: 15 Comment: Unskilled players whould avoid this gun. It isn't useful on lower difficulty anyway. But starting with Hard, where enemies have their HP increased noticeably, headshotting is your way to go ;). A tip: alt-mode is guided by mouse. It's useless in open combat, but pretty good for off-the-corner attacks. (8) Name: GES BioRifle First location: Terraniux Ammo capacity: 80 Ammo type: tarydium sludge (25 kg) Weapon preloaded ammo: Comment: Better than RazorJack and useful for trapping areas. Not too bad if shot continuosly either as it does pretty high damage but it tends to do "splash"*) damage on you - definitely not for a toe to toe with Skaarj. You will learn its power on higher difficulty. Alt-mode is utterly and definitely useless since its anything but fast and accurate :>. *) a Quake term <.< (9) Name: Rifle First location: Gateway to Na Pali Ammo capacity: 40 Ammo type: Rifle rounds (8), Rifle bullet (1) Weapon preloaded ammo: 8 Comment: Great for long ranges, pretty useful in medium ones and... poor when things get close and personal because damage placement seems to fail when the adversary is at the "ugly breath" range. This, and immunity of some enemies to headshotting, is what is keeping the Rifle from being "best.weapon.evar". But hey - just zoom in and watch the beheaded Skaarj! ;) (0) Name: Minigun First location: Sunspire Ammo capacity: 200 Ammo type: Same as Automag's Weapon preloaded ammo: 50 Comment: Well, them weapon designers certainly deserve a creativity award. The "flat doohikey" ASMD, the six-barelled rocket launcher, overgrown shotgun AKA Flak or the (teh?) Minigun (also known by some as "whatizdat?"), all are way different from what you see in normal FPS games. And Minigun is probably the only weapon that evolved in Unreal games only in visual concept, not general idea - obviously many ppl didn't like the looks of M-gun so in UT it doesn't differ from "normal" gatlings. Uhh, yes. The aforementioned idea seems something like "A places XXX bullets in B in less than X seconds". It's up to player to choose between slow-and-accurate primary or extreme-and-NOT-accurate secondary mode. Dishing out equal damage per bullet as Automag in obviously faster pace, the M-gun is a good weapon against high-HP enemies. Good but... generic. I dare to say that it's like Quake's RL: a tool, *not* a weapon of choice. Here's a little chart comparing usefulness of weapons against various enemies, just so you get the general idea. 0 = least useful 3 = weapon of choice ----------------------------------------------------------------------------- | [Weapon] | [1] | [2] | [3] | [4] | [5] | [6] | [7] | [8] | [9] | [0] | |---------------|-----------------------------------------------------------| | Animals | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | |---------------|-----------------------------------------------------------| | Brutes | 2 | 0 | 3 | 1 | 2 | 2 | 0 | 1 | 0 | 2 | |---------------|-----------------------------------------------------------| | Sliths | 1 | 1 | 3 | 2 | 2 | 1 | 1? | 1 | 1? | 2? | |---------------|-----------------------------------------------------------| | Skaarj melee | 1 | 2 | 1 | 2 | 1 | 3 | 1 | 1 | 1 | 2 | |---------------|-----------------------------------------------------------| | Skaarj troops | 2 | 1 | 2 | 1 | 1 | 2 | 1 | 0 | 2 | 1 | |---------------|-----------------------------------------------------------| | Skaarj pupae | 2 | 2 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 2 | |---------------|-----------------------------------------------------------| | Krall | 2 | 1 | 2 | 1 | 2 | 2 | 1 | 1 | 2 | 1 | |---------------|-----------------------------------------------------------| | Mercenaries | 2 | 1 | 1 | 1 | 2 | 2 | 0 | 1 | 1 | 2 | |---------------|-----------------------------------------------------------| | Gasbag | 0 | 2 | 0 | 1 | 3 | 3 | 0 | 0 | 0 | 1 | |---------------|-----------------------------------------------------------| | Beasts | 1 | 0 | 1 | 1 | 3 | 2 | 0 | 2 | 0 | 2 | ----------------------------------------------------------------------------- Also, usefulness may vary depending on tactical situation, e.g. unless you are a MEAN sharpshooter, you won't have much use out of Rifle when in melee range with a Skaarj scout but if you spot one from a long distance... =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ [2.4] Armor ramblings Armors available in Unreal: * Assault Vest - 100 HP Assault Vest absorbs all but 1 HP per each 10 points of total damage rounded up. It has no special features. * Toxin suit - 50 HP Azbestos suit - 50 HP Both suits absorb all but 1 HP per each 2 points of total damage rounded up. Toxin suit negates sludge damage. Asbestos suit negates lava damage. * Kevlar suit - 100 HP Kevlar suit absorbs all but 1 HP per each 5 points of total damage rounded up. It negates minor sludge damage.*) * Shield belt - 100 HP Power shield - 200 HP Both shields absorb ALL damage. Apart from that, they have no special features. *)It means that MEAN wastes like engine coolant on ISV Kran will ignore it. An important note: the protective abilities of an amror in Unreal are very unusual because they're set as the damage that PASSES the protection and hurts player. So just try to mull it over. A Small Example To Confuse You Even More: A lesser brute's rocket deals 12 points of damage total. *Unarmored player would recieve the total amount of damage. Ouch. *A player with an Assault Vest (see description above) would lose: 12 / 10 = 1.2 HP ROUNDED UP = 2 HPs total. Armor would take 12 - 2 = 10 HPs of damage *A player with a Kevlar suit would lose: 12 / 5 = 2.4 HP rounded up = 3 HPs total. Armor would take 12 - 3 = 9 HPs of damage Yet Another Example: A Warlord's rocket deals whopping 36 points of damage. *Unarmored player would recieve the total amount of damage. Ouch indeed. *A player with an Assault Vest would lose: 36 / 10 = 3.6 HP = 4 HPs total. Armor would take 36 - 4 = 32 HPs of damage *A player with a Kevlar suit would lose: 36 / 5 = 7.2 HP = 8 HP total. TWICE AS MUCH AS WITH A.V.! Armor would take 36 - 8 = 28 HPs of damage So, the Assault vest is indeed much better than Kevlar suit for protection... But it's best to have BOTH :). Why? Because there's something as cool as ARMOR STACKING. In every other FPS game there's only one armor counter with rarely more than one type of armor - only Doom and Quake spring to mind and the only difference there was the amount of armor's endurance. There was also Hexen (2) but that's another story :). In Unreal on the other hand, you have FOUR armor slots: - one for an Assault Vest - one for a special suit: Toxin / Kevlar / Asbestos - one for a ShieldBelt - one for a PowerShield And the armors work together in a certain order, as seen in this diagram: D A M A G E | V Power Shield V ShieldBelt V Assault Vest V Suit V Health The premise is simple: the topmost armor according to the diagram absorbs base damage, then what's left passes to "lower" armor level etc. Just think it's like being shot while wearing few armors at once in real life: bullet slows on the armor you're wearing on top, then it damages the armor below that and so on, until it hits your flesh =]. There are still three things to remember: *Whole damage stops on shields but if you wear none, ALL of your armors will be damaged and, since each armor allows *at least* one damage point to pass, your health will be diminished (it isn't that bad tho - usually only by 1-2 HP). *Special suit features are level-independent, i.e. they're active whether you are wearing something on them or not. *Drowning damage omits all armors; fall damage not (odd, huh?). The Final Example: Warlord's rocket deals outrageous 36 points of damage. A player with an Assault Vest and a Toxin suit would be damaged this way: *Assault vest: 36 / 10 = 3.6 = 4 HPs PASSING TO ANOTHER ARMOR LEVEL A. v. takes 36 - 4 = 32 HPs of damage *Toxin suit: 4 / 2 = 2 = 2 HPs hurting player. Suit takes 4 - 2 = 2 points of damage. Final result, assuming that everything was in top shape: Vest: 68 HPs left; Suit: 48 HPs left; Player: 98 HPs left. Get it? -|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-| [2.5] Item info Well, here's an item list with short description of each: ****Inventory items**** * Translator: your only means of communicating with outer world. Has a shortcut (F2) and works only with written text of any kind. * Flare: throw and watch it burning for a few seconds. Explodes when used up. Special use in the Temple of Vendora. * Flashlight: very limited battery supply, but you'll find lots of these. * Voice box: a diversion. Few second after throwing emits a lot of noise. More useful in battle with 'real' players. * Nali fruit seed: when used, a healing plant grows from it. Can heal 1-29 HP, depending on how long will you wait before picking up. It must be magical since it grows even on metal surface. :) * Force field: after using creates a tube of force field, absorbing damage for few seconds. Isn't too useful - you can carry only one. * SCUBA gear: a water-breathing device. Automatically turns on when you dive into water, but can be turned off - although you'll start to drown shortly. Still, anyone who was cursing the "one-use" item system of Q/Q2 will appreciate that :). * Searchlight: an ultimate light supply, its batteries will certainly outlive you :). Too bad you get it like two levels before the end and it has poor light beam (cold blue). * Jump boots: after activation enhaces your jump height greatly and protects from some fall damage. Careful though, it uses up even if not activated and lasts for 3 jumps, even if it looks like 4. * Super Jump Boots: better version of above. Unfortunately, appears too late to be of much use :(. It seems to have unlimited charges. * Invisibility: when used, screen turns blue and you're invisivle to monsters. Careful tho, because "even wind can be heard"... Can be turned off like SCUBA gear. * Damage amplifier: increases power of Dispersion pistol and ASMD. Extremely useful. I use it only with ASMD because DP uses it up a lot faster. * Sound Dampener - you'll find it only in multiplayer maps because AI completely ignores its use :/. Silences your weapons for some time. ****Healing items**** * Bandage - 5HP * Health pack - 20HP * Healing fruit - 25-28HP if "wild" one, 1-29HP if planted * Super health pack - 100HP, up to 200HP ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss [2.6] Tips & tricks *Feel free to abuse the Dispersion Pistol, especially on higher difficulty levels when ammo is precious and hard to come by - don't waste ASMD on weaklings, use DP instead! *But, if on your level there's a Nali with cool stuff to unlock, take care! If you damage yourself by d-p, 8ball, flak etc., Nali will run away from you. A little but nasty bug, if you're careless. This doesn't count fall/drown damage. *Check every single dark nook. *Use dodge (double-tap direction keys) often, of course when you have the space to dodge. *Enemies are placed a bit randomly, so you may sometimes bump into an unexpected Brute or pass through an empty corridor that was previously full of baddies. This also seems to be influenced by amount of dead Nali: for example, in Sky Town, certain barrels may contain either items or Skaarj pupae, depending on how well you did. *Destroy all the wooden crates you see, but first check if there's any use for them (like making way to nifty items) *If the crate you are pushing appears stuck try shooting the ground very close to it with DP charged mode. *The Skaarj scouts are nasty in open areas because they can dodge most bullets, use Automag or ASMD first mode against them. On the other hand, Brutes shouldn't be fought in tight corridors because they'll shower you with rockets. And if you fight Titan in small places (this will happen at least once) watch for stones at your back - more than one player was killed by these bouncing off walls... *Take advantage of suprise. When you see an enemy and he doesn't see you, take time and load up 8balls. And DON'T try to lock-on or he'll spot you. Also, you can zoom with Rifle and watch what he's doing :). *Don't use ASMD-combo unless you're sure where to detonate. If not, use rockets or Flak because ASMD has low capacity and combo consumes much more energy. *Check every single dark nook. *Save amplifiers for Beasts - Titans, Warlords and Queen. *Don't use the Force Field against Titans or you'll be showered with rock fragments. Meh - it isn't useful anyway. :/ *DON'T kill Nali or the game will increase difficulty and next ones will more probably run away instead of opening secrets for you. Protect them if you can because they're main target of enemies. *For animals use Dispersion pistol combined with dodging - don't waste ammo. *Check out every pool for goodies, but on higher difficulty levels watch out for fishes - they bite hard (and I don't mean eels!). If you want to, you can try to kill these pests with explosives, but that's a waste of ammo IMO. *If the swimming won't be too long, conserve SCUBA gear. They can run out at very nasty moments (like in the middle of a long underwater corridor). By "conserve" I don't mean turning it off (you'd start to drown!) but swimming as close to the water surface as possible. *Brutes, Gasbags and Beasts are immune to headshots so don't even try. *Use healing seeds as a last resort medicament. *Check every single dark nook. (Hope you get it :) ) *Don't worry about searchlight's batteries - it can be on for hours... *None of enemies can withstand lava or big falls so try to throw them off with ASMD or rockets for ammo saving. *Never, ever underestimate a wounded Skaarj. He can run to make an ambush or call for help or even feign death! Also, troopers can pick up and use weapons. *In single player don't 'f'eign death, enemies will always sense a trap. *Watch out for Kralls, you can accidentally blow their legs off. They'll fall but will keep on crawling toward you and attack with their staves. This happens a lot if you use ASMD or 8ball. *Many levels can have different approaches and you can never be sure if you were everywhere on level. Especially in Chizra's temple. *Save at beginning of every level and in a "safe" slot. Accidental overwiritng save with the intro castle happens a lot and is VERY annoying. *In early levels you can have like 500 HP total, but don't feel safe: one, maybe two rocks from the Titan and you eat dust. *Software info: when you un-install UnreaL make sure you remove all the shared files the unistall wizard asks to. Don't worry, you won't remove anything related to Windows or other programs and if you leave these files, next time when you install UnreaL game will appear buggy. *Did you know that the Rifle's "zoom" isn't technically a zoom but is achieved by reducing fov to a small value? (up to around thirties). While we're at that, try "fov 360" for some funky sights, tho it won't be a real see-all-around. *And finally, check every single dark nook. -------------------------------------------------------------------------------- Dispersion Pistol powerup locations: * Rrajigar Mine, opened by Nali between dangerous bridges. * Terraniux, hub top level * Temple of Vendora, in an underwater cave * Na Pali Haven, in one of the rooms (obvious) * Velora Pass, the Titan trap * Bluff Eversmoking, under the belltower ________________________________________________________________________________ 覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧覧 [2.7] Basic fighting tactics - developed by: myself :) Enemies are listed in order of appearance (roughly...) * Brutes - good ol' chunks o' meat. The second worst thing that can happen to you is fighting these when there's no place to dodge (worst is same but with Titan ;) ). Simply go erratically there and back again while shooting. You can use anything against it but GES, Flak and 8ball are very good picks, especially GES. Alternatively, ry to keep at close distance, where they stop shooting rockets but still can't reach you with their fists. * Tentacles - just an annoyance, dodge and DP-out it. * Eels - same as above 'cept you can shoot them out from safe ground. Usually. * Mantas - if you spot it early it's easy to pinpoint and waste with Automag or DP. Otherwise fall back until you have clear shot. * Skaarj warriors - Q: What's three hundred pounds of flesh and claws with an attitude? A: Skaarj warrior! Throw in your best stuff - ASMD, 8ball, Flak, M-gun when desperate - while keeping yourself at mid distance (too close and they'll shred you. Too far and you won't hit them). You can always try to headshot but in most cases they'll be too close for such tricks. * Flies - buzz. buzz. I hate them. They like to attack from where you would never expect and can even push you down. I never take them lightly and fry them with ASMD as soon as I can. Luckily one ball is enough. * Slith - Skaarj cousins. They're so slow that Stinger stream is more than enough to deal with them. Underwater battle though is a different case and I suggest you not to hold off and use 8ball. * Titans - woohoo - there are no real tactics against them - dodge even more erratically but be careful not to be smashed by rocks OR their frags. Now's the time to use this Amplifier you hid in pocket. Then fire (in order of usefulness): Flak, 8ball grenade/rocket, Minigun, (desperate) GES biorifle. If you can, hide behind a pillar to some safety while loading up grenades. If you feel like living dangerous, get *very* close, back off right before it smashes you with its claw, shoot Flak or something appropriate and come close again. Repeat as many times as needed. With good timing you can completely avoid any damage. I did it only once but I keep trying ;). They also almost always attack passing creatures - Gasbags, Krall... You can put it to some use. * Mercenaries - really weak enemies, even Krall looks like a powerhouse when compared... For both use Stinger and when he blocks it - wait them out and shoot again. You can also try 8ball/Flaks. Good thing that they can't have their shield on while shooting. * Skaarj troopers - because they're no good in close combat you can easily smash them from distance with Stinger, ASMD or, preferably, Rifle. For those who like it harder: try and do a headshot with Razorjack or approach and Flak-it. Just watch out for Gunners as they wield Eightballs. * Gasbag - A killer . Three-step solution: a) wield 8ball b) lock-on and load at least 3 rockets c) BOOM! :watch the meat flying: * Amoeba - it's not a bother if you're protected but if you want to destroy it then explosives and DP (charged) are only things that can harm it. * Skaarj pupae - this *** is SO annoying and hard to kill. Your best bets are Stinger, M-gun and ASMD. If you can, pick them one by one. In few places, like cellar at Na Pali you can kill them easily with GES. * Kralls - these fools aren't too tough, just remember to dodge and check if you really killed it (and not just shot legs off). Their main power lies in overwhelming numbers (Dasa Pass >:/ ) * Giant Gasbag - wonder what's so dangerous about it? Never managed to damage me seriously and was dead before I noticed. Flak simply shreds thru this balloon. * Warlord - If he'd be tossing rocks he'd be unstoppable. But hence he only fires rockets he's not such a bad encounter yet still really dangerous [<_<;]. Use Amplifier, 8ball, Flak alt-grenade, Minigun. Note that at Demonlord's Lair he usually teleports away, unless you've dealt a HUGE amount of damage with your last shot. [heh, seems that I haven't noticed that on my old low-end PC] * Queen - for this "lady" I've got a tactic like this: go to the upper circle at the chamber, keep my eyes peeled while shooting (in order): alt-ball ASMD (amplified), Flak altmode, Minigun and then Eightball. When I get low on health, I pick up goodies from the platform. Watch out for her "shield charge". Here's an alternate way to defeat her, submitted by Dakhath v4.2: / Grab all the ammo, then head past all the Pupae. Pick up the Super Jump / Boots and turn them on, continuing forward. When the Queen jumps up, Super / Jump onto the center platform and pull out your Rifle. Keep turning to see / where the Queen teleports to, and then pelt her with as many Rifle rounds as / you can until you run out of ammo. Use the ASMD next (primary fire, if you / have the Amplifier, use it), then the Automag until she dies. If she ever / jumps onto the center platform, fall down and pull out your Stinger/Minigun / and fight the Pupae until the Queen jumps down to your level, then Super / Jump back up to the main platform and continue with the pattern until she / dies. / / I literally beat her the second time I fought her. The first time I got / surprised when she jumped onto the center platform, but I ended up / slaughtering her after I caught onto her trick. In my opinion this is *much* safer (but not so exciting =P) +/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\+/+\ [3] Walkthrough And now time for the largest part of my guide. The order will be like this: Name of level -General idea of the level 1)Sketchy directions for completing the level, along with known secrets. Now this isn't full walkthrough, just some help in the 'tricky' places, I'll leave the exploring to you folks... ...but if you're desperate here's a solution: detailed (heh :D) walkthru. UnreaL shortcuts like SB are explained in the Glossary in fifth section. This guide assumes that you're playing the normal difficulty level, because easy is a cakewalk and if you're playing hard or unreal, you must be good enough to play on your own (right? :P). This applies to items found (for example, SHPs are very rare on higher difficulty levels) and enemies fought. Still, remember that, unlike certain other FPPs, Unreal is somewhat random in enemy placement and numbers (very obvious in NyLeve, where you can be surprised by an unexpected brutie that wasn't there last time you played). Level 1: Vortex Rikers -This level is serving as a tutorial, of sorts. No enemies here so you can take your time to familiarize yourself with the controls. 