"Unreal Gold" - the complete walkthrough version 1.1 ~~~~~~~~~~~ References: walkthroughs from "Khajiit Rankin" and "MPeyrard", both found on GameFAQs, for secret areas and occasional hints. http://www.gamefaqs.com/ This file may be distributed anywhere on the Web provided that it is not altered in any way, and no fee is charged. Preferable distribution areas are GameFAQs and IGN. =============================================================================================== DISCLAIMER: This file is entirely my own idea and has in no way been sanctioned or authorized by Epic Games, Legend Entertainment or any other persons responsible for the creation, production, and distribution of the game. Any errors contained herein are entirely my own; use at your own risk. =============================================================================================== CONTENTS: References (above) Disclaimer (above) The Intro Recommended Systems - what kind of computer you need to play Updates/Patches Binding - creating your own macros and hotkeys The Weapons - Unreal Inventory Items / Armor & Health The Good Guys (both games) The Bad Guys (both games) ===The Walkthrough (Unreal)=== The Weapons - Return to Na Pali ===The Walkthrough (Return to Na Pali)=== Multiplayer The Cheats Maps - Unreal Maps - Return to Na Pali Spawning Copyrights Signature/Versions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE INTRO "Unreal" is probably one of the best known FPS games out there - though it's more popular for its Multiplayer capabilities. Just remember that this game came out back in 1998 - before all of the fancy 3D game engines. Graphically, it's just a little better than "Quake 2" or other games of that era, but not as good as "Quake 3 Arena". This walkthrough is for both "Unreal" and it's add-on pack, "Return to Na Pali". "Unreal" is rock n' roll... "Return to Na Pali" is boring. "Unreal Tournament" is an absolute riot, fragging your friends all over the place - but "Unreal 2" is a complete waste of time... pretty graphics, yes, but that's it. From the main menu, Start a new game and choose which one you want to do: Unreal or Return to Na Pali. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RECOMMENDED SYSTEMS Minimum Requirements: Pentium II, 233 Mhz 64M RAM 450M free hard drive space 8x CD drive Microsoft Windows 95/98 (also runs under XP) 3D hardware accelerator video card, 8M memory or higher DirectX 7 mouse & sound card, of course Most ATI Radeon video cards are supported, and all nVidia series 2 cards are supported. Multiplayer requires broadband TCP/IP or LAN connection NOTE: if you play this on a Win XP machine, it is recommended that you set the compatibility for Win98. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- UPDATES / PATCHES: If you've got the full "UnrealGold" CD, then there's nothing to patch - you can hit the Unreal site (http://www.unreal.com) to pick up patch 2.26f, but all that does is update the web links on your Start menu. If you do look for patches, make sure they're for your specific game - patches for the original "Unreal" won't work with "Unreal Gold" or vice versa. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BINDING You can bind commands to a key to form a macro... for example, in your setup, you can change the key that allows you to Jump. Binding is for those commands that aren't listed in your setup (okay, the cheats). This way you can create a macro (hotkey) for any command you can think of, providing you don't run out of keys on your keyboard. To bind a command, open the "...\UnrealGold\System\User.ini" file with any plain text editor (not a word processor). Note all of the 'open' letters in the file... just add the command you want to bind after any of those open letters. For example: i=summon flare Now whenever you run the program, just hit your 'I' key to summon a Flare. Cheats are listed at the end of this document. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE WEAPONS - UNREAL The numbers in front of each weapon below are the top row of your keyboard... hit that to automatically switch to that weapon. There are, however, more weapons than can be handled by the numbers... scrolling through them is a good idea (if a little slow at times). Some weapons have powerups which make them a little more powerful. Most of the weapons have a secondary fire to them. 1 - Dispersion Pistol Your basic energy pistol... pretty useless if you have anything else, but it works. Secondary Fire: hold down your secondary fire button for a powered shot. Ammo: n/a (infinite ammo) Amplifier available: Yes (several) 2 - Automag A basic handgun. Not bad, but you'll definitely want to find better. Secondary Fire: turn the gun sideways for rapid fire; your aim will be *much* worse. Ammo: Clips Amplifier available: No 3 - Stinger Fires little metal darts rapidly. Secondary Fire: fires a spread of 5 darts. Ammo: Tarydium shards Amplifier available: No 4 - ASMD Your basic rail gun. Slow firing but fairly powerful. Secondary Fire: rapid fire Ammo: ASMD cores Amplifier available: Yes (temporary) 5 - Eightball Cannon A nice little rocket thrower... good for blasting just about anything. Hold down the fire button for up to 5 clicks to launch a spread of up to 5 rockets. If you hold the cursor on your target before firing, it will lock on and the rocket will home on the target. Secondary Fire: grenade launcher, more or less - hold down your alt fire key for up to five clicks and release, and up to 5 rockets will eject from the gun and explode together a moment later. Ammo: Eightballs Amplifier available: No 6 - Flak Cannon Shoots shrapnel. Be careful, the ricochets can hurt you. Probably the most useful weapon in the game. Secondary Fire: shrapnel grenade launcher. Ammo: Flak shells Amplifier available: No 7 - Razorjack Ye old flechette weapon, spitting razor-sharp blades. They bounce all over the place, so be careful. Secondary Fire: turns it sideways - perfect for shooting into narrow areas. Ammo: Razor blades Amplifier available: No 8 - GES Biorifle This thing fires toxic waste (Tarydium Sludge) that sticks to everything and eventually explodes. Not the most useful weapon in the world. Secondary Fire: fires a larger blob. Ammo: Tarydium sludge Amplifier available: No 9 - Rifle Your long range weapon... funny looking, but nice. Secondary Fire: hold the key down to zoom all the way in - good for sniping. Ammo: Rifle rounds, Rifle bullet Amplifier available: No 0 - Minigun Hey, every FPS needs a chaingun of some kind... Secondary Fire: same as the first... Ammo: Clips (same as AutoMag) Amplifier available: No -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- INVENTORY ITEMS Scroll through your Inventory with your [ and ] keys (default), and use the Inventory item by hitting Enter (default). With any Inventory item selected, note the white line at the bottom of each icon - that tells you how much energy / time is left for that item. Books - when you move over one of these, open your Translator to read it. Energy Amplifier - increases the power of your ASMD temporarily. Flares - ye old basic road flares. They light up an area with bright light, but they don't last long and they explode when they're used up. Flashlight - doesn't last long; save it for when you really need it. Forcefield - a temporary shield. You can only carry one at a time. Invisibility - makes you invisible to monsters, though they can still hear you. Jump Boots - allows you to jump higher and further; only lasts about 3 jumps. SCUBA Gear - just what it sounds like. Doesn't last long, but it's definitely useful in spots. The "Return to Na Pali" version recharges itself after a few minutes. Searchlight - like a giant Flashlight, except this takes a very long time to run out of energy. Sound Dampener - found in MP only, it silences your weapons for a while. Super Jump Boots - just as above, only better; lasts much longer. Translator - one of the very first items you'll find... if you have your configuration set for it, it will beep every time there is a new message. Most of the time it's nothing, but every once in a while you'll get a clue as to what to do next. Voicebox - makes noises when switched on; monsters don't usually fall for it - save it for MP Weapon Amplifier - only for the Dispersion Pistol; it's a permanent powerup. ARMOR & HEALTH These aren't quite Inventory items, but they aren't Weapons either. They will be used automatically when you get them. The armor wears down after a while, and of course it wears down when you get hit. Note that the points listed are for the 'Easy' difficulty; they'll be less on harder settings. Asbestos Suit - worth +50 Armor; also negates lava damage ("Unreal" only) Assault Vest - worth +100 Armor Bandages - worth +5 Health Health Pack - worth +20 Health Kevlar Suit - worth +100 Armor; also negates minor sludge damage ("Unreal" only) Nali Fruit - bright orange berries found on bushes throughout the game, worth +30 Health Nali Seed - grows a Nali Bush anywhere, worth +15 Health. Power Shield - worth +200 Armor ("Unreal" only) Shield Belt - worth +100 Armor Super Health Pack - worth +100 Health (usually only found on 'Easy' difficulty) Toxin Suit - worth +50 Armor; also negates sludge damage There are four Armor 'slots' in "Unreal", meaning that several different types of Armor can be worn / used at once. They are: 1 - Asbestos / Kevlar / Toxin Suit (only one at a time) 2 - Assault Vest 3 - Shield Belt 4 - Power Shield This means that at an absolute maximum, you could have a total of 500 points of Armor. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE GOOD GUYS There's only one type of Good Guy in this game - but don't kill them if you can help it; they'll show you secret areas and open secret passages for you (sometimes). Nali - natives of this pleasant place, these four-armed guys sit around and meditate... they can be helpful at times. Do NOT kill them. Basically, they're the slaves of the other aliens. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE BAD GUYS (Almost) everybody is a Bad Guy... kill 'em all. Brutes - big, wide, ugly. They fire rocket guns, so duck and strafe. Comes in a couple of different styles; the original ones are pretty easy. Devilfish - a long, ugly, big mouth fish with a nasty bite. Also known as Eels. Fly - aka DragonFlies. Yes, these are large versions, and they bite. Gasbag - a floating, two-armed (legless) blob... reminds me of "Slimer" from "Ghostbusters". They dodge fairly well, so something fast like the ASMD works nicely. Kraal - a lizard warrior armed with an energy trident; comes in several styles. Manta - a lizard-like 'bird' that circles around outside. Not really much to worry about until they get too close. Mercenaries - the space-suited aliens wandering around. They fire a rocket gun. Pupae - little spider things... but don't let their size fool you. Queen - the final Bad 'Guy'. Skaarj - tall, feathered head, nasty... and it will jump and bounce all over the place. Comes in several different varieties. When it gets close it'll slash you with Wolverine claws. Slith - part snake, part fish... they shoot Tarydium sludge at you, which is toxic. Stone Titan - a nastier, harder version of the Titan. Tentacles - big round flat head, with a tail that shoots darts. They hang from the ceiling. Titans - arena fighters... they throw boulders at you and cause earthquakes. Nasty bastards. Warlord - a big winged demon that fires rockets. Very not easy to kill. RETURN TO NA PALI only: most of the above, plus... Ice Skaarj - a new kind, made for cold and icy environments. Raptors - fast moving vicious dinosaurs... small, but they move in packs. Spiders - little cockroach things with green blood. Also comes in Giant size. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH (UNREAL)=== Open doors and use switches / levers by bumping into them. Wooden crates / boxes can be pushed around (use them to jump up on things), and some of them can be shot or blown up to reveal items. This walkthrough was written using the 'Easy' setting - it won't be much different on other difficulties, other than fewer Health items and more Bad Guys; you'll still have to do all of the same things, and all the secret / hidden areas will still be there. If you're outdoors, expect to see more Mantas (and Raptors in "Return to Na Pali"); indors, expect more Tentacles. One interesting thing: if you hold down your 'walk' button (default 'Shift'), you won't fall off any edge - you'll walk right up to it and along it, but you won't go over. Note: words in braces { } are map names - see the cheats section for instructions on how to jump to a different map. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 01>> Vortex Rikers {vortex2} //Enemies: n/a //New weapons acquired: Dispersion Pistol //Items acquired: Translator, Flare, Kevlar Suit You're on a prison ship (what did you do?) that has just crashed on an alien planet... get ready to party. Wander through the cells on this level - in one (on the toilet), you'll see a roll of Bandages... grab that to increase your health. In another you'll find a green book on a bunk, but you can't do anything with that until you get the Translator. From your cell where you start, to your left is a lift heading down - but for now, head to the right and get on that lift. It takes you up to the next level of the cell block, and as soon as you step out of the lift you'll get the Translator. In the first cell on the right is a Health Pack, and in other cells you'll find a Flare (activated through your Inventory) and more Books to translate. Watch out for the shaking and the falling debris... don't get nailed. Drop back down to the first level via the debris, and go into the lift the was to your left when you exited your cell - bump the lever on the wall to use it. Oh, neat - the electric chair. Bump the console to activate the chair and fry the prisoner; if you've got the Translator you can see who it is... hope it isn't anybody you know. Get back on the lift and head back up to where you started. Back to the upper level of the cell block - at the far end is a door that doesn't open, but just to the right of it is - guess what? - an air shaft. Don't be in a rush to run through it... watch out for the green flames, and you may see an alien figure (a Skaarj) up ahead - he tosses something explosive in the shaft and then vanishes. Follow the shaft until you pop out of a vent - "You have entered a restricted area". Walk along the beams to pick up Clips for the AutoMag, which you'll get in the next level. You'll notice in your HUD that whenever you pick up Clips for the AutoMag (weapon #2) that the #10 spot also fills in - that's because the Minigun (which you won't get until level 19) uses the same ammo. Bump the three consoles to see messages from the ship's crew, but otherwise there isn't anything in here. Through the door marked "Armoury" - that should be worth something. Or not... there's a Health Pack just inside the door, but not much else. The floor is glass, and very slippery. Further ahead is a pedestal with armor on it - but it's shielded. Carefully position yourself under the switch in the ceiling and jump up to liberate the Kevlar Suit. It's not quite armor, but it will shield you a little. To get down to the next level you can either drop down the lift shaft near the armor, or go back out to the command area and drop down via the debris. Either way, wander over and grab the Health Pack, then drop down to the next level. Crouch under the sparking wire in the hallway, and in the next room bump the console for the Medical Officer's report, than grab the Health Pack to the right of it. Through the door marked "Med Lab". Very little in here - grab the two Health Packs then go through the next door. In this next hall, bump the next door - you'll hear people screaming. Once they're dead, bump the door again and it will open in time for you to see some kind of alien creature run away (a Skaarj). Grab the Dispersion Pistol, then just keep following the hallways around and into Area C. Go through the busted fan into the next area. Bump the console for the Engineer's report, then bump the switch to lower the cargo lift - ride it up into Area B. Through the next door into Area C - more shaking - and into the guard station. Bump the console for the Security Officer's log, then shoot the glass to use the switch and open the hatch in the floor. Drop through for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 02>> NyLeve's Falls {nyleve} //Enemies: Brute, Tentacle //New weapons acquired: AutoMag //Items acquired: Flare, Flashlight, Assault Vest Directly ahead of you are a pair of Flares for you to grab, and you will need them in this level. As you maneuver down this hall towards the outside air, you'll run over Clips for the AutoMag, which you'll get soon. You might see a weird, alien rabbit-like creature or two moving around outside, but they're harmless... kill 'em if you want. The birds circling around are also harmless - at least, when they're circling way up high they are. Outside the ship, turn immediately to your right and up that slope, then right again and down for more Clips. Head down and check out the corpses for more messages, then head towards the hut. In front of it you'll find the AutoMag and more Clips for it. There's a pool of water further on - down at the bottom are more Clips if you care to go after them, but you might take some damage from the fish while doing so. Go inside the hut - more Clips, another AutoMag, Flares, and a Health Pack... plus another corpse. Back outside and head back towards the ship - go towards the front of the ship and watch out... that's a long way down. Obviously the falls this level is named after. Continue across this ditch and use the boards as a ramp to get up on the other side (you can shoot that wooden crate to reveal a Health Pack). Down to your left is an entrance to some place - that's where you need to go. Note the Bushes with the orange berries on either side of that entrance - those are the Na Pali equivalent of a Health Pack, if you ever need them. Inside the entrance is another corpse, and a steel door with a diamond shaped window... you can't get through it, but you can push those two wooden crates up to it and jump up on them, allowing you to look through that window if you want. Note that you can blow up one of those crates to get Clips, the other for Bandages. A little further down the hall... you'll hear a scream and see someone thrown against the wall. Get your butt back outside and wait, then ambush the two Brutes that come out. Once they're dead, head back inside - that door with the diamond window is now open, revealing stairs down, and at the end of the hall (past the big steel crates where the corpse landed) is a lift. Go down the stairs first, and shoot the two crates to reveal Health and Flares. Down the next steps, bump the button to summon the lift, and once it arrives, get in and ride it down (the lever on the wall just opens and closes the door - you don't need it if you're quick enough). At the bottom, go left first and head out to the ledge for several Nali Bushes if you need them. If you fall in, there's a lift just under the platform. Back inside, and head the other way - one or more Brutes - then head outside. Circle right, and you'll see a hut in the distance. Just beyond that in the mountainside is another entrance, and just inside that is a tailed Tentacle that fires darts at you. Inside the hut, DON'T kill the floating Nali! He (it?) will be of some help later. Shoot the large vase to the left of the door for a Flashlight, but don't use it often as it has limited battery power. You can shoot the wooden barrel, but there's nothing in it. The small vase on the table has Bandages, and there are more Bandages next to the corpse the Nali is praying over. Head into the mine (?) entrance, and kill the Tentacle... in the next room is a nice little warehouse with a few more of those Tentacles. Several vases and crates in here which can be blown up for all sorts of toys, including Tarydium Shards for the Stinger, which you don't have yet. There's a stack of small wooden crates against one of the big ones that will allow you to get on top for Health and an Assault Vest. Once you've got all that, head deeper into the mine (another Tentacle) and outside on to the platform. Whoops, that's a long way down. Drop into the water and get up on the platform for another corpse (ah, there's the brother) and an AutoMag, then ride the lift back up. Remember the hallway where you encountered the two Brutes and that door with the diamond window? Get all the way back up there, and head down the hall for the lift at the end. Bump the button on the wall, and ride the lift up. At the top, you'll notice armor on top of the big crate, and a pair of smaller crates nearby - you can't shoot this type of crate, but you can still push it around. Don't forget the Clip on the floor next to the large crate. Use the lift here, and drop off to the large crate to get the Assault Vest, as well as the Clip on the beam above the doorway. At the top, head down the hall (Health in the small crate) and head back outside - ahead you'll see a bridge with a sloped area underneath. Circle around the back of the bridge to get up on it (a couple of Clips at one end), and in that door - watch out for the Brute just inside. To your immediate left are more Clips, and around the other side of this same set of crates is a Super Health Pack (very nice). On top of some of the other crates you can see some toys (health and ammo), with small crates at the end of the row that