1)In first hall, take the lift down (dark area) to electrocute a prisoner - James Cavanaugh 2)When you come out of the airducts, look a little to the right. There are clips on a platform. To get there, use dodge (double-tap forward), jumping won't get you far. 3)To easy acces kevlar suit look up when aiming for button - this isn't so obvious ^_^. Make a jump-switch - stand exactly below the button and jump. 4)Watch out for the live wire, starting with medium level it can deal damage. 5)There is no way you can kill the second Skaarj (the one who kills some people) because he literally disappears around the corner. 6)To open the exit, shoot the lever behind the glass. Level 2:NyLeve Falls -This level is basically divided into three sections connected via corridors and lifts. You begin in the middle area, the lower one contains a large cache of items and the higher one contains some ammo, more enemies and the exit. Several Brutes and Tentacles, few Mantas. 1)Take the flares and go out. Look up. Now that's a sight (note to quakefans: show me anything even close to this in any of your games :>). Hmm, doesn't Rikers look bigger from the inside? Follow the... green.. rabbit to get a clip. 2)Near the house there's an Automag. A good weapon until you get a reasonable ammo supply for the ASMD. 3)In the nearby pond there's another clip, but watch out for fishes, they bite! 4)When you encouter two Brutes, go through the door where the other one came from for some extra equipment - down the stairs, take the fast lift, then right. Go through the large area and through the tunnel to big cavern with lots of goodies (and some tentacles). Don't dive into water, it's pointless. 5)Later on, in big storage room you can find a Super Health Pack (easy level) and tarydium shards in crates. ...Details: First off, complete first three things from above. One of the messages will tell you what is your target in game (N. Vos' log). Go back to Rikers, jump down... No, not there - under the Rikers :P. Go up the plank (there is a Health Pack in crate) and enter the corridor there. Fight one Brute (cool encounter ;)) and then be prepared to face another one that will come out of a previously locked place. Well, now that's over, go where he came out, push the button and use the elevator (note: rarely it may bug out and lock you inside). Turn right and carefully advance forward (now it's 4), BTW). When you kill the Brute go out, then down the plank and loot the house (ammo, flashlight, new log). Go to the back of the house and enter the tunnel. Kill all the tentacles in there, go up the wooden crates, follow the plank, jump to an Assault Vest, turn around and jump twice for tarydium. Now you can blow up all crates in room and pick up goodies (especially tarydium shards). Now go to an another tunnel and down the lift for an Automag and new log. Now retrace your steps all the way back to the room with two Brutes. Go to the lift where first one came out and go up. If you want the Assault Vest you must activate another lift and jump when it's in its highest point. Then go up again and smash the Brute awaiting at the end of this corridor. When you go out watch out as there may be a Sting-tail out there (you will hear a characteristic "woosh" sound). Go inside the installation through a far exit (the one with stairs and dead body). Wait and kill patrolling Brutie and advance forward watching for Tentacles. Loot the area remembering to go up the crates before smashing them. If you're playing on Easy check 5) as well. In dark corner there will be a Brute ambush. After the hassle go out to the bridge killing all the Tentacles on your way, destroy all barrels and finally go through the gates to finish this level. Level 3:Rrajigar Mine -Quite large level built from semi-tight corridors mixed with bare rock caverns and lava. Several Brutes, some Tentacles and Skaarj. 1)In first room you can go to the dark crawl for an Assult Vest and ammo. 2)In room with a forcefield, shoot tarydium barrel to open a pass to some bodies and a Health pack. 3)When you take a lift to the Forcefield Control Centre, there is a secret nook with some clips on the way. 4)Behind the large collumns in the Forcefield Control Centre there is some ammo. 5)First Nali will unlock a Stinger with some ammo for you. That is unless the Skaarj killed him. Also he'll unlock a shield belt later on. 6)Shoot the button below the floor to make a bridge go up. 7)After taking the lift beyond tentacles, there will be a shield belt waiting for you if you saved the first Nali. 8)Another one will unlock an Assault Vest. 9)Short after you blow the tarydium barrels that block your passage, you will fight a Skaarj. In this area, look for a dark place to your left. Explore it. 9)In section with to bridges over lava, go by the sprawling or you'll fall down. The Nali there will unlock a Powerup for you. ...Details: Go forward to the big cavern. Kill the Brute that will go out of one of the corridors there and complete 1). On your way back jump into the transporter and pick up ammo and HP. Now turn right, enter the rocky passage, wait out the earthquake and kill the Tentacles. In next room kill the Brute (good way: shoot at him once then hide in corridor. When he comes to you, keep at close distance while shooting). Now do 2) and return to the first cavern. Turn right and go on. At the lift do 3) but it may be a bit tough. Follow the way killing yet another Tentacle, picking up Automag, killing the Brute, smashing crates (a SB and HP) and finally arriving to Forcefield Control Centre. Do 4) and push the buttons. Go back until you'll be locked in darkness. Throw some flares and wait for Skaarj appearing either at front or back (so it's wise to wait in the middle of corridor). When you'll kill him, check the nooks and pick up some flares. Continue your trip to the lift (one Brute on the way) and onward through the cavern (another Brutie) to previously locked passage to the left. Go in there, pick up tarydium and go down. Then quickly jump on the lift which you just used and jump back so the lift will go up, revealing clips hidden under it. Turn around and advance carefully. Around the corner there will be a Tentacle and around next one - Brute and another Tentacle... Life sucks. When you finish the peace negotiations (lead-based :P) go SLOWLY forward and as soon as the earthquake hits again run back until it calms down. Now go forward again, turn left and destroy the crates for ammo (if you shoot at the barrel it'll explode). Now go forward carefully as there will be yet another earthquake and another part of platform will fall to lava. Ignore Nali to the right and go left. Behind one of the pillars there will be a Voice Box which is utterly useless in this game. A bit farther you will fight another Skaarj. When you kill him, return to the Nali and follow him until he reveals a Stinger and 80 tarydium Shards (you should have 200 already, BTW). Now explore around, smashing all the crates and picking up their contents. When you're finished, go to the chasm where you fought the Skaarj and shoot the button ( 6) ). In the big cave a bit farther go forward until you see a Skaarj jumping down. Destroy tarydium barrels when he lands - if it doesn't kill him it'll at least weaken him and open passage for you. Once in the Operations Room kill all the baddies inside and push the lever. Then push all the arrow-shaped buttons on pillar and turn around for A Skaarj Behind A Door treat. Enjoy. Go through any of the doors, kill Tentacles and go up. If the Nali you saved was alive (and he should be if you did what I wrote), check out 7). Now turn left, don't pickup Stinger if you have over 160 bullets (or you'd waste ammo) and prepare to face another Skaarj somewhere behind this large pillar. Now look up - somewhere you should see a Tentacle, maybe attacking you - kill it and if you don't see it, don't worry - you'll face it later. Follow the only way, enter the next room and kill Tentacle. From safe distance blow up passage by shooting at the tarydium barrel. Next room and next Skaarj. Welcome him warmly and advance. When you'll see a red lever, look right and destroy the crate on ground and another small one on lift (look up). Now jump behind large metal crates for a flare. Next, approach the lever and turn around for there's a Tentacle up there that needs to be calmed down and maybe a Brute's near too, so prepare for a firefight. When fire's extenguished push the lever and take a lift up. Automag. Go where the Tentacle was and "search" the crates for tarydium Shards. From there go right and kill Brute then go on. Soon you'll meet a Nali Priest but ignore him again, instead running forward and killing Skaarj glaring at a control panel. Now return to Nali and he'll open an Assault Vest near the carts. In the opposite corner of this room you'll find some tarydium. Enter the next corridor, now you'll face the Tentacle from before (remember?) and another one in nook a bit farther. Kill them and jump down at the end of this corridor. To the left there may be a tentacle so kill it and go right for a HP. And immediately turn around to face a Skaarj. Hole this smartlizard ;) and go on. These bridges are very unstable so avoid walking on them (these goods are a bait). Instead climb the sprawling and go around the corner with flashlight on to pin down a Brute. Shield the Nali if you must for he'll unlock a Powerup for you. What does it do? Well, it increases ammo capacity of your DP by 10, ammo usage by 2 (and then again by 2...) which also means that one shot will be as powerful as three from non-tweaked one (and then as five, six etc.). Finally, you can charge by up to 10 points more by alt-fire. Needless to say, these Powerups are very valuable. After you pick it up (and watch nifty animation) go to the first bridge, climb the closer plank, turn right, run and jump for a SB. Return by jumping back to stable (?) ground. Pass the next bridge as you did first one and fancy your new DP against a Tentacle there. Go onwards and kill Skaarj a room later (time-space ;) ). In n.e.x.t. hall wait for Skaarj use a lift... No, scratch that. Don't give this son-of-a-gecko a moment to rest and kill him as soon as you can. Go up and turn to dust another one, watching the area down. When you are finished, crouch and go against the cave wall until you pick up both ASMD cores. Return to previous room, turn right and take the Stinger hidden in crate. Jump down and smash other crates containing some ammo and a HP. Go back up again and follow the left catwalk until you turn left. From there jump carefully onto crates for a SB. Turn right and destroy barrels from safe place then push the lever. Kill Brute and go up. Shoot the glass on the far side and save. This will be _really_ tricky. You must go there by facing a bit *left* while pushing forward and *right*. You'll probably fail a few times so just reload and try again. When finally in there, push buttons, loot ammo and prepare for a trip back. Do it the same way as you did just a while ago, switching the left-right direction of course. If you need it, there is an Assault Vest in a disabled fan. Finally, go through the newly-opened door to end this level. Whew. Level 4:Depths of Rrajigar -This level isn't much different from the previous, however it's smaller and has no cavernous areas. Corridors aren't very tight here, either. 1)In the very beginning, step on the lift, and jump right back. There will be a hole. Jump in. And see, there's an ASMD! Take a lift to go up again. 2)Don't try to fight the first Brute from the trasporter. He'll throw you to the lava with rockets. 3)When you see a Skaarj standing next to tarydium barrel, shoot the barrel with ASMD or charged DP. It'll blow the sucker to pieces (only this one will work so good, unfortunately :( ) 4)In a big storage room don't destroy the crates - push them to the big ones where you came from and jump up for some stuff. 5)In the same area, shoot the bridge to open passage to the Amplifier (dive) ...Details: Go forward with care (there may be a Brute around the corner). Do 1) and you'll arrive in upper part of this room. If you feel like you need it, you may jump down a few times for some stuff. Next, push the red button and quickly jump onto the yellow cart, remembering about 2). As soon as you arrive to the end of route, jump to the safety (well...), turn around and fry the Brute. Just don't be too close to wall as this nice, red barrel will blow up easily, very easily, too easily... Ahem. After dispatching the meat, wait until a Nali that was around here teleports away. Then go along the wall until you'll have a tight encounter with a Skaarj Scout. If you didn't do something stupid, he should push some crates while jumping down. After you end the lizard's life, go up by these crates for some ASMD cores and a SHP. Then push the only button in area and use the transporter to go up - but beware of another Brute just waiting to burn you up there. Ice him and turn right. Go on until you reach a bridge over lava. If you want, you can do 3) now by continuing forward. Either way, pass the bridge remembering to take tarydium if you need it. Few truns and one Brute ahead you'll find yourself in cellars. Go ahead carefully as you will encounter some Tenties there. At a crossroad, turn right to fight (yeesh) a Skaarj in this fog (?). Then take the ammo lying around and go through the only way left (to the right :P). A lift will take you up to a big storage area. Enter it and fight a Skaarj nearby. After that, you should be somewhere here: ---------- | | [] <-small crate | big | ## | crates | ## <-pillar | with |---| | items | A | | |---| ---------- | to the lift v Just push the crate to A and jump up for some HPs and ASMD cores (4). Afterwards explore the rest of this hall (you may fight a Skaarj but he'll probably run away. Either way you'll have to kill him) but first destroy the metal bridge by shooting at its middle part. When you hit the correct thing, it'll fall down (tip: don't stand UNDER the bridge) and open a underwater chamber with an amplifier and again some ASMD cores. Now you can go up the stairs to fight this Skaarj (tip2: If he's in the corridor, you can use the tarydium barrels. Even though they won't kill him, hell be near-dead). Of course collect all ammo on the way. In next room with two big containers push both levers there. Collect tarydium from the far wall and continue to the bridge you just damaged. Kill the Skaarj in there with the Stinger (he won't have any space to dodge). Next, jump over the damaged part, push the button and run-jump to the right to a crate with a SB on it. It's somewhat difficult but possible. After that, go through the opened door nearby, destroy any crates to collect ammo and go left to leave Rrajigar complex once and for all. Level 5:Sacred passage -Surface again. There is a long underwater corridor to be passed so you have to be quick there. Otherwise, piece of cake. One Brute, few Mantas, Eels, possibly a Skaarj. 1)To get to the inside, you must swim through an underwater tunnel. It's very long, so dive as close to the entrance as you can, and go up for some air when you'll kill those nasty biterfishes. 2)To open a room with SHP, push a stone face on one of the columns. 3)And finally, to open entry to Chizra's temple, push the lever and wait for the pool to fill with water. ...Details: A first "rest" (as in "resting") level. Go up the path and check the big gates. Closed, huh? Well, gotta find another way in. Explore the area, killing a Sting-tail and Skaarj if one appears and picking up needed items (some ammo and HPs). Now it's time for 1). Go to the pool, fry any eels you see from shore and dive in to do the same with those you didn't see and one that was hiding in tunnel. Then pick up ammo and swim near the surface to a point closest to the tunnel. Catch some breath and dive in directly to the tunnel. Swim as fast as you can, not stopping anywhere and you should arrive without losing HP. Look around the place very carefully and kill a Sting-tail that is there. Now go inside the "building". Golden pots hide some flares. Look for a bleak stone face ( 2) ) and touch it. Go inside the opened room and dive in for a SHP, avoiding fishes with mean attitude as much as you can. Go up and return to open area. See the black stone wall? Step on a loose stone there to open it. Pass through. To the left you'll find a Brute and, much farther, some ammo. When you're done, do 3) - the lever is on the other side of this big stone... machinery? Oh well. Wait for the pool to fill up and enter the temple to end this level. Level 6:Chizra - Nali water god temple -Really large (possibly one of the largest levels in FPS games), really complex and tedious, with a number of underwater chambers. Several horseflies, Skaarj, chock-full of Sliths. Be careful. 1)To open the pass, destroy four chains holding the platform and jump-switch the lever. 2)When you jump down, dive into pool, swim down and forward, then up to a secret room. 3)First Nali unlocks a storage with flares, but often he keeps running away, at least in version 225f. I don't know what makes him run, so don't be suprised. 4)Later on, to draw a bridge to stone face in the middle of a pool, kill all Sliths in there. 5)When you'll deal with 'choppers' and go up, watch out! There may be Skaarj behind the door! 6)When you see Nali praying, jump down and dive to get some extra stuff (clips, tarydium, Assult Vest, 2 ASMD cores). Take the lift and push the stone to get out of there. 7)To get to Super Health Pack, jump on a loose stone in the corner of the portal and jump up to the SHP. 8)To get to the hall with 8ball gun from the section with a long wooden platforms, touch the each stone of... somethings with blue flames ^_^' Then a secret room with a lever inside will open. Pull it, and the portal will open. 9)At the 8ball hall, go through the other portal *not* at the far left or right to get to a larger room with a lift. Take it, then go down. Shoot the wall there to unlock a secret passage leading to a SB. Don't worry, it's safe, just an invisible floor. To return, shoot the wall again. 10)In the place with a square stone platform/pyramid in a middle of room, jump on it. A thunder will strike (Chizra?), opening passage to a room with a Skaarj and Eightball ammo. 11)At the Obelisk of Clouds, take the right corridor and when you reach a corner dive down for a Kevlar Suit (and slaughterfishes). 12)When you finally got the Eightball cannon, jump forward to the newly-opened portal, then take the teleport for a big shortcut (watch out for Skaarj). ...Details: First of all, let me say that this is the _shortest_ way to finish this level, how I complete it. If you want, you can play Indiana Jones and explore the other chambers, long sewers, secrets... But this requires a LOT of time. And can get pretty boring. Of course if you are actually good enough to survive this amount of Slith. Good luck. Back to the walkthru, go right then left. Pick up the Automag and don't worry about this Slith - he's dead for good. Jump to the pool and swim to the middle of this wooden raft. Pull out your DP and destroy the chains there with alt-mode (no need for charging). Jump-switch the lever and go forward fast enough to "ski" by the moving pillars (this was 1) ). Turn around fast as you may find a Skaarj there. Either way, approach to the large pool and kill all eels you can see with DP. Then jump down and do 2). When you return from there, catch some breath and slay all eels that you've missed before. Go up by these two long planks and it's time for 3) to the right. At the end of this corridor, push the odd stone to make a platform come down. Use it to go up. Look around this room, jump to the ASMD and pick up ammo that lies around. In one of the nooks there will be another odd stone. Push it and whoops... You'll fall down. Push an.ot.he.r. bleak stone to your right and the gate will open. You'll find a Skaarj in this room and probably a horsefly. Smash'em and go to the passageway the Skaarj came out from. Advance forward (*aarrgh* -push- down any stones blocking your way). At the end of this corridor there is a Nali that starts running forward to show you something but a Slith blocks his way. Oddly, when Nali comes near to it, he usually doesn't end dead but instead the Slith jumps down. Oh well. Check whatever the Nali wants to show you (some text) and follow that Slith. There will be at least one more down there so kill them all ( 4) ). Touch the stone face to open exit here. Go through this passage but keep close to the wall as there are some kind of darts being shot over all the tarydium in there. If you feel lucky, you may want to pick it up. Anyway, take the lift and jump to another corridor with a Nali in there. Ignore him and don't enter the big chamber right away. Instead do it like this - enter, wait a second then back off very fast and kill any 'choppers' that followed you with ASMD. Repeat until nothing follows you. Pick up the ammo around there (smash the pots) and go up, remembering about 5). If the Skaarj wasn't there, go again through the trapdoor and kill him this chamber. Now go down the stairs and jump down to do 6) - just remember to catch some breath in every room. To exit this place go to where you entered it, climb to the shore, push the lever and go up the lift to your right. Up there, pick up two ASMD cores and push (again) the stone at the end of this passage. Now go downstairs again and jump over to the Nali. To your left or right you'll find a Slith so kill him. At the end of either corridor you'll hear the buzz. Look up and fry some more choppers. Push this large lever and go the other side of this O-shaped corridor and push another lever. Then go to the large gate and push a stone on the wall nearby. The gate'll open and after few steps you can do 7). Go through the corridor to the right from the gate. Kill anything that will show up and jump the stones to another large hall. Pick up ASMD cores and kill a Skaarj to the far right - you'll need to follow the platforms to get to him and he'll probably kill a Nali that is around. Oh well. Kill him and do 8) to advance forward. In this room kill all the Sliths and do 9). Now return to the eightball hall and go to the Pyramid (read the messages to know which passage it is). Here do 10), killing all the buzzers around first. Btw, if you look down at the chamber of death, you can see a tunnel that can be reached somewhere through sewers. Either way, go the Obelisk of Clouds and since you're out of paper, kill five Sliths around that want your autograph. Take the left corridor and kill leftover Sliths (if any). Around the corner, ignore the stones for now and go to the end of this corridor. There will be a hidden underwater tunnel around - it's 11) and try to do it as fast as possible (the chances are that you'll start drowning no matter how fast will you do it). Now go back to the stone blocks and climb them, collecting ammo of course. Follow the way to the big chamber. Avoid the pool and collect the ASMD cores stashed around in some corners. Next get a SHP behind this little waterfall. Brace yourself and jump to the pool. An earthquake will rumble and at the stones you climbed before a Skaarj will appear. You can try to kill him by ASMD combo if you feel lucky (tip: watch the light on walls). After you settle this affair get the SCUBA gear and return to the eightball hall. A small room will be opened in one of the walls there. Push the lever there and finally climb the catwalk to this stick of six fires. Now you've got a choice - either you can take long and tedious (but safe as you've already cleared it) way and retrace your steps thru the wooden platforms, loose stones, O-shaped corridor, stairs and finally the long passageway or make it shorter and use a teleport by doing 12). But be warned - if you take the shortcut, a Nali priest that will guide you will very probably die at the hands of Skaarj (or, even worse, you can kill him by telefragging). This Skaarj will also shred you a good time, taking advantage of surprise. If you take the long way he'll still be there but this time it'll be you that will mount a surprise attack. Either way, kill him and jump through the portal to FINALLY end this level. Now go somewhere and take a good break :). Level 7:Ceremonial chambers -Again a smaller level in similar setup. Not so confusing, tho. A number of Skaarj, some Sliths. 1)When you kill the first Skaarj (try to save the Nali there), stop and wait because a Slith on lower level probably noticed you and is on his way. Just wait loading your 8ball and when the portal starts opening, just smoke'im away. 2)At the small ridge over the lava, when you are on the other side of room, some Skaarj will appear. You can try to push them off to lava with ASMD or a single rocket. 3)At the room with first underwater lever, swim to the surface and then slowly towards the wall. There will be a pass leading to another SCUBA gear. 4)Later on, in the opened area, near the platform with crossbow (?) go towards the far wall and dive for some stuff. 5)In the middle of the first plank, jump down for some rockets. Just measure your jump carefully. ...Details: You start this level in a bad situation because as soon as you go out, Nali to your right will start running forward and will stop near a Skaarj. Sucide if you ask me. Try to race him to the Skaarj and kill the lizard before he can touch the Nali. If you hear an annoyed Slith, wait - you can do 1). If not, try to circle this room to annoy him. If that doesn't work, go to the door the Nali came thru. Now turn right and scope the room for possible Skaarj threat. Don't go through the golden gate now. Instead cover the part of this level which is shaped roughly as Q-Q. Kill any Sliths in sight but don't dive into water yet. Return to the wooden platforms and dive into water. Deeper you'll see Sliths some distance away. Lock on with your 8ball and fire multiple rockets at them (wait+load). If any of them comes too near, use Stinger. Now look down. Push the lever you see there and follow the underwater tunnel where Sliths were. You can check left and right chamber for some items in crates but your main goal is ahead. Behind the barrels there you will find another lever. You know what to do? Now return to the room you dived into water and rech the surface. Instead do 3) now. If you feel like you're low on eightballs, go through the golden gate and do 2). When you kill the Skaarj, return to the upper level and go to the other passageway. You will meet some enemies there and (now) dead Nali - if you can kill them before they kill Nali then you're better than me. Anyway, explore the platforms until you reach the big hall with a gigantic rock in the middle. Don't look down. Kill Slith and Skaarj that each want a piece of you and go to the end of this chamber. Get the SHP and return to the O=O shaped rooms. Jump down at the part to your left and explore a lower part of the rooms you left just a while ago. You'll meet some Sliths (about 3) and Stinger there. Now go to the other part (where you were annoying the Slith but lower) and enter the new part of this level. You'll meet another enemy here. Kill him and (ignoring Nali) explore this chamber, also diving into water for some flares. When you're ready, cross te golden gate and follow Nali to the upper level. Now he'll stop and you must turn around to face three Skaarj one after another trying to approach you. You'd best wait and load grenades. When Skaarj steps on the platform, blow the sucker away. When you kill all of them, the passageway will open. Go there fast and try to rescue Nali at the end of this corridor. Don't worry if he gets killed, it happens a lot. Either way, you must face a pissed off Skaarj. When you kill him, push the lever and wait for the lift to come up. Step on it and search for Skaarj somewhere below. When you find him, start loading rockets, but *without* locking on (if you'd try to lock, he'd spot you immediately and the fight would be harder). Then fire away at him. He'll probably survive it but will be significantly weakened so it'll be a piece of cake. Now get into water and swim right. You'll encounter two Sliths, one of them will kill Nali out there and both of them will start swimming towards you. Kill them and do 4). Next, push the lever next to the crossbow and climb the line to the plank (it's best to aim at its hook). Next, do 5) and climb to the very top. Follow the long corridor, leaving Nali behind and kill the Skaarj waiting at pier. Destroy crates for ammo and return for Nali (it's not necessary but...). Get on the raft fast and wait until it arrives at the end. Now you can dive and get some flares from the underwater and return to the portal. Get to the end of this place and jump down to leave Chizra temple. Level 8:Dark Arena -This is a Colosseum-like arena level. You can enter it in two ways - through the main gate and through the secret prison entrance. I suggest the second option because you can find some nice stuff there. Moderate amounts of Skaarj and one Titan. 1)When you come out from the first corridors, go to the closer corner of arena walls for ammo and then to another, far one, wasting the Skaarj on the way, blow the wall up and go down for a secret dungeon. Assuming that the exit from cell is faced 'north', don't go through western door - it leads directly to Arena, there's no return and you have more to do here ^_~. In the room with Skaarj and three levers, turn them on and return to prison to find that all the cells are now opened! Take the goodies but watch out for tentacles in there. 2)When you finally jump down to the Arena, trigger the trap (go near the 8ball) and quickly jump up for the moving platform. Then, by using earthquakes made by rampaging Titan, jump in the pillar for a SHP. Don't try to fight the Beast from there, this isn't too effective and you're liable to fall down because of the earthquakes. ...Details: *SPLOOSH!*. Swim up to conserve SCUBA and get out of the water. Go down the stairs and carefully look around. When you hear another splash, aim at the stairs you came from and wait for a Skaarj-out-of-water encounter. Next, look for a bleak stone face and, as usual, push it. You'll open the big gate nearby. Go through it and down the corridors (8balls on the way). Now the music kicks in. Look right amd go to the place where the building's walls touch rock wall. Here you'll find some ammo and HP. Go through the open area and you'll spot a Skaarj, apparently resting after some hard work >:/. Have no mercy. Pick up an Assault Vest from there and countinue onwards until you get to the other side of the Arena. There you'll find a cracked wall. Shoot it with Eightball to open the passage. Now go down and have a flashlight handy. When you exit the cell, look around carefully until you kill all Skaarj in this area (actually, at most there is only one of them lizards but take care). Now you're in area like this: ########## C E L L S H E R E ############# ########################################### ## ## ## ################ ############### ## ## #### CELLS ##### #### CELLS #### -> A ## ################ ############### ## ## ################ ############### ## C<- ## ## ################ ############### ## ## ################ ############### ## ## #### CELLS ##### #### CELLS #### -> B ## ################ ############### ## ## ## ######################################^#### #### *CELL* ###### *CELL* ########### |you came from here Don't go through C 'cause all you can find there is a Skaarj and a lift to Arena itself with NO return. You can go through B and kill every Skaarj there. Be careful not to throw any levers (you'll kill Nali!) or fall into the red pools as these seem to be filled with lava and will kill you on touch. When you're done, enter A and kill all Skaarj by surprise. Pick up Stinger and tarydium shards and then switch all the levers. Now return to the cell area and loot every one there for some neat stuff, including a SB. Just watch out for Tentacles that nest in some of the cells. After that, go again to A and enter the other door. You'll exit at the main hall of the building. Here you MUST kill both Skaarj to be able to enter. When you do the job, climb upstairs and enter any door. You'll be in a circular corridor around the Arena itself. Again you must kill all Skaarj (pick up ammo on the way!). Next, enter the door on the outer bow of the sickle (the corridor's shaped this way) and push the levers. Three doors to the inner corridor will open. Enter it and pick up ASMD cores on one end and HP (if needed) on the other one. When you fell ready, jump down and do 2). Now you must fight the Titan. Just hide behind the pillar whenever possible and you SHOULD be okay. When you kill him, check out every place for a SB, some ammo and HPs (what are these for? Titan kills you on one hit >_<). Then exit through a cracked wall and immediately throw the switch on the other side of the wall you see (boy, how long was I looking for this thing >_>). Go downstairs and through the doors to exit Dark Arena. Level 9:Harobed Village -A village, a church, a hidden cavern. Other than that, a long passage to the Terraniux. Several Skaarj, some horseflies. 1)In one of the houses there will be jump boots. Don't take them until you find all houses with a hole in ceiling but no ladder attached. Then get the boots and jump up there (careful, this may be tricky) 2)The Nali in the temple will open a passage in a back wall for you. There will be a Flakcannon in the tower, but beware of Skaarj waiting for your return. 3)In the cementery, push a face on the farthest grave from entrance. You'll open a passage to an underground path. ...Details: Exit the tunnel and go left, towards the village. Enter any house, loot it and go out. Now be very alert as several flies will attack you. You know what to do with bugs, huh? After you're done with debugging, check rest of the houses around, remembering about 1). Next, go towards the church. Kill possible horsefly and/or Skaarj scout. Enter the church - nothing worth attention unless you're low on health (and you shouldn't be, seeing as there was plenty of healing stuff in the village). Go near the Nali Priest and he'll open a passage in the back wall there. Enter it, go all the way up for the meanest gun in the unreality and go back - you may have to fight a newly-spawned horsefly now. When you'll be exiting this building you'll fight a Skaarj in the entrance or very close by. Try out your new toy on him. Now go behind this church and enter the graveyard. Kill yet another Skaarj and touch a stone face on one of the farthest graves (I don't need to tell you about picking up goodies, do I?). Go down the stairs and enter somewhat spooky cavern (it really freaked me out during night U sessions >_>. Scary ambience!). Pick up flares and tarydium along the way and kill the Tentacle(s). Jump into water and swim the corridor for a SHP. Sweeet. Now return to the cave and you will fight a curious Skaarj. Exit the village and continue left, killing possible enemies until you reach a body of water. To get to the other side of pool, you must walk up on an edge of underwater platform until you can jump for the shore. Watch out for 'choppers' as they can push you back to water. Once on the other side, kill a Mercenary around the corner and you can enter Terraniux now. Level 10:Terraniux underground -A prelude to Terraniux. Get used to new environment and enemies. Several Mercenaries, few Sliths. 1)You _must_ turn the alarm off, even if you passed the trapped corridor without engaging one (it is possible!) 2)When you go up by the lift, jump to the passing ledges for some extra stuff (getting out from the highest one may be somewhat tricky). ...Details: Go forward and kill a Mercenary to the left. Take ASMD cores and push the button. Wait for the lift to come down and kill another merc. Now step on it and... It isn't working, huh? Well, go check the other door here. These "beams" are alarm devices. You can try to avoid them (I always do. And succeed.) but there's no penalty for engaging them and you have to shut off the alarm anyway. In the next room take on by surprise two mercs, loot the stuff and push the two buttons with "omega" symbol. Now you can take the lift. If you feel lucky you can try to do 2) but it can be pretty dangerous when it comes to the higher stuff. In the next room, take out another merc and two that are in the lower right chamber. Go there (from now on I won't tell you to pick up minor stuff, there should be no need for it, huh?). Now you need to activate the pumps. In order to open the door to the pump switch, you must kill all Slith in area. And don't bother with Toxinsuit if you have Kevlar one. When you're over, enter the now-accesible room, push the button and... Level 11:Terraniux -A high-tech base level, arranged in four three-level areas around a hub. You'll have to do some sludge swimming in order to complete it. Some Sliths, many Mercs. 1)In central room, lower level, a lift down will take you to another Toxinsuit. 2)In order to activate lifts, you must turn on three buttons in waste chambers. And one of lifts is damaged due to broken pipe in a mid-way. 3)When you get the jumpboots, take the lift to the broken pipe, jump on it using jb-s and climb it for a secret place. 4)When you go up, head to the central part of floor, go up the lifts then jump down for some stuff. After that, activate the lifts up by standing on button and wait until it takes you to highest floor. Then sweep the rooms from stuff you find (there is a secret passage to some Flak shells and Kevlar suit). 5)To get to the control room, you must dive into wastes at second foor, then navigate the pipes until you get out at a room with Biorifle. There you may push crates for some goodies in other pipes. The room on second floor will be opened and you can continue. ...Details: Go out and now that biowaste's pumped out you can jump down. Wander around and you'll eventually find yourself past the pressure door. Kill Slith to your left and go RIGHT. You'll find another Slith there as well as ammo. Go through the door and explore dark corners to find two ASMD cores. Nifty. Now use the lift and look towards the center of this room to find two mercenaries. Load 8balls to shorten this fight significantly (you probably won't kill them tho) and dispose of them. When the job's done, press the omega (roughly ;P) button *). Check the doors (some stuff is "hidden" behind walls there) and go out to find yourself in the central hub, lower level. Now you can do 1). When you're over, check all the pumping stations, wipe out what you find in there (some mercs and Sliths) and press the button. Also check any possible crates and don't forget about SHP, SB and Flak shells ;). Now that you're over, go the the lift where a broken pipe was reported (to get to lifts, simply enter one of the covered doors). Go up it and when you're halted, explore secret area. Now go down and take any other lift (watch out for mercenaries raining! =) ). Explore the greenhouses, killing mercs in sight. When you're over, head towards the central hub (it'll open automatically). Whichever side you came from, check all the others for leftover items and GoDown (warning! UT reference! %) ). Loot the stuff and do 4). Yup. Now back to the greenhouses and follow the way clockwise to eventually find yourself in a room with biowaste pipes. Jump (ewwwww!) and navigate the pipe system until you emerge at the control room. Do the sweep, take GES biorifle and push the crate to get another SHP. Press all the buttons and go up the lifts and clockwise again. Now the lift to Noork Elbow will be active. Leave the level. *) Actually, an upside down omega: _ _ || /\ \/ Level 12:Noork Elbow -Few houses, a temple entrance. Some mercs, few horseflies and Tentacles, possibly a Manta. 1)To easily kill mercenaries, use Biorifle or grenades to trap the platform. 2)There is a secret passage in the river, just jump down and swim to the left. ...Details: Go out. Kill mercenaries. Search houses, kill Tentacles, get Force Field (another one and you can't carry two! >_<). Follow the only way to the Temple, kill Stings, do 2), enter Temple. That's it. Tired? Don't think so. Level 13:Temple of Vendora -Another temple level, this time much darker and more... ruined? Tight corridors, small rooms, few larger areas. Mostly Skaarj, some Brutes, Gasbags, one or two Mantas, one Titan. Skaarj Troopers appear here. 1)When in a room with circular pool, dive in, swim down then forward and right to an Amplifier. 2)You have a choice of how to get to the Torch of Tranquility - you can either take a boat or walk. Myself, I prefer walking for more control of movement. 3)Gasbags fall easily to six rocets. Homed, because those uglies like to dodge when floating around. 4)Later on, you'll see a Skaarj who quickly pushes a button when spots you. Rafal says that you can kill him by bouncing six grenades off the wall but the door will close itself anyway :(. 5)In the place with a head-shaped fountain, throw a flare to the water to open up a secret place with Invisibility (thx to Rafal for sorting that out. Man, did it bother me...) 6)You can shoot the picture of Vendora ( :)~~ ;) ) to some strange effect (thunders?). You just won't hit her - she's protected by an invisible bubble. 7)As a side note, in the pond before the theatre there are eels. They keep respawning forever! 8)When you enter a theatre, there is a lift to the right, leading to a dead end. There's a door there, but it's opened AFTER killing the Titan. Thanks once again to Rafal for this info. ...Details: Whichever way you came out from, go to the big gate downstairs and pick up eightballs (if you need to, of course). Now stop right before entering the courtyard. It's a trap (can you hear the Skaarj?). Snipe all Stings there and enter carefully. Kill the Skaarj and the gates will open once again (how?). Now enter through the opposite door to the one you came from - not that you have any choice ;P. To the right a mean Brute of the larger variety will attack you. Show him who's boss... and head left. Down the spiral stairway (flares) you will see a circular pool. It's 1) and you will encounter some eels on the way. Now when you're back, a Nali priest will guide you... But will be stopped permanently by another melee Skaarj if you're not good enough. Smash the chest open, take its contents and go left. Take tarydium shards, return and go to the right passage. On the way you'll find some side rooms with stone beds, supplies and a Skaarj (Trooper) inside. Sweep them anyway and you'll find yourself in a larger hall with another melee Skaarj patrolling the bridge. Kill him and continue forward. When you'll reach the stairs, charge up something good as there's a.n.o.t.h.e.r Skaarj up there. Guess what? The door's locked. From the message you'll learn that you must light the Torch of Tranqulity. So turn left and either take the boat and take nearby gasbags head-on or use the dark passage and sinpe them safely with 8ball. When you'll reach the other side, KiLl one Skaarj on the pier and next two in the large chamber with two sets of stairs. Go up the stairs and clear both rooms there (with care, as always). Now push the button between stairs on the lower floor and leave this chamber... to face yet another Skaarj (man, do they EVER give up?). To light the torch in this chapel, you need to stand on the button here (electric lighter, heh). Also circle the room for two HPs. You can return to the locked door now. Next few rooms are a breeze and you can't get lost there (at least I hope so >_>). When you arrive to a room with a head-shaped fountain, throw a flare to the water there to get Invisibility. You'll eventually pass by the giant picture of Vendora (ooh! megami-sama! ;) ). Get the amplifier but wait! There's a Brute on the courtyard! Dispose of him and another of his kin in the corridors to your left. Now go to these corridors and this time, take the right passage and navigate through plains (warning! Two Skaarj!). When you enter the theatre, kill a Brute to the left and go there (there's nothing to the right). Now fight the Titan on the scene (I suggest using amplified ASMD alt-ball and then eightballs). This time the fight is significantly easier, just take care not to be killed by stone fragments bouncing off the walls. When you'll slay the beast, exit through a passage in the middle of theathre's wall. An earthquake will close the way behind you... Level 14:The Trench -A simple level. A long unnatural canyon with two (!) or possibly three (!!) Titans, several Gasbags and maybe a Skaarj. 