will allow you to get up there and grab that stuff. Tarydium Shards inside those small crates. Head down the next hall and down the steps for another corpse and another Clip. Nali Bush right outside if you need it. Around to the left, and you're back where you were. Down the ramp, and you'll see a pair of small wooden crates (each has a Health Pack in it) and a wooden barrel (Flares), as well as Clips up on the ledge. You can use the barrel and crates to get up on that ledge, or just drop down on it from above. In the door here, and down the hall for the next level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 03>> Rrajigar Mine {dig} //Enemies: Brute, Tentacle, Skaarj //New weapons acquired: Stinger //Items acquired: Assault Vest, Shield Belt, Flare, Voice Box Down the hall and slip around the corner - you'll see a doorway with a red sign above to your left, a hexagonal cave more or less straight ahead, and a ledge that continues on the right. There's an AutoMag, Clips, and a corpse up on the ledge - but first, back up and wait for the Brute to come through the red sign doorway. Once he's polished off, grab anything you can in the room, including the toys in that trough. Go along the ledge to the end where it's dark - toss a Flare in there (use your '[' and ']' keys to scroll to it in your Inventory, then hit 'Enter' to use it) and you'll see that it continues. You could also use the Flashlight, but it runs out of batteries quickly. All the way down at the end of this tunnel you'll find an Assault Vest (and somebody's leg). Back out in the main cave - go through the red sign doorway first (Force Field Control), bump the switch, and use the lift. Face back the way you came as you ride it - along the way you'll notice a narrow ledge with a Clip on it; if you're quick you can get that, though you'll have to drop off the ledge after. Around the corner on this ledge - definitely don't fall in - and you'll see a Tentacle hanging from the ceiling, as well as a Clip on the floor. If you do happen to fall in to that mess, move as quickly through this crap as you can, under the big ledge, and down around the corner you'll see what looks like a metal bar - get on that to summon a lift that will take you up to the next area; of course, you probably won't survive, so don't fall in. Into the next hall and follow it around - along the way you'll see small square bars sticking out of the wall in two places. When you see the two buckled floor plates, there's a Tentacle on the ceiling just beyond. Shoot the two wooden crates for a Health Pack and a Shield Belt. At the very end you'll see two red buttons in the wall, which should be obvious - bump them both to shut off the forcefields, and if you bump against the screens at the end you'll get a message about the forcefields and their status. Head back out through the hall, but be prepared - the lights will go out, your way will be blocked, and you'll get ambushed by a Skaarj. NOTE: every once in a while in this area, just after those bars have blocked your path, you'll seem to freeze - you won't be able to move, use anything, or fire a weapon; hit your 'Escape' key to pop out to the Main Menu, then hit it again to return to the game and everything will be back to normal. Once it's dead (run, duck and weave), you can go into the alcove it popped out of for a Health Pack and Clip, and another alcove will have opened back towards the Force Field room that has a pair of Flares in it. Head back out to the main cave, and you'll run into another Brute. In the main cave head into the hexagonal doorway - a Tentacle hanging from the ceiling inside. Continue down the passage and into the next cave - a Brute is down to the left. Directly across from where you entered this cave is a slope with ammo on it, and beyond it is a ledge with a Tarydium barrel on it - shoot that from a distance to blow it up. You'll notice a passage beyond it - the only way to get up on that ledge is to go back into the first room and push the small crate all the way down the passage to the base of this ledge, and jump up from there. Down at the end of this cave is a corpse, a Nali corpse, and a Book which mentions getting to Harobed Village by going through the mines after the suns have set. Go in through the doorway (this had force fields blocking it before you shut them off), around the corner for Tarydium Shards, shoot the Tarydium barrel from a distance, then get on the lift. Under the lift (when it goes back up) is ammo for the AutoMag. Down around the corner is a Tentacle, and around the next corner is another. Wait, and a Brute will come out of the next hall - once it's dead, go right up to that junction and then back up quickly, because the place will start shaking and part of the floor will collapse. Once the rumbling has stopped, shoot the Tarydium barrel in that alcove to get ammo. Around the corner and you'll see a pair of Health Packs, and just beyond them what looks like a lift in the middle of the vents (it is - it will bring you back up from the lava should you fall in), so wait for the next bit of shaking (and floor collapse) to stop, then continue around. There are two different ways to go, each with several branching hallways. Stand so the broken edge of floor is to your left, the hall junction to your right - ahead and left you'll see a column with something at its base, while to your right you'll see a critter lurking just around the corner. That's a Nali - make sure you don't shoot it. Go straight and left, grabbing the Voice Box at the base of the column (it's pretty much useless in the Single Player game, since the Bad Guys aren't fooled by it), and with the column against your left side you'll see two Tarydium barrels ahead and left... and a Skaarj just beyond them. Gee, barrels and Skaarj go boom? Once it's goo, head that way - you'll see a pit with a crooked beam below, and a red button on the far wall... shoot the button to raise the beam, but not yet. Instead, head right into that next hall (more ammo, two more barrels), and you'll end up going full circle. From where you are, head left into the next hall, where the Nali lurks - he'll motion you to follow him, then he'll open a secret panel... behind it is the Stinger and ammo for it. Just beyond where the Nali was standing is a familiar lift - it'll take you back up to where you started this level. Note that the Nali won't help you until that Skaarj is dead. Head for the pit and shoot that red button - once the rail rises, cross it to the other side; as soon as you get across (Clip against the wall) there will be a Tentacle hanging down on your left. Down the slope, and you'll see a pair of Tarydium barrels up ahead - don't shoot them yet, because you'll be ambushed by a Skaarj when you get down there; save them until then. Shooting them also blows open a passage - through it (Health Pack) and into the next room. A Brute will drop down from the ceiling. Up on the ledge on the left is a lever - bump it to lower the metal plates surrounding that column. Four red arrows are revealed - when you bump all of them, a Skaarj will appear on the ledge with the wooden crates (which don't contain anything), and the two exits from the room will open. Note that the arrows must be bumped counter-clockwise; start with the one in front of you, then move to the right, etc. It doesn't matter which exit you use, since they both lead to the same area - a lift in a corner of the hall, and a pair of Tentacles on either side (along with Clips). Take the lift up, and straight ahead is an alcove with a Shield Belt. Around the corner, and at the edge of the ledge is the Stinger, along with ammo. A Skaarj will come charging into the room - take it out, and you may also be able to kill a pair of Tentacles peeking above the wall. Shoot the two crates in the alcove to reveal Health Packs, then head into the iron- walled hall. In the next room (there may be a pair of Tentacles hanging from the ceiling), blow away the barrels at the next doorway and head in there - watch out for the Skaarj. Once it's dead, check along the wall next to the crate (on your left as you entered this area), and you'll see a small tunnel - light it up and get all the way to the end for a Super Health Pack. Out in the room, climb that rock slope in the corner to see up on the next level, and to kill the Brutes and Tentacles up there. In the next area the wooden crates are empty - but you'll want to get that one off the yellow square anyway. In the dark corner behind that big crate is a Flare. Bump the big red switch then get near - but not on - the yellow square; get on the lift when it gets down there and ride it up. Ammo and AutoMag up here. Tarydium Shards in the crates up here, with a Tentacle hanging above them. Through the next hall and you'll run into another Nali - he'll gesture you to follow him, and he'll go into the room. While he opens a secret panel for you, kill the Skaarj while it's distracted (it doesn't matter if the Nali dies as long as he gets that panel open). In that secret alcove is an Assault Vest, and at the other end of the room is a darkened alcove with Tarydium Shards in it. Down the slope into the next hall, which should look familiar - if you didn't nail the Tentacles up here before, do it now. Blow the barrel for more Tarydium Shards. At the end, drop off the ledge and then quickly take out the Tentacle under it. Two ways to go - a bridge, and a drop off. Head for the drop off to get ambushed by a Skaarj... don't let it knock you off the ledge. Down there is the ledge where you killed a Skaarj and shot the barrels to open a passageway... definitely not the way to go. Head for the bridge - do NOT go straight across the center, but along either side... the center section collapses. You can get a Shield Belt on a ledge on the left by careful jumping. After you get off the bridge, you'll see another one up ahead on the right - but first, run straight and left, and kill the Brute before he injures or kills the Nali. The Nali will open a panel to reveal the Dispersion Pistol powerup, the first of several you'll find in the game. Cross this next bridge the same as the last one (along either side), and kill the Tentacle in the next hall. Down the slope, and in the room with the flaming pipes on either side kill the Skaarj. Down the next slope (looks familiar) and down the next. Kill the Skaarj that appears, and behind that third pillar is a tiny lift - take that up. At one end of the ledge is a wooden crate (Stinger), while at the other end is a Skaarj... kill it and then grab the two ASMD Cores. Face out over the room and drop on to the left beam - follow it for Clips and a Shield Belt on top of those crates, then drop down into this room. Go up the slope to get back to the last room if you need to. In here is a big locked door, and