1)To easily dispose of gasbags, lead them close to the titan. He may engage them and smash 'em with rocks. 2)There are eightballs on the way, try not to miss them. 3)To call a lift, stand in the red light, and remember to jump off to avoid squishing. 4)Getting to the last door requires careful timing in activating the lift. ...Details: First, take the ammo and dispose of any visible gasbags from your vantage point. If you really, really, really want to, you can also take out the Titan from there but it's a bit dangerous and very tedious. Anyway, proceed towards the aft and kill some Skaarj around there. When you're ready, stand in the red light until a lift comes down, get on it and jump onto the deck before you're smashed. To get up now, you must activate the upper lift (the other side of the panel), wait a while and step on a vertical lift nearby. If you were accurate, you can step on the upper lift which will take you near the level exit. Level 15:ISV Kran deck 4 -Back to the hi-tech scenery. You can get used to fighting large amounts of Skaarj as well as some slime-diving (only in a few places, luckily). 1)When you go up a first time, a Skaarj there will sound an alarm. To turn it off you have to kill all Skaarj that will appear one by one, then jump down to the newly-opened airduct, navigate it until you reach a large hall with a platform in a middle of it. Jump on the platform (it may be tricky), then switch the panel. After that you may jump down and collect an armor from crate in the wastes. ...Details: Read the note and enter a larger storeroom with some eightballs, Stingers and tarydium. Get what you need (in the left part of this area there is a Toxinsuit) Now go up (the switch is on a panel by a wall) and right to face a Skaarj. It doesn't matter whether you'll kill him before he can sound the alarm - now you must kill many Skaarj raining from the airducts. You'll know when you're done because one duct will open in the floor then. Jump down there aiming at the ledge (or you'll get yourself in a "sh- hit the fan" sort of situation). Follow the only way to the lift, get a RazorJack there and keep going, ignoring any ways going down until you'll have no other choice (you'll see a small bridge with panels on each side then). Jump to get on that bridge (tip: aim at the closer panel). Touch both of them - MAKE SURE that you've heard a characteristic switch sound (unusual bleep, heh). Now jump down to the wastes, swim down (hopefully you have something to protect you) and collect an armor from the crate (you could do it at the very moment you entered this level but now you have less Skaarj to rip it off you ;) ). Now get near the ducts and they'll open automatically. Backtrack all the way to the panel where the Skaarj turned the alarm on and go left through the newly-opened door. Collect HPs if you need and continue onward until you reach a large storeroom. Go right and enter a small corridor for some sludge. Now go to the far elevator in the storeroom. Go up and kill a Skaarj glaring at a panel. Flip it and return to the storeroom again. Go to an upper level to face another wave of Skaarj warriors. When you're done, loot the goodies (check out small tunnels) and press the only panel in there. Go down a bit and jump on the crates to get the ASMD cores. Now you can see that the barricade has finally opened. Yay ;). Go inside, push the small switch and enter the large door to exit level 4. Level 16:ISV Kran decks 3 & 2 -Quite large level, made out of a corridor network with four "main" areas - the one you begin in (with a shuttle bay), the "drain valve" area, the engine chamber and the engineering. Large amounts of Skaarj, as well as Skaarj Troopers. 1)If you want to get to the shuttle bay for some stuff, you must go to the upper level, turn the switch next to the bay doors (the giant ones). When you enter, you find out that you must find an override switch up in the bay. Well, go up and again kill all Skaarj there (this one of the few places where the Biorifle may be useful - just blob them in tunnels). The switch will be in one of the tunnels, as well as SHP, sludge and 20 Flak shells. You can also try to collect the stuff from ledges around there with Jump Boots. You really don't need them, you can jump down on them from the upper level but it'll be more risky. 2)Watch out for supposedly dead Skaarj out there. 3)To activate the lift you must: a) remove wastes from mezzaine b) destroy gold cores past there (there are some stuff on the lowest level, as well as lots of waste) c) go to the engineering and put back the energy cores (use jump boots to jump on the roofs there) d) finally, make your way to the lift Don't be surprised by Skaarj spawning from time to time. ...Details: Upon entering the first room, look around for possible Skaarj. If any, kill them, otherwise stay alert when opening the second set of doors and calling down the lift in the second room. Now go back to enter the upper level of the first room. Destroy the crates an collect their contets then measure your jumps down carefully to get ASMD cores and some other stuff. Go up again and push the button near the huge airlock. It'll open and you can enter the shuttle bay now. Read the message... Uh-oh. Looks like you must bypass now, don't you? Smash the crate and get the jumpboots. Activate, jump on the "roof" over this panel, smash another crate, get its contents. Now locate a small ledge somewhere up and a bit to the right. Jump there (if you fail, you won't have enough jump charges to do it again...) and loot. Now get to a lift behind a large pllar. Press the button to zip up. Now you'll face many Skaarj so be prepared, but there's an easy way to win the fight. Except for the first Skaarj, all of them will spawn in the shuttle tunnels. So ready your GES or Flak and don't give them a chance to leave! With good blobbing none of them will reach the hub, just be fast to locate newcomers. When you're done, catwalks will reach to the hub and you will be able to enter the tunnels. Enter each one, in one of them there will be a bypass panel and in others you'll find sludge, HPs, a SHP and some Flak shells. Now you can zip back down and leave the shuttle bay. Go up for the third time and go through the hangar door placed on the wall near the shuttle bay open switch. Keep going in that direction (watch out for Skaarj feigning death). You'll find yourself in a room with a large pipe and four hatches. Enter far left one and kill a Skaarj inside. Get the toxinsuit if you need it and press the button that's on a pipe. Now enter the far right door and kill another Skaarj and press another button. Now leave this section by going "northeast" (assuming that "north" is the direction you came from) You'll eventually find a passageway with floor gratings and a lone crate. Pass thorugh it and you'll find yourself in the core containment area. Kill any patrolling Skaarj and grab ammo from the crates (get on the bridge and jump from there). Also get ASMD cores. Now go through the large gate and step on the lift. Get off it on the second level and mock the Skaarj in the far side of this tunnel's lower level. If you're lucky, he'll commit a suicide by running into the blue discharges. If not... kill him! Continue walking on the medium level until you'll reach the gold cores. Push the button behind one, stand back and fire anything at it. Repeat with the other one and jump down and then down again into wastes (unless you don't have anything to protect you, of course). You will see a passage to a small chamber with a lift and, possibly, a Skaarj. Kill him, take the tarydium sludge and use the lift. Take the Assault Vest and go back to the mezzaine. Now go right and you'll find a lift to the engineering section. Go there, whip up Skaarj asses and explore the area taking anything you need. At one of the lifts you'll find jump boots. Take 'em to jump on the "roofs" over passages. When you're ready, reinstall the energy cores by pressing buttons in front of them. Game will spawn some Skaarj to keep you busy now. Now go to the turbolift: from the lift to engineering go right past some Skaarj blockheads then right and you'll see a single door to your left. Go there, enter the lift and go way uuuuup. Enter the door to the last deck. Level 17:ISV Kran deck 1 -This is where the hull becomes unstable so be prepared to some minor earthquakes. Medium amounts of Skaarj to be fought here, also some amoebas. 1)As the translated text says, there's no way you can kill all of Skaarj in the first section. Just make your way through to each of the barrier controls and then past the barrier to switch it back on. 2)When you return through the corridor to lounge, jump down there, collect goods and then go through airducts for more loot. ...Details: Ready for a fast run? Hope so. Run forward, enter the room and flip a switch on the opposite side of this room. Now go out and run left, ignoring any Skaarj on the way to a similar room. Press the button. You may be trapped by Skaarj in there so wait for a while with GES in hand, blobbing them big time. When you feel ready, go out again and run right, through the darkness and ignoring the side branch for now to enter the third barrier control room. Press the switch and go to the side branch from before. Go there and as soon as you exit the corridor, press another switch on your right to turn the barrier back on, thus isolating yourself from the Skaarj there. Now, circle the lab chamber and kill (at least) two Skaarj of the Trooper variety. Enter another room and go up by the catwalks to reach a control panel. Switch it and enter the lab chamber. If you do not own a Kevlar/Toxin suit, this part may be a bit painful, unless you're simply good (but then you wouldn't need this guide :P). If that's the case (you're not protected), be VERY quick - press a button on the single switch below glass and quickly run out of this chamber and through the opened door. Otherwise you'll have to wait until the chamber door "kicks in". Thirty seconds after switching the panel on lower floor the amoebas will be released and you'll have to wait another thirty seconds till the chamber door will open and you can push the switch under the window and leave this room. When you enter the corridor you just unlocked (be quick about it as it closes fast), you will see a wastes' pool. Ignore it for now and go forward. Enter rooms on both sides but beware as Skaarj will pour in small amounts (not that much but enough to give some trouble). When you're done collecting ammo and stuff, continue through this corridor and take a lift. Enter the room... What a mess. Check out under the rock for some ASMD cores. Next, get near the grating and it will open. Dive down and press the switch (remember that you should hear a "bleep"!). You will also hear a Skaarj. He knows that you're down there so don't hide but leave this tight tunnel and face him in more open area. Place's getting unstable so as soon as you're done, rush out through the corridor but jump down to the wastes (once again, having a Suit will help a lot). Grab ammo and leave through a side tunnel. A lift will take you to the uppermost part of the lab chamber. Sweep the area and leave through an opening in the outer wall. Force walls are now down and you can go on. After killing a Skaaj up the lifts you will find pilots' chairs. Press any button and the chairs will move. Jump down and step onto the teleport pad to get yourself beamed to... Level 18:Spire Village -Small village and a long winding road to Sunspire gate. To make things more, uh, lively, you'll face several (one to four) Titans here as well as few Tentacles and Skaarj. 1)Again, in some houses you can reach the upper level by Jump Boots. 2)To open the gate, jump-switch it. ...Details: First you have to lure the Titan out of the village so it won't kill any Nali. It's relatively easy tho. This time it's difficult to dodge rocks as they often crash nearby and hurt you. You can try hit'n'run technique here. When you waste the Titan, check out houses for various items (the Nali that "n'habu'djib"s you doesn't do anything but odd gestures towards the middle of this village). When you're done, follow the only way out. Now, depending on your luck and difficulty level, you can encounter anywhere from 0 to 2 Titans near the lone house. Of course, don't take both of them at one time ;). First one is easy to spot, but the other one hides behind the house. Inside this house you'll find eightballs and an assault Vest. Your final enemy will be a Skaarj trooper with a Razorjack. When he's also wasted, jump-switch the gate to... Level 19:Sunspire -Large level, mostly winding corridors and medium-sized rooms with several lifts and a couple outdoor trips. Many Skaarj, several Gasbags and Pupae. 1)You can easily get rid of Skaarj at a path by pushing them over to lava, but watch for a gunner with Eightball - he can push YOU. 2)AFAIK the easiest way to the top is following: a) take the Primary Ascension (go forward from the entrance) b) go to the cistern c) dive in, use the underwater path to go out in a dark room full of Skaarj kids d) make your way to a big room with a platform and a lever under it e) push the lever and yoink a Minigun f) go outside (no, not back to the entrance :P) g) when you get inside again, you'll evetually see two _long_ lifts. Take them and it's fairly straightforward from there. 3)In the place where lift to Na Pali goes down, turn right, eliminate the Skaarj there, turn around and take a SHP in a dead end. 4)In the same place walk behind the wall. While it seems that there's no way to cross it, in reality there's a tiny ledge that you can use. In this area some Flak shells, ASMD cores, HPs and... a Skaarj pupae await you. 5)Out of side chambers, the only ones visting are IMO the bathing ones (left corridor branch), because you'll find some precious rifle rounds there. ...Details: If you want, you can destroy the crates in the guardpost but there's nothing of much interest in there. Advance carefully because you'll face at least three Skaarj on your way to Sunspire, one of them carrying an Eightball gun. Needless to say, it's dangerous. When you enter the spire tower, a trap will await you: a possible Skaarj behind pillars and another one that will jump down through the glass window above you. After you're done with that, take the left passage, taking out some tentacles and a single Skaarj along the way. In the room you'll eventually (:P) enter, you'll encounter a single Nali and an Assault Vest in the chest. Of course, you need to smash it first. Now returm to the entry chamber and take the opposite passage - the one that was to your right. You'll traverse similar corridors, this time you'll get some GES ammo. Return yet again to the entry room and enter the "primary ascension". Take the lift and waste a lone tentacle just above you. Now pass another room and enter the doors labelled as "Cistern". Fight possible gasbags and dive. You may encounter some eels there, anyway - just swim down and enter the only underwater corridor. Take ASMD stuff if you need it and you'll exit to a dark room full of Skaarj pupae. You might want to stop by the hidden door and use your flares combined with ASMD to waste them one by one - this way you can go back to resupply with ASMD cores nearby. Now you'll have to pass some dark areas so grab your flashlight. Next chamber is a storage room. In some barrels are hidden items (HPs), in others are hidden Skaarj pupae. Take what you want and move on. When you'll reach a statue, take the left corridor - after reaching the next room, look right and kill another pupae. Take flares and sludge and go down. Under the platform you'll find a switch. Push it and grab the minigun that will be in a secret place. Now take the nearby lift. Deal with Tentacles. Now you have two choices: either take another lift and miss a considerable amount of ammo (and some enemies) or go on. Assuming that you have brought your courage with you :), go on and face another Tentacle(s) with a Skaarj. Kill them, get ammo and go to face a room full of corpses and yet another Skaarj. Yoink the ammo again. Go outside, grab Flak shells if you need them and start climbing. Do it carefully as there's a Gunner to be killed and he's just waiting to make you fall all the way dooown...There is a Skaarj pupae behind one of the pillars, you know what to do. Once you see the corridor leading inside, pull out DP and start shooting at the place where that corridor joins with a room. Why? Because there's a tentacle waiting there. When you're done, deal with two gasbags and yet another spawned behind you. Following the long corridor you'll enter a chamber with a hiding Skaarj and more Tentacles. The lift you'll take now will truly be a long one... Making your way through corridors here you'll find large doors. Behind these there's a crystal for Sky Elevator. Don't turn it on yet. One corridor later you'll find another Skaarj and some Skaarj pupae in the next room. Kill 'em all, smash the crates (some amounts of bullets suggest that you can use the Mgun here). Outside you'll find around three Gasbags, and a Skaarj. One Skaarj - a gunner - may be waiting on the roof... a nasty surprise. Peeking around, you'll encounter two more Skaarj. Layout of that area is something like this: B WALL \ ############### \ # | # \ | # (what a lame ASCII, huh? :) ) | v # |## ### A ### |## ^ ### ### | you came from here In 'A' there's a Skaarj pupae guarding a SHP. You know what to do. But 'B' is something neat: you need to go as close to the ledge and then follow it but KEEP WALK KEY PRESSED! This will prevent you from falling. You'll now notice that the wall isn't as close to the edge as it seems and you can pass it! Now turn and go right. In this secret area you'll meet yet another Skaarj pupae and get neat amounts of ammo. Now you're ready to leave. Go to the crystal chamber, kill the RazorJack-armed Skaarj if you haven't done that before and pull the lever. Go back again to the room with stairs to the right, climb the stairs and wait for the Sky Elevator to come. Enter it and wait... Level 20:Gateway to Na Pali -This is a medium, cavernous level where you actually have to be somewhat careful not to fall down. Several Skaarj and a number of Kralls. 1)Get out the water as soon as you pass the grating after taking the rifle or else the current'll take you all the way down... ...Details: When the door opens, wait for a bridge to come and exit that cabin. You'll find yourself in a dark cavern. Circle it and get some items, notably HPs and flares. Next, follow the only corridor until you see two Kralls standing before a Nali. If you aren't quick to kill them, they'll trigger a script making that Nali jump dooooowwwwwnnn... Sometimes an unexcepted thing may happen and everyone - except for you, of course - may do that. Fall. Whether you manage to save the Nali or not, check the sides for some ammo. Now if you saved the Nali, follow him. If not, just seek a door in the corridor. Next thing you'll face will be a bridge over a small cavernous lake and another Krall on the other side. Kill him and proceed. If you happen to fall down, just find a tunnel and take the lift there. After another corridor you'll see a river and another (possibly) batch of Krall to dispose of. Grab flak shells and other stuff and swim the river in the only possible direction. Now go past the waterfall. Take the Rifle (whee!) and activate the lever. Back to the river, you'll have some Rifle target practice. In the room you came from there will be some Skaarj troopers waiting. Headshot and go through the other exit - the one that was previously blocked. Here smash crates for some ammo (possibly a Tentacle around). Navigate some corridors, killing Krall along the way (Flak works wonders - as usual :-3 ) and you'll pass a wooden bridge. Some more corridors farther you'll go outside. Ice two Skaarj (here the Rifle's zoom will come handy). Take Stinger and tarydium - if you need it, watch the waterfall and go on. Few wasted Krall later you'll have to fight another pair of Skaarj, but one of them will be armed with a RazorJack so take care. After passing these doors (and taking another Rifle) you'll have to face a melee Skaarj, a tough one at that. Next room will contain a starcase and the last Skaarj. Under these stairs are some crates but they contain nothing important. Go up to exit Gateway and enter... Level 21:Na Pali Haven -Sky town, but falling down isn't much of an issue here. The trick is, many areas are locked away and you need to find some levers to open them - or blow up a passage or two ;). 