around the corner is a lift - bump the switch for the lift (a Brute rides down on it); get on it the lift and ride it up (don't worry about that vent). In this next room, watch out - when you get near the far end of the bridge (near that Health Pack), the fan will suck you off the bridge and into the blades. The easiest way to cross the bridge is (facing towards the glass) to turn towards your left and move forwards... you'll keep moving towards that left rail and the fan won't be able to suck you off. Shoot the glass at the end. In that room hit all three yellow switches, then get back across the bridge. Jump over the rail, grab the Assault Vest from inside the slow moving fan, then head through the vent and drop. The door in here will now be open - through that to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 04>> Depths of Rrajigar {dug} //Enemies: Brute, Tentacles, Skaarj //New weapons acquired: ASMD //Items acquired: Shield Belt, Energy Amplifier Around the corner to kill a Brute, then around to your right and ride the lift up. Before you do anything else up here (note the locked door at the top of the lift), head around the end of the ledge, over to the yellow, and drop down on the crates below for Clips. If you head to the back of the room and look out over the lava, you can kill a Brute off to your left - even cuter, if your angle and aim are good, you might be able to kill the Skaarj in the area way past the Brute. Get on that lift again, then off quickly - see the opening underneath? Drop down through that to pick up the ASMD early. A lift down in here will bring you back to that locked door (it opens from this side) at the top of the lift. Get up on that central bridge / ledge - at the end, bump the red button then *run* and get into the ore cart before it zips off. Jump out on the ledge, and note all of the Tarydium barrels... they must be there for a reason. Head down towards the crates, and a Skaarj will jump out at you - that's a good reason. Once it's dead, jump up the crates for an ASMD Core and a Super Health Pack. Sometimes after you kill that Skaarj, a Nali will appear in the area - I have no clue what it wants. It should be obvious what to do next - hit the red button, and jump in the ore cart before it takes off. At the top kill the Brute, and inside the crate is a Health Pack. In this next room, you have a red switch down to your right, a bridge in the middle of the room (part of it held up by chains - guess what), and more ledge ahead. First, go straight ahead and left - shoot the Tarydium barrel and finish off the Skaarj... go up to the sign to read it, which can be a little funny. Okay, that switch just opens the chained section of the bridge - I suppose that's useful if something's chasing you. For now, just mosey your way across the bridge. Around the corner, and in the center of those barrels (non-explosive) is a large ammo pack for the AutoMag. Into the next area, and there's a Brute, and a bunch of Tarydium barrels - once ugly is dead, the door will open. AN ODD NOTE: if you fall off that chained bridge, swim (taking damage all the way) to the small opening in the wall; a lift there will take you up to where the Skaarj and barrel were. Down the stairs, and around the corner on the left is a Tentacle. After that you'll come to a bright light / foggy junction - two wooden crates directly ahead, and a passage to the left and right. Be careful - there's a Skaarj in the right passage. Both crates contain Health Packs. Left is a short dead end, so head right, where the Skaarj was - use the lift at the end of the passage. Don't be too eager to enter the next room - there's a Skaarj on the immediate left (don't you wish you had a grenade or two?). Once it's dog food, around the side of the first column there's a wooden crate which you can push to get up on the other crates for a Health Pack and ASMD Core... that crate you push contains large AutoMag ammo. Further on in this room is a ramp on the right (with a Skaarj somewhere at the top), and beyond that on the left the room curves around under a bridge to a locked door (Shield Belt on top of a crate down there). Go up the ramp, kill the Skaarj (tons of barrels around the corner in the hall), shoot the crates for health and ammo, and grab the ASMD Core on the ledge. Down the hall, up the ramp, and you'll have stairs down in front of you, with the ledge continuing on to the left. Head that way first, and there's a big locked door at the end - look over either side to see the room you were just in not too long ago. Head down the stairs, and gather the Tarydium Shards at the back of the room, then bump those two red switches. Back up the stairs and along the ledge - the big door will now be open... you can ambush the Skaarj in there. Hit the switch in there, then head back across this bridge. Once you've gone down the ramp, shoot that bridge - the center section will fall, tearing open the floor. Swim down in there for a pair of ASMD Cores and the Energy Amplifier - that must be used through your Inventory, and what it does is boost the firepower of your ASMD temporarily. Head back up, through the now-open door in the warehouse (the wooden crate on the left has an ASMD Core), down the hall and through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 05>> Sacred Passage {passage} //Enemies: Brute, Tentacle, Skaarj, Manta, Devilfish //New weapons acquired: n/a //Items acquired: n/a Through the door, up the hill, and those blue-green doors at the top won't open. Around to the left (you may see a Manta - a lizard-like bird - hovering around some of the plants), and circle around the back of this structure. There's a pool with both Clips and Tarydium Shards at the bottom if you feel like diving for them, and there's a Clip by the big rock near the pool. The only way to proceed is to dive in - line up the trees on the shore with the big rock in the water; there's an underwater passage directly under your feet. Beware of the Devilfish in the water (and even the little ones bite), and don't waste time - you'll have just enough air to make it all the way through the passage to surface inside the structure. Once inside there are two ways to go: an obvious open doorway, and a door directly across from it - there's a button on the floor in front of that door. Go in the obvious door first - around the corner, and you'll find a Nali corpse and ammo. Go back out to the corner, and the pillar in the very corner has a block sticking out - bump that to open the bars blocking the pool. Dive in for a Super Health Pack. Back out in the open, step on the button to trigger the other door. Through that, and there's a depression in front of you, a passage to your left, and a throne-like structure to your right. Go down the hall first, killing the Brute along the way. At the end is a coprse and a couple of clips, and that blue-green gate that's locked. Jump and bump the lever to the right to open that gate, though you don't need to. Back in to where that 'throne' is - bump the lever to fill the pool behind it, and to open the passage in front of it. Through there to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 06>> Chizra-Nali Water God {chizra} //Enemies: Skaarj, Slith, Devilfish, DragonFlies //New weapons acquired: Eightball //Items acquired: Flare, Flashlight, Assault Vest, Kevlar Suit, SCUBA Gear This level will probably drive you nuts - plenty of passageways (mostly underwater), and plenty of ways to get lost. Any place you see colored 'lettering' on the walls, get close to it for a Translator message - those hints will help you get through here. Just walk straight into the hall, grab the AutoMag, and into the next room. There's a corpse of a weird critter (a Slith) around to the left, ammo, and in the center is a pool with wooden platforms in it. Look up, and note the chain stretching across the ceiling, going between a pair of wooden rollers on that one beam, and the rod with the blue-green square hanging from the beam. Shoot the four chains in the water, get on the rising central platform, and jump up to bump that rod - that opens the bars blocking the floor in the next room. Into the next room and just drop down - oddly enough, despite the red flash you don't seem to take any damage. Grab the Flare and the Clip in here, then move forwards - jump into the water (watch out for Devilfish) and swim down for Clips and Tarydium Shards. In between the two big columns underwater is a passage; swim up through it and blow away the various urns and chest for Flares, Flashlight, and ammo. Back out to the water and swim up; get on the beam that's slanted upwards. At the top, head into the next room (items on top of those stone blocks), and a Nali will open a secret passage for you - grab the Flare and Tarydium Shards in there. There's a room on the side with a wooden cylinder in the center - at the entrance to the room (on the left as you look in) is a block sticking out; bump that to lower that platform. Ride it up, and in the room at the top are several Clips (in the urns) and an ASMD. Facing into the room from the lift, the alcove on the left has a block sticking out - bump that and the floor will slide aside, dropping you down. From down there, face the door with the big ugly face - to your right is an 'extra' block in the design; bump that to open the door. In the next room, there's a block sticking out on your right that will also open that ugly face door, but you probably won't need it. Collect any toys in here, and note the stairs - but also note that they're blocked at the bottom. The urns at the bottom may have Clips in them. Head into the hallway on the right, jumping over and maneuvering around blocks - you'll come upon a Nali in front of a wooden bridge, with a Slith heading away from you. Kill it quick, and then kill the other one down in the water. At the end of this bridge is a crooked square in the floor, and a window overlooking a room - something about a stone seal blocking the temple. Take a look through that 'window' - that's actually the exit from this level, but you've got a long way to go to get to it. Drop down into the water, and get out at the end of that beam - when you bump against the gold outline on the wall, it'll mention a 'messiah' who will cleanse the temple... I think they mean you, bub. Walk along the beam and bump that rod in the middle to unblock the doorway. Be careful going through this hall - even though you can see those Tarydium Shards on the floor, you'll want to stay to the side, because arrows will be firing at you down the center of the hall. At the end, get on the platform and ride it up. You'll be greeted by a Nali - follow him (it?) into a room with a big central column, and you'll get attacked by a bunch of giant DragonFlies. Once they're all dead, zap the urns for ammo. From