1) One of the Nali you meet will be standing in a very stupid place - under a cran whose cargo you need to drop. Now, you might scare him away using, say, DP's shockwave (I mean, not shoot him directly but rather shoot just before his legs with a slightest charge) but I'm not really sure about consequences of this action. 2) In two cases you might feel very stuck. If that happens, search very carefully for cracked walls and blow 'em up. 3) To gain access to the second floor inside the tavern you need to push a button behind the counter. 4) Inside this tavern you can see a very obvious closed passage but I haven't the slightest idea on how to enter it without 'ghost'ing :/. 5) In the last area (with the "barn") you can follow the island's edge in both directions to reach neat stuff (armor, several ammo types, SHP). However, when you return from the SHP (right) side, you will have to fight several Kralls on the way. 6) In case you can't understand the display: exit is under the waterfall. ...Details: Climb the stairs. Once you're out, turn left and advance slowly with your Rifle in hands. As soon as you can turn right, zoom in and kill all Kralls in area, just watch out for Nali. After that you might want to smash the barrels to your left (tarydium shards), but either way, enter the building to your right. Inside turn left and push the lever-like gear here. Immediately turn back and go the other way until you enter a larger open area with a Nali in the middle ( 1) ). Go for the other side and enter the gate to your left. You're outside again... Now enter the lower part of the building to your left (the barrels outside hold some Nali seeds which after use grow into healing plants). Here's a bit tough part if you want to save ALL Nali you meet because there's one of them standing between plenty of Kralls (three in the immediate area and some more nearby). When they're gone, stb (smash the barrels :) ) and proceed to the next hall where you might encounter few more Kralls. Grabbing flak shells on the way, proceed upstairs. Engage another Krall here and step into the small sideway corridor. Push another lever-like gear here and you'll see doors opening on the other side of the window. Backtrack outside and enter the upper half of the building. Here you'll fight yet another batch of Kralls (you'll have plenty of time to grow sick of them). Grab the powerup and go into the next room - watch out for a sneaky warrior Skaarj on the way! Follow the only way around the familiar area and pass another door into a room with two Kralls. Fight them and open the last door to find a lever. Flip it and watch the cargo fall down, opening way for you. Jump down, poke around, gathering ammo and head for the exit. It will close and a Skaarj warrior will jump down the way you came here. Once he's gone, the door will open again. Past the door you'll see a wall with a visible crack on it. Blow it up. Don't cross the opening as the Pupae are already on your track. Disposing of them is fairly easy: stand in front of the opening, grab the GES and slime any sucka that comes near. Several fragged uglies later, enter what seems to be a basement of some sort. Under the stairs you'll find ammo, but you should move up, where you'll meet a nice heavy Skaarj resistance squad. Wipe 'em. Grab ASMD cores if you need to, smash the crates for bullets and get on the second floor. Kill anything that moves and activate them gears. You'll see a gate opening below you. Go outside, turn left and continue onward. To your left there are some barrels, depending on some parameters unknown to me (presumably the amount of dead Nali) smashing them may give you goodies or Pupae to kill. Further down the street you'll get a good chance to test your rifle skills. For a reason unkown, to headshot a Krall, you must hit the very tip of its body, and you'll get some good opportunities to try that now. Just try too keep that Nali alive. Sweep the city square and take the left exit (those minor doors lead to lakeside dead ends). Here you'll face some Skaarj troopers for a change of pace. Go on, ignore both left exits and you'll reach a water reservoir of some sort. Kill Kralls and go down. Use the almighty (now that you should have all the powerups) Dispersion Pistol to kill all water pests and lurking Tentacles in the outlining channel. At one point, you'll see light on the inner wall. Blow up the opposite side to open entrance to a wine cellar. Here you'll meet some Flak shells, Pupae and a Skaarj of warrior variety. Exit this place, kill a Krall on your way. Stop behind a large door, load yer rockets and immediately enter and blow up a group of three Kralls (playing some sort of dice game). If the Nali doesn't do it himself, push the button behind the counter (entering the fireplace will cause some Pupae to jump down on you). Upstairs you will find several rooms, one will have a Skaarj sleeping on a bed (kill him before he wakes up!) and, possibly, a very useful SCUBA gear (sometimes it's replaced with a Pupae). Another room is more important as it has a gear which opens an outside door (visible through the window in that room). Leave the inn through the front door, turn left and exit through the first door. Remember this area, go to the island's edge and go left. Collect the items and follow the edge in the opposite direction. Here you'll find some Flak shells, rockets and, finally, a SHP. On your way back, however, you'll encounter two groups of Kralls. Anyways, return to the place I told you to remember. The barn door will be closed but don't worry. On the door's right side you'll find a passage to the central lake. There, on your left side, you will find the door you opened with the lever in the inn. Inside there's a gear that you need to activate in order to open that barn door, so do so now. Go to the door and kill a Skaarj that is inside. Past the door... A lift! Activate the switch near the door and step on the lift. That is some theme change! Fight the Skaarj off and enter the next room. Inside, there's a control panel to activate, it opens the entrance to Outpost 3J. The entrance's location is shown when you open it, but the display is all fuzzy and stuff so in case you can't make anything out of it: it's underwater, under the waterfall. Go there and swim your way to the next level. Level 22:Outpost 3J -Well, that's this base I mentioned earlier. Full of Skaarj and some Kralls too. You'll also find a temple here. 1) When you finish this long swim, be careful when going up because you'll face a Skaarj there. 2) The switch to the forcfield blocking the way out is on one of the sides of a big tarydium container. 3) Apparently, sometimes a bug prevents the forcefield from disappearing. In that case, sadly, all you can do is either restart the level or ghost past the bug. 4) In the temple, push an odd stone on the balcony to open a passage leading to two stone statues. Destroying them (like by pushing down) reveals a belt and an SHP. ...Details: Swim. Swim. Swim. Swim. Swim. Swim... and some more swim. Just when you get bored of swimming ("whee, these lights have a pattern!"), you get out of water and fight a Skaarj warrior. Exit the only door that opens and face yet another Skaarj, a trooper. Take the lift and after a short while, you'll be in a control room. Kill the trooper there and open the bay door. Exit the control room, jump back down to the area with the pool and enter the passage you've just opened. A short while (and some fighting) later, you'll end up in a large hangar with a ship inside. Inside the crates there is some rockets. Take the lift in the corner and you'll end up fighting a Skaarj gunner (not very nice). Once you're done, enter the only door and a short while later you'll end up in the hangar's control room. Kill the Skaarj trooper and flip the switch that opens *left* hangar door. You can also remove the forcefield - the scout ship would apparently save you some time getting to the mothership - but you cannot board the little bugger :/. Anyways, exit the other hangar door. Some fighting later, you'll be in a room with two Skaarj armed with GES. Dispose of them and flip the red switch labelled "forcefield controls". It's on the large Tarydium container. Exit the door on the lower level. Past this - a bit twisted - corridor there is an exit from the outpost complex. Here you'll find a church. Around it there are some Kralls and some health. Enter the church, kill another two Kralls (there's a health pack behind the statue). Now enter the door hidden in darkness to your right. After some climbing you will end up on the upper level ( 4) ). Anyway, continue until you'll reach a small control room. Kill the Krall there and activate the panel. Return to the first floor and take left exit this time. You'll end up in catacombs. In there, you will find a large room with a tough Skaarj warrior inside. After you kill him, activate the teleporter from the upper level panels and enter the pad to leave this level. Level 23:Velora Pass -A second smallest level in game, but has a Stone Titan - he's even meaner than an 'average' one. Watch out! 1)To get to the other side of the rift, you _have_ to wake up this Stone Titan (by snagging the powerup, but you should have the highest level by now...), but you actually don't have to fight it. You can lure him somewhere safe then jump on the switch to call up bridge, pass it then drop it when the Titan's on it. But I figure that killing him is simply easier... ...Details: Once you enter the level, wipe the immediate cargo area of the three Skaarj. Now smash all the crates for ammo supplies, get yourself ready and go the only possible way. You'll end next to a _deep_ canyon filled with lava. This place looks like an ancient altar, no? Well, the bridge leaving out is submerged in lava and the snoozing Stone Titan is blocking the switch. In case you need it, grab the ammo packs from his sides, save and grab the powerup. He'll wake up. Now, there are two ways to do this: the hard and the harder. You can either take him head-on, you'll need lots of ammo - you know the drill, hide behind these stone lanterns, GES, hide, Flak, hide... When he falls, jump on his chair, go to the chasm and wait patiently. If you want to conserve ammo, lure the Titan away from his chair, activate the switch, hide until the bridge arrives and cross it. Unfortunately, the Titan must be dead for the gate to open so you have to lure him on the bridge and activate the lever to drop him in lava. Easier said than done for you're in for a lot of fun rock fragments up your back when crossing the bridge with a live and pissed Titan behind you. Level 24:Bluff Eversmoking -A peak monastery in a middle of nowhere. Lots of Kralls and few Skaarj troopers. A large level with many different appproaches. For the sake of brevity, "inner monastery" means the "proper" church and its cellars, while "outer monastery" refers to everything else. 1) In order to complete the level, you must do three things: disable magnetic locks in the inner monastery, open the belltower door and activate both switches at the top of the belltower. Then you can ride an electric rail around the bluff and on to a passage leading to Dasa. 2) There's a hidden tomb with a lot of ammunition. To get there you must push a certain side of one of the gravestones and step on the switch you'll find underneath. That will open the largest grave. When you jump inside, the floor will serve as a lift of sorts. Be sure to grab flak shells from the lift shaft! When you arrive in the crypt, a Nali ghost will open all the graves for you - you'll end up with more ammo and an invisibility item. To leave the crypt, you must take a dive in the pool close to where you entered the crypt. It'll take you the the well in the outer monastery. 3) Dungeon holds way to two places: bluff lower caverns and inner monastery. Lower caverns yield easiest way to the belltower. 4) Priests in the church open two secrets with ASMD ammo and a shieldbelt. 5) Under the huge lift (you'll know it when you see it) there's a healthy amount of healing plants. 6) Under the belltower lift there's two somewhat-secret areas: one is reached by simply jumping down and the other is a small chamber between that area and belltower floor. Beware of enemies! 7) You can reach some items on your way up the tower by jumping but it can be quite painful. ...Details: Push the lever and exit this room. Ignore the Nali hailing you and gather the supplies stacked in two spots. Follow the Nali running up ahead and once he enters the narrow side area, turn around and defeat a Skaarj waiting there in shadows. Now search both side areas for some rifle bullets and health plants. The big gate will probably close before you're finished so just push the lever the Nali pushed before to open it again. Pass the gate and you'll get a clear view of the monastery now. First, you might want to gather any supplies available. The best way to do so is this: go to the main gate. It will be closed so enter a portal in the wall to your left. Here you'll have to fight two Kralls (watch out for two Nali, one of them will be Kralls' primary target) Next, follow the way until you reach a graveyard. Here do 2). Now go back to the closed gate and go right. Fight a Skaarj there and loot the area around crucified Nali. Backtrack to the gate again. This time take a slope leading down. You'll eventually reach some cellars. Take the right corridor and defeat a guard Krall. Examine the wall to your right to find a small, dark room with several supply crates. Loot 'em. Now enter the main cellar chamber. It will be empty (apart from some logs and a barrel with bullets), but you'll find a Krall in a side chamber to your left. Kill him and jump to the upper sewer(?) pipe. You'll find some hidden GES sludge there. Go back to the main chamber and enter small corridors leading out to another large room. You'll spot three Krall playing a game there so you may take some time to unleash six rockets on them. Either way, dispose of them. You might open the cell doors here with a lever but that isn't necessary as there isn't anything worthwhile in there. Once you're done, enter the water and swim until you'll end up in a secluded room. Loot the area and jump back to water. You should see a large wooden cross - swim through the corridor marked with this cross and you'll end up in the inner monastery. Now take the stairs to enter the temple. Here two Nali will open two secret rooms, one with ASMD cores, the other with a SB. Once you're ready, head out through the main door and fight a Skaarj to your right. Go to where he was and take stairs down. You'll end up in a smaller chamber with large electric barrier. Take care of another Skaarj down below. Now comes the tricky part: to get past the barrier, you must carefully walk on a tiny ledge on the upper floor until you're directly over the beams and jump to the blocked area. You'll be able to disable these laser beams there. When you're done, loot the remaining room and go back to the inner monastery gate (not all the way through the underwater areas, mind you). To open the gate you need to enter the tower to your left and push a lever that's at the top. Now go again to the outer monastery cellars. Remember where you found GES ammo in a sewer pipe? There's another pipe nearby. Enter it. After some swimming and walking, up and down, you'll end up in a large cavern. Swim to the catwalks and dispose of any Kralls in the area. Loot the cavern and find a large, round elevator shaft. Activate the elevator by standing on the central spot. Once you're down, you'll see a long, winding corridor. This is easily the trickiest part of this lever as there will be many Skaarj gunners along the way. Not exactly fun, given that you have almost no room for dodging all the rockets. At the end of this corridors is a staircase leading to another room. Fight another Skaarj and activate the right-hand panel here (you will get a message about opening way to the belltower). Leave the room via the only remaining way and a lift will take you to the belltower's base. Enter the tower - you can do 6) now - and ride all the way to the top. Activate switches on both sides of the tower and you will see discharge and a blue spark will appear. Now activate the lift and stand on it. However, you should *not* ride back to the first floor, but instead jump on a wooden ledge just above that floor. You'll see a cargo rail. Step on it and it will take you around the bluff and on to the corridor leading to Dasa. Level 25:Dasa Mountain Pass -A large storage area with lots of equipment stolen from ISV Kran and other ships that crashed out there. Simple when compared to the previous level. Here you'll encounter Behemoths for the first time. They are big and tough, but not invincible. 1) On the left side of the storage area you'll find an opened crate containing a shield belt. ...Details: You are entering the cargo storage now. There are several Skaarj in here, some may be waiting on top of the storage piles. Do 1), and move on (the lever which opens the gate is to the left). Take out a Krall and lower the bridge. Once on the other side of this chasm, defeat any active enemies. Enter the corridor to your right, kill yet another Krall and follow to the room behind the stained glass. Kill all Kralls in there, loot, and return to the bridge. Now near the corridor you just exited, there's a narrow plank leading down. Use it to find another corridor. Kill anyone who attacks you and proceed. You'll find yourself at a small caver with water (?) covering the floor. Walk around until you find and underwater tunnel. Swim through to a small room. Here push a lever and wait until a lift comes down - it will have some hostile passengers! Ride the lift and activate the lever opening the gate. Past it are some Kralls and a Behemoth in the corridor to your right. Enter the corridor and push yet another lever. The second gate will open. Kill another Behemoth and enter the door. Here you will fight a Skaarj. There are also two Kralls, one on each far side of the T junction, but you can just ignore them and swim forward, climb the stairs and exit the level. Level 26:Cellars at Dasa Pass. -Next complex and large level. In some places there are spawn points, making unlimited amounts of Kralls so it is advised to focus on progress rather than slaughter. 1) In the side chamber where you open the very first door, dive into the water. There are some eels here, but there are also flak shells, ASMD cores in barrels, and, past a tight underwater tunnel, a SHP guarded by some tentacles. 2) The big pillar in the area where you fight the Titan is actually filled with water. To get there, however, you must exit this room (see walkthrough) and turn right at your first chance. This is a semi-secret area so just explore. 3) At one point you may see an ASMD deep in a well. I have no idea how to get there without cheating. Sure, you might rocket-jump yourself into a side passage but this is too expensive in health terms. 4) In the wall at the upper level where twin lifts take you there's a passage leading to a somewhat secret area with some health plants and crucified Nali. ...Details: Enter the circular chamber. Above you there's a tentacle in hiding. In front of you there's a closed gate and to your right, there's a short corridor leading to a side chamber. Kill all Kralls inside, climb the wooden beams to get some ammo and activate the lever thing located on one of the platforms. Oh, and here you can do 1). Return to the circular chamber and enter the previously closed passage. To your left you'll find an unreachable passage, don't worry about it and instead enter the nook to your right. You should activate a lift this way. Once it comes down, ride it to the upper part of this chamber. There are two Kralls here, kill them and trigger the flywheel here. It will temporarily (!) open the gate leading onward so don't waste time with lift and just jump down (don't worry, you shouldn't be hurt) and pass it. Now you'll be in a corridor. Note the diamond marking on the floor to right and turn left. There will be a room in the left-hand wall, enter it, kill an enemy and activate the gears. A passage will open nearby - ignore it for now and go to the end of this corridor. You'll see two floors to your left. The lower floor holds nothing of value, the upper has some ammo and a Behemoth, which might have attacked you when you were riding a lift a room ago. Anyway, find a passage with Flak Shells - this is where you need to go. Now to your right there will be a set of doors leading to one room which contains some ammo and items. To your left there will be a set of doors leading to currently blocked area. A bit further forward you'll end up in a T-junction with some Skaarj to kill. To the right there will be a gear you need to activate - do so and go the remaining way. After a set of stairs you'll find yourself in a situation really unfair: a tight and tall circular chamber with a STONE TITAN and KRALL SPAWN POINT. At least you don't have to fight anyone (the Kralls will often distract the Titan): what you need to do is find a loose brick in the central pillar. This will open a passage in the outer wall leading to a set of stairs. Careful as you climb these stairs, because there's a Skaarj waiting in ambush at the top. Anyway, you'll eventually end up in the very same circular chamber but some ways up. Carefully near the edge of the wooden circle: above the passage through which you entered the chamber for the first time (it's currently blocked off) you will see a switch. Get there (no jumping: just press and hold the forward key) and activate the switch to move the bars back up and in two more places. Leave the circular chamber. On the way down there's a passage hidden in the dark to your right: it will net you some GES and Flak ammo, but you'll be back at the topmost level of the accursed chamber (2)). Anyway, get back to the T-junction from before to find a new passage opened - with an angry Skaarj inside. Kill him and activate the gear at the end of this corridor. Now, looking back at the junction from your current location, enter the set of doors to your right. climb the stairs and kill all enemies. Once you're done, activate levels at one end of this area and run to the other as this will call a lift (with another Skaarj standing on it: you know what to do). Once you're on the upper level, get to the other side of this room, push the button and jump down straight into the water. Kill all eels, loot, push the level. Now climb onto the small central platform. The switch you activated topside had extended some steps for you to climb for the SHP so use them. Leave this entire area and enter the other set of doors. Some way down, you'll see a pool of water to the left and a small corridor to the right. If your SCUBA gear is dead or almost dead (which it should be), enter the corridor. Now you need to do the next few steps fast and clean because there's another Krall spawn point there. Enter the room, approach the bars to your left. These will open as soon as you touch them so enter the passage and use the lift to ride up. Fight a Skaarj, go forward, activate a lever and jump to the crates, grabbing a SCUBA gear. Leave the room: Kralls won't follow you. Now go the water pool and five. There will be an opening made by broken bars so swim through. This area is a small but simple maze so kill any enemies and pay close attention to water. At one point you will see that a grating has been removed from its place underwater. This is where you need to go. At the end of this passage you will end in a small room with some tentacles, an assault vest, some ammo and a lever. Kill, loot, activate. What did you open? Remember that diamond-shaped marking in front of a closed gate? Go there: out of the maze, up the stairs, to the left and once again to the left. Now there's a Behemoth patrolling here: you know what to do. To your left you will see a gear blocked by stone bars but I've no idea how to open these. Anyway, follow the only way to a large room with Kralls and another Behemoth. There's but one exit out this chamber so use it and activate the wheel gear to call twin lifts. Use any (there's the secret number 4 here) and follow the only possible way out. After some walking a gate will close behind you. Here, in a room with pillars, you will have to fight and kill multiple waves of Kralls to unlock way forward. The safest way to go about this business would be to wait at the entrance to this room, spamming GES at anyone who appears. Eventually, you'll hear a door opening: behind this door you will see a Behemoth in a distance. Kill it but don't approach it before it's dead as halfway through this corridor, a nasty Skaarj Warrior will ambush you from behind. Flak him and enter the final chamber. There are two Behemoths to kill here - do so and take the lift at the end of this room. Walk around until you will reach the gear. Activate it a blue stone past the lift will retract, opening a way out of Dasa. Finally. Level 27: Serpent Canyon -Very easy and simple level. Not much to do here, just enjoy the ride. ...Details: Exit the room and climb aboard the boat. Shoot the rope. Once you reach the destination, continue onward to eventually complete the level. The windmill is entirely optional: there's a dangerous Skaarj and some ammo inside. Level 28: Nali Castle -Hey, this place looks familiar - it's the castle from intro sequence! Fewer Nali here, tho... The layout is a bit complex, with lots of backtracking and one mandatory boss fight (it's ridiculously easy). The place is pretty dark... 1) In the initial cavern, swim to the far end to find a Nali corpse with an ASMD. 2) In the library with a fireplace, push a book on one of the shelves. The wall will turn around taking you to a secret room. 3) A Nali inside the high tower will open a secret passage (SHP and SB) for you 4) Another Nali, from the left dungeon wing, will take you outside the castle to a secluded barn. Keep some distance for him because no matter what you do, a Skaarj craft will fly by near the barn and bomb him to pieces. ...Details: You start out in a cavern. The exit is to the right, secret number 1) is to the left, a lone gasbag floats above you. Once you leave this cave, you will see a Krall in the distance. Snipe him and he'll drop a shield belt for you. Sweet. Proceed to the castle to find yourself in an entry hall. There are two levels to it, both have left and right passages. Upper level left leads to the castle upper levels and is currently locked. Upper level right will take you to a platform near the large Nali statue, but has nothing of interest. Lower level right leads to a library with some items and reading. Lower level left is where you must go. A short passage there will take you to another library, with a fireplace, where you can find the secret number 2. On the lower library level you will find an exit leading to a crossroad. To the right there are some worthwhile supplies in a room and behind some stairs further that way, as well as a Skaarj gunner. The left path leads to the castle church (there's also a side passage leading to the dungeons, but ignore it for now): after disposing of some gasbags floating about, go to the book and push a button hidden in its base. This will unlock castle upper levels so return to the entry hall and take the upper left corridor. You will find yourself in a passage with several bedrooms on one side, a yard on the other and a path leading through the castle walls on both ends. One of the bedrooms has a Skaarj sleeping and some rifle ammo, another has a health pack inside. An entrance to a tip of a tower can be found on the outer walls, it has an assault vest inside. When you're done, enter the yard. After killing two Behemoths, climb the slope to get to the high tower entrance. Immediately upon entering you must face another Skaarj; try to protect the Nali priest here, he's related to the secret number 3. There is also some ammo in dark nooks here. Once in the tower proper, you must climb the stairs, take a lift and climb more stairs, fighting several Skaarj on the way, until you reach the second lift. In the topmost room you will fight a Giant Gasbag. It's probably the easiest enemy in the entire game. Once you've killed him, doors to the dungeons will be unlocked. Where is it? Remember how you've saw a side passage on your way to the castle church? This is where you need to go, so do it. Once there, take the stairs down. You will see three Kralls: kill them and get down. First set of doors leads to small rooms, two of which have Skaarj inside as well as some health and armor. Go further down. Two doors here are locked, the other two lead to the dungeon. Enter it. In the first area there's one Skaarj: kill him and push the button to open passage to the second area. This area is divided into three wings: left and right, which contain prison cells, and central which can be only reached from the side ones. The right wing contains nothing worthwhile - take the left one and kill a Skaarj gunner you will find there. If you want to do the secret number 4, push the lever to open cell doors and follow the Nali. Either way, descend to the central wing. Go to the end of this room, carefully avoiding the giant blade, and pass a short corridor to exit the level. Level 29:Demonlord's Lair -Here you'll fight the Warlord for the first time. Tiny level but somewhat dangerous because it's mostly covered with lava. ...Details: Nothing interesting here, kill the enemy and move on. Level 30:Demon Crater -This is where the theme takes the final turn towards hi-tech. Demon Crater is actually a guard station for the Mothership. Small level with the one and only Power Shield. 1) The best use for the jump boots is definitely getting the Power Shield. ...Details: Push a button to the left and immediately step on the lift. After some time, you will find yourself at an entrance to a large and dark storage room. Currently there are only several pupae hiding on the crates so take your time to gather all supplies. Power Shield is located on top of the highest crate pile, you need two jumps to get to it. Once you're done, enter the lower passage. Descending the slope into darkness, beware of any pupae lurking about. In the dark room you must activate power: to do so press the only glowing panel. Wait a bit as the generator's warming up and once the light is on, touch a panel by the bay door. Unfortunately, this won't open the door, sounding an alarm instead. Return to the storage room and fight multiple Skaarj troopers as well as some more pupae. Once you've cleared the area, enter the upper, now opened, passage. Around the corner you will face a powerful Skaarj warrior. Kill him and touch a panel (learn to recognize these things). This one will call a triangular lift. Ride it to the top. Destroy the crates here for a healthy supply of ammo. Some good distance out the window you will see your destiny and destination: the Skaarj Mothersip. How to get there? Touch the nearby panel to activate a teleporter, taking you to an open area inside the ship. You may kill Skaarj troopers here, but you have to find a door, which will take you out of this level. Level 31:Mothership Basement -Simple and short. Few Skaarj. 1) There is one entirely optional area here: at the first junction go right. Past the beams there's a SHP and rocket ammo, but the timing's kinda tricky, and if you fail, you'll certainly lose your Power Shield, and possibly die as well. Not worth it IMO, unless you're up for quicksave-quickload action. ...Details: Go forward. Turn right for the only "secret" or turn left to progress. In the large chamber kill the only Skaarj and step on the purple cross in the centre. Look up and enjoy the flashy ride. Level 32:Mothership Lab -The first true Mothership level. And by "true" I mean "tight twisted passages, confusing layout, some teleporting and Skaarj around every corner". 1)To remove the lock in the area with two telporters, you must release the charged Skaarj. 2)You can get from area past the left t-port to the area past the right t-port, and it works both ways once unlocked. 3)One of the mercenaries in the holding cells will try to tell/show something to you. Don't be fooled though, these bastards will try to kill you once you remove the forcefields a few levels later. ...Details: A Skaarj trooper is monitoring the displays in the initial area. Kill him. Another trooper and a warrior will have to be disposed off in the only available corridor and another warrior in a room past that. In this room, press a diamond button with red markings. The lift above you will ride down, use it. A bit further down this corridor, an intersection will appear. It's the special holding cells with two patrolling Skaarj. The left wing is a dead end and the right wing leads to a room with a Skaarj warrior, flak ammo and multiple Skaarj pupae coming out of the walls. Return to the main corridor and continue until you reach a hub. There are five exits here, clockwise: one you came in through, a teleporter to lab lower level (ammo, enemies, a hidden passage to lab upper level), a locked door to the core passage, a teleporter to lab upper level and a short corridor leading to a room with two Skaarj and some supplies, including a Kevlar Vest. Gather all supplies and go to the lab upper level. You will see that the rooms here are arranged around a central, blocked off area and the logs mention some shielding experiments. By one of the - currently shut - windows you will find a button. Press it to commence an experiment: the shutters will open, revealing a Skaarj warrior infused with gold energy, shredding an unfortunate trooper and then attacking you. He's fast, mean and has huge amounts of health so just keep at him until he drops dead. Now return to the hub to find that a door was unlocked. Past this door there's a... lift, which will take you down. There are two paths there, one is also locked and the other leads to a familiar area. You will find one thing different though: a large, dark pressure plate will be visible now. Press it to summon a set of stairs. Climbe these, kill a Skaarj, get a SHP and press the button here. Now return to the lift thing and exit the now unlocked gate to enter the next level, the Core. Level 33:Mothership Core -Another twisted level, don't worry about the forcefields here - you'll clear them later on. Try to memorize the general layout, it will prove useful later. Your current objective is to get to the power generator. 1)Under the very first lift you will find a shield belt. To get it you need to stand before the lift shaft and wait until the lift goes down and back up. Just remember to quickly dispatch the Skaarj that is on the lift. 2)Under the two ramps in the side room with an electric barrier you will find useful supplies. 3)The first locked door will open once you kill off several waves of Skaarj dropped in various places around the area you're in. 4)The SHP located some ways up the wall in Core upper levels can be reached by rocket jumps. ...Details: Do secret number 1) and then ride the lift up. You're now in a chain of rooms, corridors and chambers, connected together in a somewhat deformed circle. Explore, killing any Skaarj you find, until you'll come upon a locked door with a barrier on it. Remember the place. What you need to do is to kill Skaarj until the door lock is removed. There is also a side chamber with a decent supply of ammo, an assault vest and secret number 2. Once the blocked door is opened, descend the slope, fighting anyone who opposes you and you'll shortly come upon a purple force lift. Use it to get to Core upper levels. Immediately upon getting there you will notice a Skaarj looking quite dead. It's a trap so just take your time to load some rockets for a good impression :). To your left is a gate to the secondary power source (locked) and, some way further, secret number 4). To your right there are several cryo capsules and minor supplies. Now, whichever way you take, you will end up in a central hub. There are two locked doors here, one leading to the generator, the other leading to the guard post. There is also a forcefield bridge here. Pass it and activate a panel here to unlock the guard post. Go there; you will see a SHP but before you touch it, a trap will spring, closing a door before you and opening another to your left with a Skaarj behind it. Kill him and enter the area which he was guarding. There is some ammo in this room as well as a lift. Take the lift. To your right there is a corridor with supplies guarded by moving beams, this time easier than in the basement. To your left there is a switch which will open the door to a SHP. Press it and get the health. Go further there, past a bridge and either left or right. Whichever way you go, you'll end up in a tight room with three Skaarj to kill. Once you're done, activate all panels here and push all switches until you activate an alarm. Return to the hub and you'll find that the generator door is now opened. Go through that door, kill a Behemoth, gather supplies along the way, fight the last Skaarj and exit the level. Level 34:Skaarj Generator -Now THIS is the smallest level in game. Basically, you need to survive then overload the generator (and don't forget the searchlight!) 1)When on a circular path jump to the generator for extra stuff, such as Jump Boots and SB. ...Details: Survival is the key. Kill all Skaarj that appear until you face a Warlord - again. Kill him and a lift will allow you to ride to the generator core. Shoot it and you're done. Level 35:Illumination -RUN. Run and hide from exploding generator. This is practically an interactive movie. After cool explosion (stay away from the crater!) leave the level. Level 36:The Darkening -This is Lab and Core combined, with all light and force fields disabled, some locked doors and many difficult enemies, as well as hordes of pupae. What you need to do is get to the backup generator (Core upper level), activate it and get to the antechamber. 1)Every force field that was blocking equipment is now unlocked. Go wild. ...Details: This is the shortest way to complete the level. At the very beginning of this level you will findsome equipment and a dark chasm. Wait a bit there and a lift will come to you. Ride it down - you'll reach the lab. From here there's only a few steps to the Core, follow the familiar way (up the lift, to the right, down the slope, up the force lift). The secondary power source is to the left, go there and on to a side chamber with a lone display. Activate it to get a permission to activate the generator. Now return to the main room, jump on the catwalk and approach the machinery at the far end of this room (note: you MUST be on the catwalk). Once the machinery is activated, use the only unlocked door to enter the Antechamber. Level 37:Source Antechamber -A small and easy level, one Skaarj. You need to find the lift to the Source. ...Details: You will see that there's a lift behind metal bars but you can't get there. Take any door. Kill a Skaarj that will be patrolling these corridors (watch out for live wires!) and push a button you'll come upon. This will unlock the lift. Ride up, loot the area and pass over the force field to the ring to get another very cool animation - your way to the Source. Level 38:The Source -Well, it's almost over. Just find and kill the Skaarj Queen and then go to an escape pod. ...Details: Loot the area. Find an organic portal. Kill the Queen. Leave. Sit back and watch the ending sequence. ------------------------------------------------------------------------------- [4] Cheats ALLAMMO - Gives you 999 ammo for all of your guns. FLY - Lets you fly around. GHOST - Lets you walk through walls & fly. Also enemies can't hit you WALK - Returns you to walking mode if you are flying or ghosting. GOD - Makes you invulnerable to all attacks. INVISIBLE - Turns you invisible. KILLPAWNS - Kills all monsters (and Nali too!). SLOMO # - Slows or speeds up the game. 1.0 is normal. SUMMON [item] - Lets you add a weapon or an item to the world like: DISPERSIONPISTOL WEAPONPOWERUP AUTOMAG STINGER ASMD EIGHTBALL FLAKCANNON RAZORJACK BIORIFLE RIFLE MINIGUN ARMOR KEVLARSUIT TOXINSUIT AZBESTOSSUIT SHIELDBELT POWERSHIELD SUPERHEALTH TITAN [summon a Titan during a botmatch =D] NALIPRIEST etc. Note: SUMMON QUADSHOT creates an unfinished weapon that wasn't in the end implemented in game. It's buggy so you shouldn't use it. A finished quadshot can be seen in the "oldskool amp'd" UT mod. Note 2: ANY summoned items in a multiplayer game WILL RESPAWN! It can be beneficial as well as dangerous (how to kill already a difficult bot when it gets all of the armours at once?) PLAYERSONLY - "Freezes" time. Type again to disable. OPEN [mapname] - Jump to any map, just enter the name like OPEN DIG. You lose all inventory though. Map list: map: mapname: Castle (intro movie) Unreal Vortex Rikers Vortex2 NyLeve's Falls NyLeve Rrajigar Mine Dig Depths of Rrajigar Dug [... O_o] Sacred Passage Passage Chizra-Nali Water God Chizra The Ceremonial Chambers Ceremony Dark Arena Dark Harobed Village Harobed Terraniux Underground TerraLift Terraniux Terraniux Noork's Elbow Noork Temple of Vandora Ruins The Trench Trench ISV-KRAN deck 4 IsvKran4 ISV-KRAN decks 3 & 2 IsvKran32 ISVDECK1 IsvDeck1 Spire village SpireVillage The Sunspire TheSunspire Gateway To Na Pali SkyCaves Na Pali Haven SkyTown Outpost 3J SkyBase Velora Pass VeloraEnd Bluff Eversmoking Bluff Dasa Mountain Pass DasaPass Cellars at Dasa Pass DasaCellars Serpent Canyon NaliBoat Nali Castle NaliC Demonlord's Lair NaliLord Demon Crater DCrater MotherShip Basement ExtremeBeg MotherShip Lab ExtremeLab MotherShip Core ExtremeCore Skaarj Generator ExtremeGen Illumination ExtremeDGen The Darkening ExtremeDark The Source Antechamber ExtremeEnd The Source QueenEnd Ending Sequence (movie) endgame Deathmatch Maps: DKNightOp DMARIZA DMCURSE DmDeathFan DmDeck16 DMElsinore DMfith DmHealPod DmMorbias DmRadikus DmTundra BEHINDVIEW 1 - Puts you in Tomb Raider style view. Notice that on Vortex Rikers player doesn't hold an "invisible" weapon! W00t. BEHINDVIEW 0 - Resets this. FLUSH - If you start getting weird graphics on wall textures or creatures, type this to fix it. FOV [angle] - sets an angle of visibility. If you "can't" run use FOV 120 and game will look better, you should hide weapon tho. FOV 90 is the original value ADDBOTS # - adds # bots to game, unfortunately you can't add bots to co-op game :(. ------------------------------------------------------------------------------- [5] Miscellaneous stuff All the things that didn't fit anywhere else. 1) Song list If you want to listen to these masterpieces outside Unreal, get yourself Modplug Player or XMPlay (there may be a plugin for Winamp but I'm not sure) Chizra1.umx "Chizra" Composer: Michiel van den Bos and Alexander Brandon s3m - 2 subsongs, total length: 4:04 (but the second one has only 7 secs) Comment: Temple of Chizra's theme. Calm, "temple-like" song with an alien feeling to it. Try it in p&p RPG sesions :) Crater.umx "Hub 7" Composer: Michiel van den Bos, edited by Alexander Brandon s3m, three subsongs, total length: 6:24 Comment: first song - a good "suspense" song, making you feel uneasy. second song - a rough song, good for combat. Good synth use :) third song - I'd say that it's between above two in mood. DigSh.umx "Shared Dig" Composer: Alexander Brandon s3m, three subsongs, total length: 5:43 Comment: #1 - rhytmic and calm song, yet wielding some kind