the entrance of the room, look left - there's a block sticking out of the wall. Bump that, then ride the blue column up. Bump the wall to the right to open it - this area should look familiar. Go ahead and drop down through that section of floor again - this time the doorway at the bottom of the stairs is unblocked (there may also be a Skaarj up here). Yeah, you need to jump across to where the Nali is praying - but first, you might want to drop down into the water. Where you drop in, there's a ledge you can get on - bump the button on the face, and in the next 'room' a lift will drop down that will take you back up to the top of the stairs. Down in the water, you can swim all around for various bits of ammo and an Assault Vest. Jump across that hole in the floor to where the Nali is, and you've got two directions to go - either one leads across a wooden bridge (the water down below is the same you'll get to if you dropped down through that floor). On either side (DragonFlies and Slith), avoid the wooden lever in the center of the room - that's a trap that'll slap you. Use the blocks around the edges of the room to get past the lever. It doesn't really matter which way you go, as both ways lead to the same place - a small room with a big multi-colored door. Bump the block on the wall to open that door. Okay... from here there are two ways to go to complete this level - one is fairly long, while the other is a bit shorter. You really should go both ways to get everything, which is how I'll list it. Down the steps (past the corpse), and head for the edge straight ahead - turn right and blow away the Tentacle hanging in the corridor there. Grab the Super Health Pack by jumping on the small stone on the right first. Go down that corridor where the Tentacle was, and at the end make your way to the left over the jumbled stones. Grab the ASMD Core, and up on the floor grab the Stinger and the Flare. Try to get ahead of the Nali - down the ramp, turn right, and go straight ahead... in the next room kill the Skaarj. At the top of those ramps are several Nali Bushes. Head back to that pillar with the orange flame on top - look down against the wall, and you'll see a door with green lettering to the right of it. Go around the ramps, and on the side of each blue flame pillar is a button to bump - once you've done both of them, an alcove will open down near that door. Bump the button inside (and collect the toys) to open the door. Through the door is "Eightball Hall" - where you'll eventually get the Eightball, a nice little rocket launcher. However, in order to get the rest of the toys in here, you're going to want to go back to that Super Health Pack. To do so, go into Eightball Hall and head left - kill off any remaining Slith. In the center of the Hall you can see the Eightball up on a pillar, but you can't get it yet. You'll also see a pair of barred dorrways. At either end of this central area is lettering (red and blue) - one mentions the Pyramid being the key to the "Chamber of Death" (where you can find Eightball ammo), while the other says you must "bathe in the Pool of Thunder" beyond the "Obelisk of Clouds" to get the Eightball. Just keep going down to the other end of the Hall, and out the left door. Jump up on that platform (watch out for DragonFlies in the area) and bump the lever - it'll move to an upper area. Get off there, kill any Sliths and DragonFlies around, and head down the ramp (not through the small doorway). Those two barrels at the bottom contain Tarydium Shards. Continue along here to where the Nali is, up that ramp, and those two barrels in the dark room contain ASMD Cores. Out the door, kill the Slith, and you're back at the Super Health Pack. At any time you can drop into the water - all sorts of toys if you feel like swimming around; there's a multitude of underwater passages and caverns. Okay... now go back the way you just came, and when you get to the platform where the lift dropped you off, go through that doorway and down. Kill the Slith, grab any toys, bump the lever and get back up to the platform. Ride the lift down, and through the door into Eightball Hall. Kill any remaining Slith, and go through the door to your left. Straight ahead you'll have a ramp going down into the water, and two going up... you'll also have several DragonFlies. Head up either ramp - if you go right, there's a slanted beam that goes up to a blocked doorway. Get around against the far wall (a message about the center of the Pyramid), and jump on to that center platform... lightning rains down and unblocks that doorway. Climb the slanted beam and through. Follow the dark corridor, and in the next room turn sharp left - kill the Skaarj. You can't do anything for the three Nali hanging from those beams (this is the "Chamber of Death"), so get on that blue-green platform - the cylinders will open up; grab all four of them (Eightball ammo). If you look down through any of the grates, you'll see another watery passage with a couple of Nali corpses and a barrel... nothing to worry about if you don't want to play with it. Back out to Eightball Hall, and down to the other end (behind the blue lettering wall) - kill any Slith, and through that door there. A pair of Nali in here - that thing ahead is the "Obelisk of Clouds" mentioned in the blue lettering. In the pool (to your right in the corner) is a corpse and an ASMD. Check out all four sides of the Obelisk for more messages. Go through either opening in here, kill the Slith, then go through the other opening and kill any others. In one of the areas there's a hole in the floor under the water - dive down in there for AutoMag ammo, and at the far end, ASMD Cores, a Kevlar Suit, and a couple of Nali Bushes. Once you're sure all the Slith are dead, work your way up the jumbled stones and down that ramp. This is the "Pool of Thunder", and you can see something in the water. Down at the far end is a waterfall (as mentioned in one of the Obelisk messages), and there are meditating Nali on either side. Down at the far end are ASMD Cores on either side, and at the base of the waterfall (on easier levels) there's a Super Health Pack. Walk down the water flow, and as you enter the pool you'll hear the thunder... a Skaarj appears at the entrance to the room. That thing in the center of the pool is your SCUBA Gear, great for swimming in deep waters - just remember that it is limited in use. It comes into use automatically when you go in over your head, though you can also turn it on and off through your Inventory. Go back out to Eightball Hall, and you'll notice that one of the barred doorways is now open - inside is green lettering (a chariot from the sky and going through the ceremonial wing). Bump the lever, and a ramp will rise up, allowing you to grab the Eightball - grabbing that unbars the other doorway. Through there and you'll have a broken stone wall ahead of you, ramps going down on either side, and a blue field beyond the wall. Take either ramp (no enemies), and on the other side follow the Nali into the portal. This area should be familiar - watch out for the Skaarj that's in here now. If you go back the long way to that exit corridor, you'll surprise the Skaarj and possibly save the Nali - it's your choice. You can get through the opening in the wall now - go through to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 07>> The Ceremonial Chambers {ceremony} //Enemies: Skaarj, Slith, DragonFlie //New weapons acquired: n/a //Items acquired: SCUBA Gear, Assault Vest Go up to the glyph and read it... sounds like you're in for some fun. Good thing you got the SCUBA Gear last level, isn't it - though you actually don't have to do a lot of swimming. Just as with the previous level, there are a lot of things underwater that you can get if you feel like it, or you can leave them. Aside from the pool crossed by the stone beams, you have a pair of doors on the other side. Look down at the lower level and you'll see corridors on three sides, one of which has a pool of water in it. Both doors lead (eventually) to the same room, which looks almost exactly like this one. Okay... when you first enter this level, there will probably be a Nali on the left side of the room - follow him quickly through the doors (past that hall on the left) and try to kill the Skaarj before it kills the Nali. In that far room (which looks just like the first one) you've got ammo and Nali Bushes. Stick around for a bit, and you might be able to take out a Slith as well. Head back towards the first room - but this time, go into that branching corridor (now on your right); note the grate in the floor, which looks down on a corpse, an AutoMag and more SCUBA Gear. In the next room, you have a ramp going down - with a door at the end - flanked by stairs going down. What I've found is easiest to do here is to go down either set of stairs, and wander through all of these side halls (without going in the water), killing the Sliths all along the way and saving as many Nali as possible. Once that's done - you'll notice several barred doorways that you can't get through, but you can shoot through them - get back to that room with the stairs and go through the door there. Lovely. Work your way around the back of the room and use the extended beam (which will shorten up quickly) to get the Eightball and ammo - when you do so, a Skaarj will appear in the door you came through. Kill it quick - if you have to chase it, it'll end up going into that room with the stairs and eventually to the room you started in. Once it's dead, get back to those stairs - look down in the water and you'll see a lever. As soon as you swim down to it, three or four Slith will appear in that hexagonal tunnel - your best bet is to get back out of the water and take them out from up there. Once they're dead, swim down, bump the lever, and surface for air. Facing down that hex corridor a set of bars has withdrawn from an opening - swim to that to pick up some toys (you can surface along the way, so don't waste your SCUBA Gear). At the end of that final alcove is another lever to bump - that unbars the two doorways 'upstairs'. Note that you don't actually have to swim the entire length of that thunnel to get to the second lever - get out of the water, and go into either room with the red column sticking up... those two rooms are connected by a tunnel, and that intersects with that hexagonal tunnel. Also note back in the room with the stairs and the door - in the water, facing the hexagonal tunnel, you'll see another opening just above it. Swim into that for the area you saw through the grate above (corpse, AutoMag, SCUBA Gear). Surface in the area just before that last lever for a couple of barrels (ammo in one of them) and a DragonFlie or two. Get out and head back to the room with the stairs. Go into the side