of power in background #2 - SKAARJ ATTACK! Nii-ce. #3 - unresting melody, if it can bring the feeling across... Dusk.umx "Dusk Horizon" Composer: Alexander Brandon s3m, two subsongs, total length: 3:27 Comment: #1 - Incredible. It's one of these few wonderful songs that feed your imagination - stunning when combined with Unreal's wonderful sky. #2 - trancy combat song. Average. EndEx.umx "Extreme END" Composer: unknown it, two subsongs, total length: 1:32 Comment: #1 - cyber song with an odd olskool feeling to it. A shame that it's so short #2 - terribly short, sounds like a (quiet) fanfare of some sort. EverSmoke.umx "Bluff Eversmoking" Composer: Michiel van den Bos s3m, three subsongs, total length: 4:57 (#3 is some kind of a joke - 4 secs!) Comment: #1 - another nostalgia trip, somewhat similar to Dig in some aspects (and to UT's 'Mission Landing' in other - of course it's slower) #2 - danger is close... Fifth.umx "Hub 5" Composer: Michiel vd Bos s3m, two soubsongs, total length: 6:51 Comment: #1 - ambient. A bit non-descript. #2 - this one is rocking. Worth listening. FlyBy.umx "Flightcastle" Composer: Alexander Brandon it, total length: 0:48 Comment: Unreal Intro Song (c) (tm) Fourth.umx "Hub 4" Composer: Michiel van den Bos s3m, two subsongs, total length: 6:22 Comment: #1 - another ambient piece. #2 - now it sounds better imo =). Guardian.umx "Guardian" Composer: Alexander Brandon s3m, total length: 1:43 Comment: Heroic yet sad melody. Hub2.umx "Hub 2" Composer: Michiel van den Bos, edited by Alexander Brandon it, three subsongs, total length: 4:43 Comment: #1 - peaceful, dreamy song. Violins present, as always :). #2 - this one has a strong rhtymic feeling. It should be longer imo. #3 - combat subsong, strongly resembles DigSh #2 isotoxin.umx "isotoxin" Composer: necros/fm, ed:Alex Brandon s3m, total length: 4:08 Comment: compared to original has its intro removed silicon approaches certain fundamental limits organic bliss is the soul catcher Kran2.umx "Unreal #9" Composer: M. van den Bos it, two subsongs, total length: 5:26 Comment: first of the excellent #9 songs. Incredibly dreamy with bass rhytm, simply a must hear. #1 - bass + violin + ambient = victory #2 - someone is hitting the drums very hard =) Kran32.umx "Unreal #9" Composer: M. van den Bos it, two subsongs, total length: 5:26 Comment: #1 - more bass + more violins + more and faster ambient = another victory #2 - same as #2 above K_Vision.umx "Nightvision" Composer: Sandman/KFMF (aka Alex Brandon :) ) s3m, total length: 2:54 Comment: very fast and furious trance song - with a small "calm" episode. Great. Nali.umx "Nali Chant" Composer: Alexander Brandon it, two subsongs, total length: 3:51 Comment: #1 - as the title implies, the main theme is some kind of a chant, but it also features catchy harp (?) and sweet flutes. #2 - quite fast, creates a feeling of danger and hurry. Newmca7.umx "Unreal #7" Composer: Michiel van den Bos s3m, two subsongs, total length: 6:04 Comment: #1 - dark, mysterious song with a bit of nostalgia in melody. Very good. #2 - trancy combat song, much like #13 or DigSh. Good song. Newmca9.umx "Unreal #9" Composer: Michiel van den Bos s3m, three subsongs, total length: 5:26 Comment: The last of the #9 series, sounds similar but more rough (I think that this is the original version). Newmca13.umx "Unreal #13" Composer: Michiel van den Bos s3m, two subsongs + one empty, total length: 7:01 Comment: #1 - it's exactly the same as #1 of EverSmoke #2 - it's a remix of #1 with a trancy aftertaste <_< Newmca16.umx "Unreal #16" Composer: Michiel van den Bos s3m, total length: 3:07 Comment: this song is difficult to clasify. It feels like a mix of an oldskool "highscore" song, like in e.g. Battle Squadron with an orchestral piece, but... ... it's pretty good tho. Opal.umx "ALF" Composer: unknown it, total length: 2:05 Comment: Not much happens in this one. Just some random drums and wind with a little of orchestral diversity towards the end. QueenSong.umx "Queen of Death" Composer: van den Bos & Brandon it, three subsongs, total length: 4:41 Comment: Have you ever watched a movie with a scene where people wander through desert for many days? This song would fit well, worth hearing. Come to think about it, the song could fit Fallout as well. Seti.umx "SETI" Composer: Michiel van den Bos, edited by Alex Brandon s3m, two subsongs, total length: 4:54 Comment: Nice orchestral (again <_<) piece, every time I hear it, I think about Chizra's temple even though it's a different song. SkyTwn.umx "All Hallows Sunset" Composer: Alexander Brandon s3m, two subsongs, total length: 3:08 Comment: #1 - calm, moody song with hypnotizing harps. AHS > j00, to put it bluntly :P #2 - yet another combat song Spire.umx "Hub 3" Composer: Michiel v.d. Bos s3m, three subsongs, total length: 8:27 Comment: #1 - ambient + harp + violins/cellos/whatever. Good but not the best of these three. #2 - sounds a bit more like "combat" #3 - one of the best songs in Unreal. Hope I got your attention now ;). Surface.umx "Surfacing" Composer: Alexander Brandon s3m, total length: 5:25 Comment: Another great song, and in contrary to many U songs, it's quite lively and rapid. Unreal4.umx "Erosion" Composer: Basehead s3m, three subsongs, total length: 7:01 Comment: #1 - it's a bit deafening (but, oddly, not loud), like a trip in an another dimension #2 - if you add trancy Tyrian-like rhytm to #1, you'll get #2 :) #3 - odd. Utemple.umx "Unreal Crypt" Composer: unknown (but sounds like M. v. d. Bos to me) s3m, two subsongs, total length: 5:13 Comment: At first it sounds very similar to Nali Chant but is more subtle (more towards Queen of Death) and overall simply better. Utend.umx "Unreal - Main Title" (deceptive name - it's the outro Song) Composer: Michiel v. d. Bos and Alexander Brandon it, total length: 4:41 Comment: The best outro song ever - I'm not exaggerating. What are you waiting for? CHECK IT OUT. NOW! Vortex.umx "Vortex Rikers" Composer: Alex Brandon s3m, two subsongs, total length: 2:30 Comment: Well, it's the Vortex Rikers' theme. Nice, but not exceptional. Wargate.umx "Wargate" Composer: Alexander Brandon s3m, three subsongs, total length: 4:51 Comment: #1 - what differs this one from other ambient pieces is a... heartbeat! #2 - Unreal Combat Song (c) (tm). Not worth attention. #3 - inrcedible <_<. This song WILL follow you. Dot. Warlord.umx "Warlord theme" Composer: unknown s3m, length: 2:27 Comment: This song is creating a certain tension (there's even a sample named "tensiontune" :) ) 2) Translator message list Vortex Rikers: "Benjamin Nathaniel's Diary, day 93: Today is my birthday. I will celebrate by attempting to start another prison riot." "Prisoner 853, James Cavannaugh ready for electrocution." [mwa ha! :] ] "Boris Clague's Diary, day 3: I have been here but 3 days and already I have two cracked ribs, a fractured thigh, and fourteen stitches. I don't know if I'll make it to the prison moon, much less to the end of next week." "ATTENTION ALL PRISONERS: Remember, be kind to your cellmate. Violence will not be tolerated." "ATTENTION ALL PRISONERS: Lights out at 20:00. No exceptions." "Jonas Gershwin's Diary, day 204: There was another roach in my lunch today. I wonder how they make it on board starships such as this one. If that bitch in cell 4A keeps looking at me funny I swear I'm going to rip out her larynx!" "Navigator's Log: Vortex Rikers. We are on route to the prison moon. Long-range sensors are detecting uncharted magnetic masses in Gamma Sector 83H. The Captain has ordered a change in course." "Captain's Log S. Kroon: Vortex Rikers. Altering our course may have proven detrimental to our mission. We are caught in the gravitational field of an uncharted planet. I have ordered the engine foreman to divert power to the drives." "First Officer's Log: Vortex Rikers. The prisoners have become more restless as we get closer to the prison moon. Security says they have the prisoners under control but several have had to be taken to the med lab for treatment." "Chief Medical Officer's Log: Prison Vessel 254 Vortex Rikers. The constant fighting between the prisoners seems to be getting worse. At this rate, I will be out of supplies long before we reach the prison moon." "Engine Foreman's Log: Prison Vessel 254 Vortex Rikers. I am juicing up all the power I can to escape from the gravitational pull of this mysterious planet. It doesn't seem to be working." "Chief Security Guard's Log: Prison Vessel 254 Vortex Rikers. They've pulled all the power to the drives to no effect. We're spiraling towards the planet. I don't know what's going to happen to us." NyLeve's Falls "Log: Guard R. Bijl. The situation is critical, last night large, extremely powerful alien forces penetrated our camp. Fired small missiles from hand launchers. We lost 5 men." "Log: Cook J. Strang: No reply to distress signal. Vortex Rikers' hull is too unstable to use as shelter. We found an abandoned house to use as our base camp. Maybe the native population can help us." "Log: N. Vos: Contact with members of ISV Kran! (Presumed lost in this area 3 months ago) They have seen a Skaarj vessel in operation. We may need to gain control of it to escape this system." "Log: I have no damn luck. First I'm locked up for two years for a murder I did not commit, then on my way to yet another prison colony we crash on this god forsaken ball of rock. This sucks!" "My burden does not end. More minions have been cast down by the angry Gods. I will pray for their souls but I fear my prayers are not heard. I must travel to the Temple of Chizra to seek balance." "Log: Guard M. v. Wely: I should have stayed with the others, I think my leg is broken in several places. My brother went looking for help 8 hours ago." "Log P. v. Heel: I was attacked by a flying beast, it uses its tail as a weapon! I was able to kill it, but not without taking a beating. I discovered that the orange berries have a healing effect on me. I feel strong enough to proceed." "Log: Guard B. v. Wely: I can't get past the 'Brutes' to help my brother. My ammo is almost out. There are 'Brutes' patrolling around all the times." Rrajigar Mines "Force Field Control Area" "Force field intact. All systems normal." "Harobed Village is on the other side of the mountains. I will wait until the two suns have set and proceed through Rrajigar mine. It is the only way." "Force Field power source one status is active." "Force Field power source two status is active." "WARNING: Force Field power source one status is inactive. Security Condition Two reached." "WARNING: Force Field power source two status is inactive. Security Condition Two reached." "WARNING! Force Field de-activated. Intruder detected in Section C-6. Eliminate any unauthorized presence." "WARNING: Intruder detected in Sections C-6 and D-8. All personnel are responsible for patrolling their local area." "NOTE: Area must be clear for transport lift to perform properly." "ALERT: Nali slave resistance detected in Sector 3A. Lethal force authorized to suppress rebellious activity." "WARNING: Access bridges in lower half of mine are unsafe. Proceed with caution." Depths of Rrajigar "Primary tarydium transport cart activation unit." "Secondary tarydium transport cart activation unit." "WARNING: Exercise caution when in the vicinity of tarydium barrels." "Gas Re-Routing Station Status: Doors are pressurized and locked." "Doors depressurized. Access permitted." Sacred Passage "You must have a keen eye, so that you may bathe in the sacred waters." "Only the purest of heart will pay homage to the God of The Good Lore Chizra." "Wood must break free..." "...For that will be the key." Chizra - Nali Water God "Only a warrior who has touched the face of the water god idol may enter this temple." "Beyond this stone seal lie the inner ceremonial chambers of the Nali water god." "Only a warrior who wields the stick of 6 fires may enter the inner ceremonial chambers. Once the stick of 6 fires is in your grasp the stone seal will rise." "The Nali water god Chizra and his holy temple has been overrun by the water serpents and the demons who came from the stars. Only the messiah can purify the temple now." "1400 hours Commander Mac Harrison: SITREP: These local natives have a 6 barreled rocket launcher on an altar but it is heavily guarded by those Salamander things. "The Stick of 6 fires" is what the Nali keep calling it. I'll try to sneak in tonight." "Look into your own eyes. And when your courage is strongest, your last step to your prize will be upheld by your faith." "Climb the loose stones to reach the lagoon of lightning fire. Beware the demon who came from the stars lurks in the shadows. A fool shall surely perish." "Beyond this golden door lies the holy altar of the stick of 6 fires. Only by touching the outset stones of the lightning fire pillars may one enter." "The stick of 6 fires can only be accessed by a warrior who has bathed in the pool of thunder, past the obelisk of the clouds." "The pyramid is the key to the chamber of death. Here you shall find more power for the stick of 6 fires." "The pyramid's center is the focal point of Chizra the Nali Water God's power." "This is the obelisk of the clouds. Beyond here lies the pool of thunder." "To reach the pool of thunder one must climb the loose stones." "Powerful strength comes from those who let the waterfall wash over them at the pool of thunder." "Beware those of impure motives who enter the pool of thunder shall face the demon from the stars." "This is the pool of thunder. Impure souls who bathe in the water shall face the demon that came from the stars." "The demons came from the stars in a metal chariot as a punishment for the sins of the Nali." "THE STICK OF 6 FIRES CAME FROM THE NALI WATER GOD WHEN THE STAR FELL FROM THE SKY. TO FIND THE STAR ONE MUST PASS THROUGH THE CEREMONIAL WING." "Take the stick of 6 fires and go forth to the inner ceremonial chamber. There you shall find your way back to the place from whence you came and the metal chariot that fell from the stars." The Ceremonial Chambers "The inner ceremonial chambers. Here the water god's serpents reside to accept the flesh of the weak to be devoured. Only a warrior who swims like the serpent shall escape their clutches." "Sgt. William Bradford: My entire squad has been killed by those Salamander things. There's no ammo left and I've been holding up at this shrine with one of the native priests for days. While he prays I try to keep a watchful eye at the door." Dark Arena "I escaped from my cell but can't find the strength to go on. Remember me to my family..." "I must try to find a way out of this place. The lizard men in charge here are strangely barbaric given the technological advancement implied by their weapons. It may be harder to fool them than I first thought, but I must make the attempt." "If I am to die in this place, it pleases my mind that some of my former captors are here with me. Tomorrow I will find my own peace in death knowing that they have all suffered before me." "I'm so hungry. I hope that the others in the scouting part from the ISV Kran will find me. This is the only hope that keeps me going from day to day. Without that to cling to I'd be insane by now. I can't stand the screams of pain much longer." "I wish I had died when the Vortex Rikers crashed. I do not know what is to become of me. I am scared." "The Skaarj have brought in a new batch of the two-armed softskins from another of their raids. I fear that one of them is the Messiah, come down from the heavens, but I must pray that I am mistaken and not give up hope for the freedom of my people." "The weak shall be struck down by the hand of the beast." Harobed Village "Sadness fills my soul. The Sky Demons came and took many of us to work in the mines. If we don't obey we'll be slaughtered. The Sky Demons know about our secret in the abbey, but haven't found it." "I'll not stay here any longer. With the next passing of the two suns, I'll try to reach the Sunspire. There I will be safe. Before I go I will retrieve the sky demon's weapon from the abbey." "We shall pray before we set off for the Sunspire. We will find refuge there. Praise be to the God of the Good Lore for giving us sanctuary. The journey will be treacherous but we will prevail!" Terraniux Underground "Biowaste Flow Control: the Biowaste flow is constant. Monitor it for dangerous fluctuations in viscosity or pressure. The alarm still seems to have problems, in case of malfunction activate the two override controls." "Lift activated. All personnel are reminded to complete assigned tasks." "Drainage Status: Biowaste flow is at nominal levels. All pumps operational. Section C is empty and available for any Biowaste overflow. Please be sure that the regular pipe maintenance is handled." "Control Room Status: Pressurized and locked. Do not access except in case of emergency situation." "Security Status: Intruder detected at entrance. Activating security screens on Scientific Research Lab and Hydroponics Section. All security elements deploy around access points in Sections A, B and C to deny intruder access to Lift 1." "Pumping station has been activated. Expected storage capacity after operation: 32%." Terraniux "Pump activated, Biowaste transferred in section B." "Lift 2 Status: A broken pipe was reported." "Section C: Status Empty, this Containment Room is damaged, please avoid sending Biowaste here until we can fix it." "Control Room, ACCESS DENIED" "Section B: Status 48% Full." "Lift 1: Security Lock, Access denied. Containment room pumps must be activated for entrance to hydroponic greenhouses." "Section A: Status full. Biowaste redirect to Section B active." "Lift 1: Status working. Access to hydroponic gardens permitted." "Greenhouse A: Section A is full. Biowaste flow must be redirected from the Control Room. Section B of the waste facility has free capacity. Please be sure to monitor the water supply for impurities." "Greenhouse B: Please verify that the Biowaste is being pumped through the Control Room filters and that no foreign objects are blocking the flow." "Greenhouse B: The Karkilys Zegnus need more fertilizers. Please dispatch a group of guards to inspect the Nali homes in Noork's Elbow. Disembarkment authorization must be granted in the Control Room." "Greenhouse C: The night is coming soon, please maintain careful control of the hygrometric level and air temperature. Constant monitoring is necessary to keep them within appropriate levels." "Access Denied. Control Room authorization must be granted to access Noork's Elbow." "Access Room Security locks disengaged." "Lift to Noork's Elbow activated." "Access granted." Noork's Elbow "Log: L. Goeranov: We've been stuck here for days. There are plenty of fish to eat but they taste kinda funny. I never liked fish." Temple of Vandora "The Way is filled with darkness. The Torch of Tranquility must light the path of the worthy. Spiritual progression is achieved by those who set the Torch of Tranquility aflame." "Torch of Tranquility" "And Vandora came forth, with the fire from the Sky upon her lips, and sanctified the sacred fountain with her kiss. Thus, she said, he who follows me shall cast off the bonds of flesh and become as elusive as the mist." "Vandora, Goddess of Lightning" The Trench "N. Onatop Log: We made it so far... only to come face to face with another of those titanic beasts. We'll rest now and tackle this problem tomorrow. Unable to communicate with ISV-Kran, our radio receives only static." "Log: M. Mottobanov: We've set ISV-Kran so that it will scan for human activity outside the bay doors. As soon as one steps into the red light the bay doors will open. The platform will only be down for a short period of time." "Biosuits inoperable." ISV-Kran Deck 4 "Corporal Pelli Onsov: If you're reading my log entry I am probably dead and our ship has been overrun by aliens called 'Skaarj'. Your only hope is to destroy the Gold Containment Cores, Re-activate the Engines and get to the Deck 1 transporters." "Petty Officer: Yuri Andromov: The Alien War Party has blasted a hole through the hull and are accessing the ship through the ventilation shafts. Kerig, Onsov and myself are going to make a stand with Stingers here in the loading area." "AFT LOADING STATION: ISV-KRAN: We've been wedged into this mountain ridge for 2 months now. Each night these 4 story tall dinosaur type beasts come and beat on the rear hull of the ship. They appear to be relatively unintelligent and slow moving." "Corporal Anders Kerig: They're coming! I can hear them in the ventilation ducts. I'm going to activate the security locks to the Warehouse and implant a human DNA code so that only another Terran can bypass the lock systems." "ISV-KRAN DECK 4 STATUS: INTRUDER ALERT: SECURITY LOCKS ACTIVATED: INTRUDERS ON ALL DECKS AND ATTEMPTING TO REACTIVATE MAIN ENGINES. DECK 1 EMERGENCY TELEPORTER AT BRIDGE SECURE." "PANEL REWIRED TO TRIP ALARM SYSTEM. SYSTEM ACCESSED BY UNAUTHORIZED USERS." "Intruder Security Locks Activated. Bypass Required: Bypass panel located in Ventilation Processing Mezzanine." "Ventilation Processing Mezzanine Ducts: Maintenance Personnel Only: WARNING ENGINE COOLANT LEAK IN MEZZANINE." "SECURITY BYPASS LOCK STATION: SECURITY LOCKS DISENGAGED." "Intruder security locks disengaged." "Warehouse Safety Bars Override in Upper Warehouse Loft." "Warehouse Safety Bars Disengaged: Access to Dock Permitted." ISV-Kran Decks 3 & 2 "This panel requires a bypass to operate." "Primary Shuttle Bay: Log Entry by Dockmaster Ivan Romanov Second Officer ISV Kran. I have sealed the main Iris Hatch with a Laser welding team. No Alien Bastards are going to get into my shuttle bay." "Primary Shuttle Bay: Log Entry by Dockmaster Ivan Romanov Second Officer ISV Kran. The dock doors control panel can be reactivated with the override in one of the Access tubes." "Main