halls here, and you'll note that the two doorways are now unbarred. One leads to a T-junction with several corpses and a Stinger, the other leads to a walk that goes off to the left. Hit the T-junction one first, and get the Eightball ammo underwater. Note the ramp overhead - you get to that by going back to the very first room, going through the doorway on the right, and into that hall on the right - there's an Assault Vest in there as well as Slith and Skaarj (and a couple of Nali). Once you've got the Assault Vest, turn around and go the other way, down through that door - Skaarj in there, and a Nali. Don't try diving into that chasm, because it is DEEP. Get the Super Health Pack, but I don't know about that pylon at the end - I haven't figured that out yet. Head back to the first room, back to the room with the stairs, and into the other unbarred doorway - left on the walkway, and note the sloping opening next to the door. Go up there for a view of the room below. Go through the door below for that room, and turn left - there's a Nali waiting for you, and a Skaarj waiting in the shadows up ahead; kill it and anything else in here (other than the Nali, of course), then head up the ramp. If there are no Skaarj there, head up the ramp, and once you get to the top, turn around and go back down - there should be several Skaarj down there now. Don't use the Eightball, or you'll blow up the tortured Nali hanging from the posts - though I don't suppose it matters. Head back up the ramp (don't forget those Clips on the beams at the top), and that doorway is now unbarred. If you rush through these corridors you might just be in time to save a Nali from a Skaarj. Look out the opening (don't fall), and you might be able to nuke a Skaarj way down below. Hit the lever up here, and a platform will come to get you. Yeah, you can walk around the platforms / bridges down here, but guess what - you're going to have to go swimming. The way should be obvious - there's a platform along the way with a Nali on it, but nothing else, so don't bother stopping. If you make sure you swim along the surface, you won't trigger (and waste) your SCUBA Gear. At the end is a platform with a Nali, a weird cannon, and a couple of Slith - take them out as quick as you can, then hit the lever on the cannon. Oh, neat... tightrope walking. Along the way you can drop down to that board between the two rocks if you need Eightball ammo, but otherwise don't bother. At the top, climb the slanted beam, drop to the next beam and cross that to the waiting Nali. Follow it into the corridor, and at the bottom of the ramp (toys in the barrel and crates), wait until it gets on the raft and then quickly follow it. At the other end, bump the button, and drop down through the hole to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 08>> Dark Arena {dark} //Enemies: Tentacle, Skaarj, Titan //New weapons acquired: n/a //Items acquired: Flashlight, Shield Belt You land in the water, and there's only one way to go. As you get out of the water you'll notice a stone panel on your right that looks different - but that's just decoration, so don't worry about it. Health Pack under the stairs, and once you enter the next room a Skaarj will appear at the top of the stairs behind you - Eightball time. Around the corner, and on your right under the torch are two 'faces' - bump the left one (above the barrel) to open the big doors in the other room. Just for fun, you can actually move those statues around a little by walking against them, though there's no reason to in this level. Down the ramp, and the big door closes behind you - no going back now. In that room with the flame thing in the middle, there's Eightball ammo behind it - then continue down the next steps. There's Tarydium Shards all the way to your right if you need them, otherwise go straight - past the stairs, to the 'pit' at the back. Kill the Skaarj (you can't do anything for the Nali hanging around), and grab the Assault Vest. Continue around this side of the building for a Flashlight and a Nali corpse. Take a look at the stones here - blow them away and go in the secret entrance. Head right - you can't do anything about the cells at the moment, and around the corner is a door (Door A)... go in there, kill the Skaarj (and the one that pops up out in the hallway), and you'll see three cages hanging above lava pools. The levers on the wall will drop the cages into the lava - DON'T bump them. Back out the door and head right - the hall you pass on your left is the central junction of the inner cell area, complete with a grate in the middle of the floor; nothing there for you, just use it as a directional marker if you need to. In the next door (Door B) on the right, and you'll have a Skaarj, a Stinger on the table, a pair of levers on the wall, and a door opposite them. Bump those two levers - they open all the cells. Don't go through that door yet (it leads upstairs), but go back out into the hallway. Around the corner, and the first cell on the right has a living Nali (the one opposite it has a Nali corpse) and a Shield Belt. The next cell on the right has a Tentacle hanging from the ceiling, and a corpse - you'll get a message about the "ISV Kran"... that's the ship that will eventually get you off this crazy rock. Around the next corner, and you're at the opposite end of the building from where you started - the two doors (both Door C) here lead to the same room, with a cage lift in the middle and stairs going up. Don't go up there yet - that's a one way trip up to the arena, which you need to save for last. However, go through here and kill and Skaarj, then go back out to the cell block. Continue around in a circle, checking all the cells - most of them have nothing in them, but you may find ammo, health, or more corpse messages in some. Get back to where you entered the cell block, and go to Door B (with the levers that opened the cells) - go through the other door in there. Health and ammo in the crates under the stairs. Through the door at the top of the stairs. Okay - straight ahead of you as you enter this room is another dark doorway (the door in there won't open), a set of stairs going up (the stone slab just beyond them is another message), Health and ammo in the alcoves on the right, and on the left a lift flanked by a pair of big doors. Those big doors just lead outside - they're the main entrance to this place that you bypassed earlier. If you had come in that way, you wouldn't have been able to get below to free the prisoners. The stairs and the lift both lead to the same place - a bridge up top with doors at either end that won't open until all the Skaarj in this area are dead... hunt around until you get them all. Now those two doors will open. Go through the entire hall up here, killing Skaarj (there are only two or three). Along the way you'll pass three doors at the top of short steps (that are locked), and opposite the middle set of steps is another door that won't open until you kill all the Skaarj up here. In that door, and bump the levers on the console - that will open those three doors (at the top of the short steps) out in the hall. Go through any of those doors, and you'll be on a ledge that circles around above the arena - gather anything you need in here, then head all the way back down to either Door C. There are a couple of live Nali wandering around in the cell area, and I guess they're supposed to do something for you, but I'm damned if I know what. In the Door C room, head all the way up the stairs and bump the lever - that lowers the cage lift in the lower area of this room. The only way you can get back down there in time to get in the lift is to jump over the rail up here, but you won't take any damage. Take a deep breath before entering the lift, because it's a one way trip - once you get to the top you can't come back down. This is it, your first big battle. Circle around in here until you get to the stairs and the open door (that switch is nothing) - once you go up and in, the door closes behind you. There's an Eightball directly ahead of you at the top of the stairs, three big doors around the outside of the arena, and a central pillar with a framework surrounding it. The stairs seal, the three doors open, and out comes the Titan. Not only is it big and ugly, but it throws boulders at you and causes minor earthquakes. Do whatever you can to kill it, but don't get hit or it's lights out. There's a Shield Belt in one of the doors, Nali Bushes in the others, and Eightball ammo in one of them. There's also a Super Health Pack at the top of that pillar, if you can get up there. Use the pillar as shielding as much as possible, and Eightball (and anything else) this thing to death. Once it's dead, a wall will break open inside one of the doors - go in there and around that wall. You'll have a pair of doors (neither opens - they're just decoration), and stairs going down as well as several Health Packs. The switch to open to door at the bottom of the stairs is on that wall at the top of the stairs - hit it and rush down the stairs, because those doors don't stay open long. Around the corner, and end of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 09>> Harobed Village {harobed} //Enemies: Tentacle, Skaarj, Manta, Fly //New weapons acquired: Flakcannon //Items acquired: Jump Boots?, Assault Vest Whew... survived that. This area looks much nicer... peaceful and quiet. Yeah, right. As you exit the corridor, you'll see a village compound over to the left, and a trail continuing around the hill more or less straight ahead. Go into the village first, and into the first house on the right. Eightball, Bandages, Health Pack, Flashlight, and upstairs you have a Clip and a Book, which mentions a secret in the Abbey. Head for the next house in line - watch out for all of the DragonFlies in the area - and in for an AutoMag, Clips, Health Packs, and upstairs for a Flak Shell (there's another Flak Shell around behind this house). Head for the last house on the left (in the corner of the wall) for your first Nali - collect all the toys in there (including an ASMD Core upstairs), and check out the Book on the table... there's some kind of new weapon in the Abbey. When you exit this house, turn left - you can't get in that well - and into the open house. Note the hole in the ceiling, but no stairs - you'll need the Jump Boots to get up there. Supposedly the Jump Boots are in one of the houses here, but I've never found them. All that's up in that 'attic' are a pair of Flak Shells. A note: Jump Boots don't last very long at all, and they're always 'active' - so in those places where you need them, don't grab them until you actually need them, then use them immediately. Go up the hill to that walled compound (the Abbey) - in the far left corner on the outside of the wall are Clips. Head into the Abbey, kill the Skaarj, and the meditating Nali will take you to a secret door (though you need to open it yourself - he just shows you where it is). Up the stairs, jump across, up and around - ammo and Health, take the lift up, and get the Flak Cannon. Beware of DragonFlies on your way back down. In the Abbey, you can blow away that Nali statue if you want, and there's an Assault Vest behind the altar. Watch out for the Skaarj inside or just outside the Abbey. Outside the Abbey, head around to your left, all the way around the back of the building and into the cemetary. Grab all the toys, kill the Skaarj, and on the backside of the farthest grave on the right, bump the face carving to open a secret passage. Go on down - there's nothing in the water, so don't bother... just follow the walkway around (several Tentacles along the way), collecting any items. At the end, dive in and swim through, following the passage (stay on the surface) to get Flak and AutoMag ammo, and a Super Health Pack. This passage ends underneath that well out in the village, but of course you can't get up there. Back outside, through the village, and head for the path around the mountain. Kill the Skaarj, and make your way across the broken walkways to the next entrance (nothing in the water). Weird corpse out here... that's a Mercenary, which you'll fight in the next level. In through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 10>> Terraniux Underground {terralift} //Enemies: Slith, Mercenary //New weapons acquired: n/a //Items acquired: Toxin Suit Directly ahead of you as you go through the door is a very tall lift. To the right, an Eightball and ammo - the barrel is filled with sludge; you can blow it up, but don't let any of that crap get on you. Further along are a pair of doors, the one on the left marked by a red symbol. Above that door you can see a Health Pack up on the girder, which can be reached from the lift. The door on the right doesn't open (yet), while the one on the left is merely an illusion - you can walk right through it (an error in the mapmaking), but it's just a tiny nothing in there. Bump that red symbol to trigger the lift - kill the Mercenary that rides down, and the other door will now open. Note that the Mercenaries can trigger a shield on their suit that protects them from damage for a little bit - an Eightball works nicely against those, especially if you can blow them into the sludge. Up that grating ramp and into the funhouse barrel - those green beams are alarms, but you can get past them easily enough... and you'll shut the alarms off later anyway. Through the door and in the next room kill the two Mercenaries, then hit the buttons on either side of the room to shut off the alarms (and activate the lift in the first room). On your way back through the funhouse, the green beams will still be there, but they won't set off any alarms if you trip them. Ride the lift all the way up (getting off on those beams along the way for a few items, including a Super Health Pack), and at the top go through the door with the grafitti. A Mercenary greets you from the left, and there are nice little bits of ammo up here. Don't fall into any of that crap, but try to take out the Mercenaries in the rooms below. Once they're toast, drop down on the left (on top of those ASMD Cores), and take out any more Mercenaries in the area. If you have a Kevlar Suit, you can survive for a little while in the sludge, but not long. Follow the walkways around, and you can pick up a Toxin Suit in that one room - also in that room is a door that won't open yet; you need to make sure all of the Mercenaries are dead first, as well as the Slith that's lurking somewhere in that muck. Through that door and in the next room bang the button... end of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 11>> Terraniux {terraniux} //Enemies: Skaarj, Slith, Mercenaries //New weapons acquired: GES Biorifle //Items acquired: Energy Amplifier, Assault Vest, Jump Boots, Toxin Suit, Force Field While that last level was short, this one isn't - and you'll be doing more swimming. Out the door, and head around the walkways - you'll note that the forcefielded control room from the last level is still unaccessible. Drop down to the next level, head through the hallway and drop down again. Head right up the ramps and through the octagonal door (which will seal behind you). Kill the Slith (coming down on your left), head right and circle this area, killing any Slith you find (and collecting another Flashlight). Back at that door, go right, and in the next area go through the octagonal pipe. That long gray slab on the floor to the right is actually a lift - take it up and kill the space-suited Mercenaries up here, then explore around this room for an Energy Amplifier, a Kevlar Suit and a locked grafitti door. Up that intact beam for ammo; hit the button between the beams - this is the first of three buttons you need to hit to unlock the lifts. That locked door will open now - go in that area (Slith down in the pool of muck) for a lift that won't yet work, and another locked grafitti door. Note the message saying that Lift 2 reports a broken pipe - that grate right there is Lift 2. Get on and ride it up - at the top (as far as it goes), jump up on the small ledge in the center, and from there get up on the pipe... all the way to the top of the pipe for Flak and Eightball ammo. Unfortunately, the only way back down is to drop into the sludge - get out quick, and kill the Slith if you haven't already. Head back to the room where you hit that button. At the back of the room is a short set of steps (a message stating that this room is broken... no kidding) - go up and blow away the Mercenary up there. Straight ahead is a door leading to a central area - biowaste falls below, and a lift in the center. You'll be back there soon enough, but for now, go back out into the corridor. With those short steps at your back, head left - the next door on your left is locked ("Control Room - Access Denied"), so continue around. Down the next set of steps on your left and kill the Mercenaries inside - around to your right you have ASMD Cores and another locked grafitti door. Hit the button between the beams, and climb them for a Super Health Pack. On the other side of the room you've got Flak ammo. In that now-open grafitti door, and you'll find that Lift 1 is locked down at the moment - hydroponic greenhouses above, apparently. The next grafitti door is locked, of course, so back to that last room and back up the steps to the circular corridor. Into the next room (the fourth and last around the circle) for more Mercenaries and a pair of Sliths in the sludge. Hit the button, and now all the lifts should be unlocked. Around to the right for a locked grafitti door, Jump Boots and a Shield Belt. The grafitti door around the other side is unlocked - watch out for another Mercenary in that area. Head up the short steps and into that central room - drop down one of the slanted sections and on to the walkway below for a Toxin Suit. There's a Slith down in the muck, then ride the center lift back up. If you continue around the circular corridor, you'll see that the Control Room is still locked - nothing for it now except to go up Lift 1. A Mercenary will probably drop down to join you on the lift as it's rising - note the big pipes on your way up as well; there's AutoMag ammo and a Super Health Pack around the backside of them on those rings (just as with Lift 2). At the top, go either way - clean out the Mercenaries in all three greenhouses. Note the triangular central areas, grabbing what you need from them. They lead to a center room with an Assault Vest and another locked Control Room door. In Garden C there's a button on one side next to a ramp - hit that and into that room for a Mercenary, another locked Control Room door and a Force Field. Once everything's dead, head back to that center room (where the Assault Vest was), and drop down to the area below for several toys. On opposite sides of the room note the 'lift' symbol on the platforms - stand on that, and the lift will bring you to the upper level. More Mercenaries up here, and another powerup for the Dispersion Pistol. There are four ways to go up here - two of them are small rooms with a few items, the third has a window looking down over the control area, and the fourth has a hall leading to a Kevlar Suit; the door at the end opens on to a platform above Garden B. Drop down from that platform, and head for Garden C - remember the button you hit to open that door at the top of the short ramp? Go in there, and it's time to go swimming. With that locked Control Room door at your back, dive in - directly below are two openings, to your right it's blocked by a grate, and to your left the pipe appears to slope up. Of the two side openings, one slopes down, while the other has a door. First, go up that one slope (long end of the pipe) - at the end of that area you'll be able to pick up some Tarydium Sludge canisters for the GES Biorifle, which you'll get later. Back into the swim of things - if you go down that one slope (short side of the tunnel), it will eventually take you to the Control Room; instead, go the other way (through the door) for a room of pipes, toys, and a Mercenary or two. Note the buttons up on the ledges, which you can't get to yet. Dive in and head for the opposite end of the room - at the T-junction, the pipe slopes up on the right (a long pipe with just a single Health Pack at the end), while the other way also leads to the Control Room. Use this pipe to get to the Control Room, because that way you'll be able to surprise the pair of Mercenaries waiting in there. In the Control Room (that door out to the circular corridor now opens), you've got a funny looking pack / hose in front of the forcefield window - that's your GES Biorifle. It fires globs of Tarydium sludge which eventually explode; I don't really use this weapon much. Of the four pipes in the room, one on either side leads back to where you just came from, while the other two have ammo and health in them. Hit both buttons in here, then head back out to that circular corridor. Okay, you've got to get back up to the Gardens again (there will be more Slith and Mercenaries waiting for you at Lift 1), and into that room where you went swimming (up the ramp from Garden C) - that door will now open. Go in there, grab anything you need, hit both buttons, and ride the lift down to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 12>> Noork's Elbow {noork} //Enemies: Tentacle, Manta, Fly, Mercenary //New weapons acquired: n/a //Items acquired: Assault Vest, Force Field If this level were any shorter, it wouldn't even exist... but who's complaining. (Actually, it's short because