Engineering Has Been Sealed with a Containment Field. Containment Field Generator Must be Destroyed Prior to Accessing Engineering." "Main Shuttle Bay Door Override Controls." "The first wave of Skaarj have been isolated within DECK4. I doubt they will be able to get through the ductwork and Enter the Main Ship. We will retreat to Deck1 and seal Engineering with a Containment Forcefield." "The Skaarj have infiltrated the Dock area. We will retreat to Deck1 and set up a makeshift high voltage barrier. We should be safe." "MAIN ENGINEERING: EMERGENCY CONTAINMENT FIELD ACTIVE. CONTAINMENT FIELD GENERATOR GOLD CORES MUST BE DESTROYED BEFORE THIS FIELD WILL DISENGAGE." "PRIMARY TURBO-LIFT REQUIRES FULL ENGINE POWER." "WARNING: ENGINE COOLANT OVERFLOW. COOLING SYSTEM EMERGENCY PUMP AND DRAIN VALVE MUST BE ACTIVATED PRIOR TO ENTERING THIS AREA." "COOLING SYSTEM STATUS: COOLANT LEAKS IN CONTAINMENT CORE LOWER LEVEL. MANUAL INPUT BY UNAUTHORIZED PERSONNEL DENIED." "COOLING SYSTEM EMERGENCY DRAIN VALVE ACTIVATED." "COOLING SYSTEM EMERGENCY PUMP ACTIVATED." "ENGINE COOLANT EMERGENCY PUMPS ACTIVE. CONTAINMENT FIELD SYSTEMS BEING REROUTED BY ALIEN INTRUDERS." "ISV-KRAN ENGINE STATUS. OFFLINE. DAMAGE REPORT MINIMAL. LIFE SUPPORT SYSTEMS ONLINE. DECK 1 POWER LEVELS FULL. SHIP'S HULL BREACHED AT OBSERVATION LOUNGE." "CONTAINMENT FIELD GENERATOR ONLINE. GOLD POWER CORES UNSTABLE DUE TO EXCESS STRAIN FROM SEALING ENGINEERING. MAIN ENGINEERING CONTAINMENT FORCEFIELDS MAY BE DISABLED BY DESTROYING GOLD CORES." "WARNING: CONTAINMENT CORE EXPOSED: THIS CORE IS HIGHLY EXPLOSIVE. STAND BACK BEFORE DISCHARGING WEAPONS." "WARNING: ENGINE COOLANT LEAK ON LOWERMOST FLOOR OF THIS AREA." "CONTAINMENT ENERGY CORES EXTREMELY VOLATILE: ALL WEAPONS MUST BE PLACED ON SAFETY." "MAIN ENGINEERING: INTRUDERS DETECTED PROCEED WITH CAUTION." "ISV-KRAN DECK 3 STATUS: ENGINE SYSTEMS ATTEMPTING TO BE RE-ROUTED BY UNKNOWN INTRUDERS. ENGINE POWER CAPACITY AT 75%." "MAIN ENGINEERING DIAGNOSTIC PANEL: 75% ENGINE POWER AVAILABLE. COOLANT LEAK IN CONTAINMENT CORE GENERATOR AREA LOCALIZED. LAST ATTEMPT TO REROUTE POWER UNSUCCESSFUL." "PLANET SCANNING STATION. ALIEN STARSHIP DETECTED ENTERING AND EXITING THE ATMOSPHERE. ALIEN MOTHERSHIP LANDED IN NORTHERN VALLEY NEAR ATMOSPHERIC ELECTRICAL STORMS." "BIOSUIT CONTROL STATION: SYSTEM FAILURE: POWER IS BEING REROUTED BY INTRUDERS ON DECK 1." "SCANNING STATION 1: Short range surface scans indicate location of large Alien spacecraft on the planet surface that matches the description of the same ship viewed entering and leaving the planet's tarydium Field's prior to orbital decay." "SCANNING STATION 2: Surface scan indicates indigenous primitive structures on the planet surface. A higher technology town detected on a rock suspended in the sky by some unknown force. Huge power sources emanating from an obelisk within this town." "PRIMARY TURBO LIFT POWER RESTORED - WARNING A 2 SECOND DELAY FOR LOADING IS IN EFFECT." ISV-Kran Deck 1 "ISV-KRAN DECK 1: Log Entry: Captain Mikail Leatham. There's NO Possible way to kill them ALL. There's just too many Skaarj and we don't have enough ammo." "ISV-KRAN DECK 1: Log Entry: Captain Mikail Leatham. Skaarj attacks have forced us to retreat to the Science and Research Lab. We set up a makeshift Electrical Field Barrier that destroyed 40 of them but 20 still remain." "ISV-KRAN DECK 1: WARNING 85,000 VOLT ELECTRICAL FIELD BARRIER IN PLACE AT SCIENCE RESEARCH LAB. POWER DISTRIBUTION FROM THREE TRANSFORMER CONTROL ROOMS ACTIVE." "ISV-KRAN DECK 1: ELECTRICAL FIELD BARRIER DEACTIVATED." "BRIDGE ACCESS DENIED: SECURITY FORCEFIELD ACTIVE: MAIN OVERRIDE LOCATED IN OBSERVATION LOUNGE." "WARNING: LAB DOORS AND SPECIMEN HOLDING FIELDS ARE MALFUNCTIONING. 30 SECOND RELEASE DELAY WILL ENGAGE AFTER ACTIVATION." "ISV-KRAN SCIENCE RESEARCH LAB SPECIMEN MONITOR: I have found these amorphous amoeba to be highly acidic. It's incredible the architecture of their basic genetic structure. Tatiana Zimna, Chief Medical Officer." "ALERT: ALL CREW MEMBERS REPORT TO DECK4: SHIP HAS BEEN INFILTRATED BY A SKAARJ WAR PARTY." "ISV-KRAN DECK 1: ALERT ENGINE COOLANT OVERFLOW: MAIN ENGINE RUPTURE: EVACUATE SHIP IMMEDIATELY." "BRIDGE SECURITY FORCEFIELD OVERRIDE: STATUS ACTIVE" "BRIDGE SECURITY FORCEFIELD OVERRIDE: STATUS DEACTIVATED." "EMERGENCY TRANSPORTER INSTRUCTIONS: STEP ONTO OCTAGONAL TRANSPORTER PAD. SYSTEM WILL ACTIVATE AUTOMATICALLY." "EMERGENCY TRANSPORTER SYSTEM ONLINE: COORDINATES SET TO NALI VILLAGE 5 KILOMETERS FROM SPIRE SHAPED MOUNTAIN." [why do computers shout? ;P] Spire Village "The minions of our Gods are cast to the ground to do battle. We are put to the test. Our world is weakening, it spews forth terrible creatures. We will pray again tonight. Oh, hear our plea! Send our messiah!" "Our Haven, the great Sunspire, given to us by the Gods of the Good Lore, has been corrupted by the Sky Demons. Our once hope is now the foulest of terrors. The Sky Demons are stronger than ever. I had a vision of death, of immense beasts roaming the land." "Safe haven for those who seek peace, welcome." The Sunspire "I will not return to the Sunspire today. I was almost slain by the Sky Demon this morning and I fear for our brothers that have not yet escaped. I feel that we will not see them again in this life." "SunSpire" "Primary Ascension" x3 "Chambers of Honor" x2 "Sleeping Chambers" x2 "Feast Hall" x2 "Kitchens" "Bathing Chambers" "Cistern" "Great Hall." "Log: Petty Officer N. Onalopov: We split up so we would have a better chance of finding Kira. Those bastards are going to pay for taking her. I love you Kira, I swear I'll find you." "Log: Security Officer A. Connectof: We are running out of ammo fast. There's only one weapon left. We have to reach the top where we can activate the Sky Elevator, according to the Nali at the gates." "Chamber of Crystals" "Prepare to Embark" Gateway to Na Pali "I'm the only one left. I've managed to find shelter here and I will rest before making my final stand tomorrow morning. I am so tired. The day has been long and I have lost all. I only hope they don't discover me sleeping here tonight." Na Pali Haven "They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below." "I have gathered all of these strange artifacts in the hope that the Messiah shall make use of them in the quest to free us from the Sky Demons. I know not what their uses are but the signs were clear, the stars foretold the need." "I've seen strange flying beasts vanishing into the depths of the mountain at night. The roar as they fly overhead is deafening. Never before have I heard its like. I feel that a great evil must dwell within the mountain." "I don't understand why they toy with us. My establishment used to be a place of laughter and joy for my fellow citizens. Now I just serve the whims of the Sky Demons in exchange for the lives of my family. I await the Messiah." "Outer Doors Release Lever" "All security forces must keep the Nali townsfolk under control. Kill all those who show signs of resistance. We only need maintain enough pliable workers to mine the tarydium." "Observation Center: The Eye Sees and The Mind Knows. Remember not to disturb the Nali townsfolk unnecessarily as their belief that they are still free prevents outright rebellion. This false hope is our primary control mechanism." "Mountain Base Underwater Entrance Controls" Outpost 3J "Security Log: Outpost 3J Base Commander Ssja'Rath 10th Talon of Ssa'Rath. To maintain order and security we have been keeping a constant watch on the Nali in the town. Vigilance is the Guardian of Honor." "Main Bay Door Controls" "Message Log 7: Mothership acknowledges request for resupply of Outpost 3J. Scout Skimmer 3J-1A authorized to return to the mothership to pick up cargo." "Right Hangar Bay Door Controls" "Forcefield Controls" "Left Hangar Bay Door Controls" "Rear Entrance Forcefield Controls" "No unauthorized access to lower church catacombs. All personnel must be checked by security before access is granted." "Lower Security Access Panel" "Teleporter target coordinates set for surface transporter pad 13. Sentry personnel already dispatched to location to secure area against resistance. Area cleared for cargo transmission." "Teleporter Controls" Velora Pass - no messages Bluff Eversmoking "ISV-Kran Chief Medical Officer's Log: Tatiana Zimna: We have come to this beautiful canyon lake monastery in our search for Kira's abductors. We'll make camp by this crucifix tonight and start out early tomorrow." "Security Officer Sergai Dubrov: ISV-KRAN: LOG ENTRY:We are hot on the trail of the Skaarj Hunting party that Captured Kira near the Sunspire. They are headed north towards the blue electrical storms on the horizon." "Acolyte Ne'Pher Dunis 350-488" "High Priest De'Nasha Breeche 255-480" "Only by facing the direction of the rising sun may one find a new day." "Acolyte Ne'Lin Garas 353-487" "Son of Ne'Lin Garas 380-390" "Myscha Nov 28th 1994. June 1997" <_< "Pelit Jan 20 1997. July 17 1997" "Vault of the Dead. Herein lies the last resting place of the High Priest of Bluff Eversmoking and the artifacts used by the Messiah." "MAGNETIC LOCKS ENGAGED: AUTHORIZED BY CAPTAIN DUK'CHOROTH OF THE 12th HOUSE OF DUBREVI" "Shipping Log: Grorq of the Red Hand Tribe. I am really getting sick with the way the Skaarj are treating us. Constantly bossing us around and making us watch over their pathetic Nali Slaves. My troops are getting sick of this situation." "Shipping Log: Grorq of the Red Hand Tribe. Coming the next full moon we are expecting a large shipment of salvaged supplies from the human spacecraft. I need to make a few repairs to the electric rails around the bluff but we should be ready by then." "Jailer Hrang of the Red Hand Tribe: We have captured a Terran girl. Some of my soldiers want to try and take liberties with her. I guess that's OK as long as they watch those boots! She kicked my in the Hrangos last time." "Jailer Hrang of the Red Hand Tribe: Dorro owes me 25,000 gold Paaras when we get home! He truly sucks at death bones. Hustling him is like taking candy from a Terran baby. Speaking of which I think it's time to go beat on that ugly Terran girl some more." "Jailer Hrang of the Red Hand Tribe: I can't believe it! That Terran girl escaped! One of those worthless Nali Monks must have tunneled her out. I am in DEEP SHIT! If Captain DUK'CHOROTH comes and finds out I let her escape I'll be de-hrangod for sure!" "My brother Kriin is in the cell below me. My other brother Kruun escaped through the water tunnels under the stairs. They sacrificed my best friend Jaara for Kruun's escape." "I am feeling ill. My cough has gotten worse and this darkened cell is not helping. I only hope that my brother Kruun escaped to our childhood hiding hole in the sewers. From there he can access the inner walls of the monastery." "HAVE FAITH AND NEVER SWAY FROM YOUR BELIEFS. ONLY A SOUL THAT KEEPS THE FAITH DESPITE ALL OPPRESSION SHALL TRIUMPH WHEN THE SAVIOR PRINCESS COMES FROM THE STARS." "Kruun's personal diary: I have to be careful how many times I sneak into the monastery through the tunnels. I've marked the tunnel that leads into the inner monastery with a cross, the other leads to the prison where my brother is still being held." "I have been hiding here for what seems like months now. The Skaarj forces that have taken over our monastery continue to transport stolen tarydium and other strange mechanical devices using their lightning sled. I fear that they may find me." "I have discovered a secret! Last night I snuck out of my hiding place and swam through the pipes to the prison. They have captured a terran girl! The Krall sergeant took two boots in the mouth when he approached her. Haha I can only laugh at their stupidity." "The woman they captured is scheduled to be executed. I cannot let this happen! As foolish as it sounds I will attempt to sneak her out of the prison cell through our secret caves. From there she can escape to the bell tower until darkness." "MAIN GATE GUARD TOWER" "HYDROLASER CONTROL STATION: LASERS ON AND OPERATIONAL" "HYDROLASER CONTROL STATION: LASERS DISENGAGED. ACCESS TO HYDRO-ELECTRIC GENERATOR BELOW BELL TOWER PERMITTED" "SKAARJ SHIPPING FACILITY POWER MANAGEMENT STATION: HYDRO-ELECTRIC SHIPPING CAR STATUS. OFF/REACTIVATION REQUIRES STATIC DISCHARGE NODES TO BE OPENED AT TOP OF BELL TOWER." "HYDRO-ELECTRIC SHIPPING CAR FULLY POWERED AND READY FOR DEPARTURE. ELECTRO STATIC DISCHARGE NODES AT TOP OF BELL TOWER MUST BE ACTIVATED PRIOR TO STARTUP." "BELL TOWER MAGNETIC LOCKS DISENGAGED:ACCESS TO BELL TOWER PERMITTED." "MAGNETIC LOCKS DISENGAGED" "WARNING. STATIC DISCHARGE NODES. STAY CLEAR DURING OPERATION." "STATIC DISCHARGE NODES: EAST AND WEST BREAKERS MUST BE THROWN TO RELEASE STATIC DISCHARGE." "Science Officer Kira Argmanov: Separated from my crewmates from ISV-KRAN, I've only been able to stay alive by holding up in this bell tower. A native Nali help me escape from the prison cell the Skaarj put me in. Hopefully the Skaarj won't find me here." "STATIC DISCHARGE SUCCESSFUL. HYDRO-ELECTRIC SHIPPING CAR NOW FULLY OPERATIONAL." Dasa Mountain Pass "Bridge Foreman Khan Vhranna: I've about had it with Grok Vhul'rath. He's such a pompous son-of-a-Bulrach. If he makes us fix the drawbridge one more time in the rain, I'm going to bust his face in." "SHIPPING LOG: Dasa Pass Mountain Station : Grok Vhul'rath: we've decided to ditch using the Nali as slaves here. The word is they all believe their "savior" has come from the stars to kill us. We decided to execute them for refusing to work anyways." "SHIPPING LOG: Dasa Pass Mountain Station : Grok Vhul'rath. This past week we've received over 45 cases of high tech equipment from the crashed human spacecraft ISV-KRAN. I've decided to store them in the cellars before we ship to the Warlord." "Diary: Grok Vhul'rath: I ordered repairs to the Drawbridge again! This is getting really old. I'm sick of dealing with the Behemoths. They constantly break things and they're slobs like Aldarian Pigs. I'm anxious to get back to my homeworld." Serpent Canyon "Here lies Haith M'olner, may his soul soar high with the gods." Nali Castle "Only the enlightened one who has read the Book of the Good Lore in the chapel shall be granted passage to the balcony through these divine gates." "He who seeks knowledge would be well rewarded for pursuing the tomes stored in the main feast hall." "Only the warrior who demonstrates his bravery by defeating the five-eyed daemon in the tower shall be granted passage to the dungeon." "The path to be followed is long and harrowing, but the strong of heart and purpose shall prevail against the challenges." "I sit here, waiting to die. Waiting... The wait is worse than death itself. My fears tear at my soul. I hear the wails of the others as they are taken to the bowels of the dungeon to be sacrificed to the winged Sky Daemon." Demon Crater "Generator and Loading Room." "Generator Control Panel. Generator is operational. Power output nominal." "Intruder Alert. Secure all access points, all personnel on full alert. Protect the Mother, failure results in DEATH." "Portal Gate: Link Established. Enter transport Field." Mothership Lab "Primary Power Supply is operating at peak efficiency. Auxiliary Power Supply operational at 80% output. Activating the Alternate Power Supply for the Security Force Fields is imperative. Weakness shall be punished." "Energy supply for the Source is secured. Maintaining energy flow to the Source is highest priority. Weakness shall be punished." "Security personnel report to deployment zones around the Detention Block until APS back online. All detainees must be contained." "Intruder detected. Protect the Source at any cost. Intruder must be halted before penetrating the Source's defensive perimeter." "ACCESS DENIED: Power Reserves at 100%" "Energy Department" "Research Center" x2 "Experimentation Facility" "Genetic Department" "All the test subjects have been placed in the Detention Area. The forcefields are keeping them confined and unshielded. All subjects continue to exhibit extremely aggressive behavior when not in carefully tuned magnetic fields." "Power Reserves at 100%. Shielding effect at 0.0025%. EEG/EKG readings are normal, physiological state is cryogenized." "Security Orders: Intruder detected in MotherShip, all experiments are suspended on order of Chakti'Nrrj 2nd Great Talon of Ssa'Nrrj until further notice. Power reserves must be at 100% for optimal security system operation." "Report 187: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji reporting. Despite the failure in our previous tests on the shielding effect, the test subjects' cells are showing some residual effects. Very interesting..." "Report 188: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji reporting. Studies on the test subjects' cells are showing persistent shielding, with minor fluctuations in reflectivity. Strangely these are all perfectly synchronized." "Report 189: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji reporting. After cross analysis of the test results on all subjects, we've reached the conclusion that the Core Generator's magnetic field is probably the cause of the failures." "If the experiment is successful we'll look into moving the Research Center to Site B where we'll be shielded from the magnetic field of the Core Generator. If we're successful, we'll reach the green level or even blue." "Report 190: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji observing. We are ready for the next experiment. We expect an 18% drop in Power Reserves from 100% levels. The test subject is in place and the tarydium is prepared for charging." "Power Reserve at 80%, shielding effect at 5.64%, EEG/EKG readings showing massive disturbances, physiological status is active and endorphin/adrenal systems are producing hormonal overloads." "ACCESS DENIED" Mothership Core "ACCESS DENIED: The Intruder must be eliminated. All War Masters are being routed to this area upon arrival from the Source." "Cryo Pods Status: Temperature constant, Power at nominal levels, security systems active." "Emergency Power Supply, ACCESS DENIED: Primary Power Supply fully functional." "Security Post, ACCESS DENIED" "Primary Power Supply, ACCESS DENIED" "Access to the Security Post granted." "WARNING: Armed Intruder detected. Close all access to the Source and to the Primary Power Supply. Preventing the intruders from accessing the Core Generator is critical." "SECURITY ALERT: All War Masters report to Core Generator positions to insure its protection." "Core Generator Security must be maintained. Access doors locked until security breach is contained." "Core Access Door Open" "RED ALERT: Core Generator Security Compromised" "Intruder detected near the Core Generator. Core Generator security must be maintained. Weakness shall be punished." Mothership Generator - no messages Illumination - no messages The Darkening "The Source Antechamber, ACCESS DENIED" "Authorization granted. Activate the Emergency Power Supply." Source Antechamber - no messages The Source - no messages Ending: The Skaarj escape pod has broken free from the planet's gravitational pull... barely, Yet its fuel is depleted and you drift aimlessly. From where many have died, you have escaped. You laugh to yourself: so much has happened, but little has changed. Before the crash landing, you were trapped in a cramped cell. Now, once again you are confined in a prison. But, you feel confident that someone will come upon your small vessel... eventually. Until then, you drift and hope. To Be Continued... 3) Glossary - alt-shot, alt-ball... - Second fire mode (RMB by default) - bot - an AI-controlled player in botmatch - 'choppers' - those nasty horseflies - DP - Dispersion pistol - HP - Health Pack (+20) / Hit Points (health) - M-gun - Minigun - PS - Power shield - SB - Shield belt - SHP - Super Health Pack (+100) 4) Who the *beep* is Kirge? Heh... Krige is one of the male skins in Unreal. I like him, even tho I don't know why. He's got a crappy beard :P. I use him (and Dregor) in all my playthroughs =). By mistake i switched the 'i' with the 'r', and in the end decided to left it this way. 5) Version history 0.8 (27 March 2004) - the very first version. 0.95 (April 2004) - added Menu Navigation and Enemy data subsection. Minor improvements here and there as well as many typos corrected (why I didn't spot them before???) 1.0a (13 Sept 2004) - Beta version sent only to GameFAQs but ended up in supercheats and cheatbook as well. Completed Basics, Translator msgs, walkthru up to Terraniux. Removed menu navigation as it's really useless. 1.0b (26 Sept 2004) - A week after previous update a guy named Rafal popped out of nowhere and sent some useful info concerning Temple of Vendora. Plus, two new sites asked about using the guide, sooo.... 2.05 (1 Oct 2005) - this update took hell of a lot time. And it's rather unplanned. Basics 99% rewritten (I believe I've figured out the armor formulas), FULL walkthrough up to Gateway to Na Pali. 2.30 (19 Sept 2008) - Long time no updates. First off, the whole file was thoroughly spellchecked by Hyper-NL (thanks man!). I've again re-read all the sections, this time corrections were minor. The full walkthrough is finally complete. Also, I'm far too late for the 10th anniversary :/. Oh well. 5) Sites I've lost track of them. This version was sent to: http://www.gamefaqs.com http://www.hyper.nl.tt/ 6) About me I wonder if anyone will notice lack of this section? Does it make any difference anyway? *g* Again, if you have any comments, tips or anything related to UnreaL, feel free to mail me at . 7) Credits Well, I owe some people for creating this guide: *Mastyl for idea of putting all powerup locations together. *Rafal for useful infos. Thx! ^_^\/ *Dakhath v4.2 for an alternate way to kill the Queen *Hyper-NL for a volountary spellcheck =) [End of file]