of the size and space restrictions the programmers had to work with back then - it's a large map in terms of size, but it doesn't have much squeezed into it) In the door, and there are all sorts of toys for you here. Up the steps for a Mercenary, then down the ramps for a few more. In the two houses - one has a bunch of Nali corpses (and ammo), while the other has an Assault Vest and Forcefield... watch out for DragonFlies and possibly Tentacles. Head down the hill - go up the ramp first; the Nali up there will lower the drawbridge for you. Kill off any Mantas (though if he dies, he dies), then go swimming - jump in the water on the left side of the ramp and swim all the way to the back wall at the left... turn right and you'll see a small square opening. In there and up for a Flak Cannon, AutoMag, and other toys, including a Book. Back out of the water and head up the ramp. Of course the main doors won't open, so go either way and up the stairs to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 13>> Temple of Vandora {ruins} //Enemies: Brute, Manta, Skaarj, Mercenary, Gasbag, Titan //New weapons acquired: n/a //Items acquired: Dispersion Pistol powerup, Assault Vest, Shield Belt, Invisibility, Energy Amplifier Up the stairs and into the next room - go down to the main doors for an Eightball and ammo, then back up and into the courtyard. As soon as you go through that doorway it will close behind you, as will the one directly ahead - you'll be attacked by a Skaarj (dropping down from over the door) and a Manta or two. Once they're dead the doorways open again; go back into the entrance hall and turn left - in the shadows you'll see a narrow ramp that will take you to the area above the door (where the Skaarj was). All you'll find up there is Eightball ammo, but if you haven't wiped out all of the Mantas yet this is a great place to do it from. Back in the courtyard, go to the barred doorway on the left and kill the Skaarj on the other side. The small pool here is nothing, so head into the open doorway (opposite where you came in). Kill the Brute on the right, and through that barred doorway you can see some lovely countryside. Head the other way and down the narrow stairs. At the bottom, jump in and swim down - you'll notice an opening in the side of the well... just follow that. It ends at bars you can't go through yet, but just a little bit before that is a side tunnel where you can pick up yet another Dispersion Pistol powerup. Back out of the well, and into the hall - kill the waiting Skaarj. You can go left or right in here - go left first (possibly another Skaarj), and grab the Eightball ammo behind the table (altar?) at the top of the steps. While up there, turn around to see the winged, four-armed four-boobed Vandora... now that's what I call religion. :) Head back to that hall and just continue straight through the other doorway - go up the short steps at the end on the right for a Mercenary (?) and a bunch of toys, including another GES Biorifle. Back out into the hall and down the stairs. At the bottom, go in the door on the left for more ammo and an Assault Vest - just watch out for the Skaarj firing from above. Back out and down the next steps, and left - look down through the grate to see a corpse and a Flak Cannon. Go up the stairs on the right for a tougher Skaarj (Warrior or Melee, darned if I know which) - a barred doorway up here, a balcony, and an inset section of wall. You'll get a message about the Torch of Tranquility. Back down these stairs and down the next set - this is the room you just saw from that balcony. You've got a pair of choices - either take the boat, or walk. Either way, it's a fairly short trip. First, though, dive in - watch out for any Devilfish - and under the boat dock is an opening that will take you to the Flak Cannon you saw though the floor grate. Be careful, because even though Devilfish are a fairly easy kill, the ones in this body of water keep respawning. Once you get to the open chamber with the bridge, watch out for "Slimer", the sausage-eating farting beast from "Ghostbusters" - that's a Gasbag, apparently. It dodges around, so watch your shots. Walking or boating, get to the bridge - in towards the center is the cage holding the Torch of Tranquility, while the other way is a long hall. Kill the Skaarj in there and hit the green button on the wall to open the Torch cage. Head back to the bridge, kill the Skaarj there, and step on that floor button until the Torch lights. Mission accomplished. Before heading back, go into that long hall and up either ramp - go in both rooms up here for Mercenary kills and items... in one chest is a Nali Fruit Seed, which isn't as powerful as a living Nali Bush, but it'll heal you a little. To use it, select it from your Inventory and hit your 'activate' key... the seed will root and grow wherever it lands. You'll also find ammo for the Razorjack. You'll have to walk back, but that's easy enough... head back up the stairs and into that room where the gate was, and it's now open. There's a Gasbag floating around in here, so be careful. Once it's dead, that inset section of wall will open up, but it's just a short passage into the next room. Okay, through the now-open gate and down to your left - into that next room for nothing more than a Shield Belt inside that chest. Back out and up, and through the big arch - Skaarj out here... it'll hit that button on the wall when it sees you, which closes the gate at the top of the stairs in the room on the left. Head straight and up the curved stairs, across the bridge, and up the next set of curved stairs - this balcony overlooks the 'bunk room' where you were Skaarj attacked before. Grab the Flares, and continue down the hall... not up the next stairs, but in that door. Kill the Mercenary, and then toss a Flare in the water - when it goes out, an alcove will open on the side of the room revealing Invisibility. Okay, back out and up those next stairs - now you're up on the ledge with Our Lady of the Boobs. If you shoot at her, you'll hear the sound of thunder, but that's it. Across to the other end, grab the Energy Amplifier, and through the gate to find yourself back out in the original courtyard. Watch out for the SuperBrute out here, and the one that comes out of the next hall. Remember where the first Brute was, at that barred doorway? It's open now, so through and kill the Merc. If you swing around to the right, around that rock, you'll find a small pool - but don't go in it, because there's nothing in there for you other than respawning Devilfish. (remember that well at the bottom of the stairs, the one that was blocked at the far end? This is that far end) Continue along the path... are those dinosaurs? Disney dinosaurs maybe, and completely harmless. Up the next hill and into that dark entrance. You can go up that lift on the right (by bumping the button on the wall), but there's a locked door at the top. Continue around the hallway and yet another SuperBrute. Through this entrance and it closes behind you. Remember that set of stairs - after lighting the Torch - where the Skaarj hit a button on the wall and closed the gate at the top of them? This is the other end of that arena... and just like the Dark Arena several levels before, you've got a Titan in here to fight. Your weapons are better this time, and you've got that Energy Amplifier... use it, then use secondary fire on your ASMD. Once that's gone, finish the ugly off with Eightballs. Even nicer for you, it can't move off that stage, while you can scoot all over the place. Once it's dead, a big door will open in the wall of the arena. The door you came through will open again, and now the door at the top of that lift is open - but there's nothing up there but a view. Exit the arena through the new door in the wall and end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 14>> The Trench {trench} //Enemies: Skaarj, Titan, Gasbag //New weapons acquired: n/a //Items acquired: n/a You start out in a hall loaded with toys... Eightball, AutoMag, Flak Cannon, ammo - and you will need them. Pay attention to the Translator messages you receive - they'll tell you how to get on the ship without getting killed. The first one mentions a red light and the bay door, and a lift that needs fancy timing. The other one mentions "titanic beasts"... guess what. Before even leaving this passage, try and take out as many Gasbags as possible - there's a whole bunch of them. After they're disposed of, you can try killing the Titan (or more than one) from up here as well. On the other hand, the Titan(s) may get rid of some of the Gasbags for you. The only way through is down... slide down the wall and into the trench. There's Eightball and Flak ammo along the way, and probably more Gasbags. When you get near the ship - DON'T step into the red light yet! - you can play with a Skaarj Warrior. When you're ready, stand in the red light to summon the lift - but don't ride it all the way up unless you like being squashed; jump off onto the loading dock. Don't get crushed by the closing door either. Don't worry about big ugly - that's just an empty Biosuit (no, you can't use it). Bump the screen on this side (not the suit side), then stand on the small gray square - it will rise up, and the cargo fork will come over... walk (not jump) on to the cargo fork. When it gets close to the other side, jump on to the ledge. Just walk through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 15>> ISV-KRAN Deck 4 {isvkran4} //Enemies: Skaarj //New weapons acquired: Razorjack //Items acquired: Toxin Suit, Flashlight, Assault Vest Check with the corpse for a message... looks like you've got your work cut out for you: destroy the Gold containment cores, reactivate the engines, and get to the transporters. Simple enough. However, those goals are for these next three levels, not just this one. Lovely sign: "Inuit Corporation" - an Inuit being a native Alaskan Eskimo. It's cute because this is supposed to be a Russian ship... To your right you have a corpse, a Stinger, and a bit of ammo. To your left is a ledge with a Toxin Suit and ammo, while below it is a screen and more ammo. At the end is a screen with an Eightball behind it - bump that screen to lower the lift. You can get into either ventilation shaft down here - bump the grate then back out of the way so it can swing up... at the end of the left one is a Stinger and another corpse. Once you've got everything, bump that end screen, turn around and run for the lift - ride it up and get ready to party. Move ahead to the junction and a Skaarj in the right hall will set off the alarms - you can't shut them off until every Skaarj in this area is toast. You might actually be fast enough to kill it before it can set off the alarms, but you're still going to have to play with at least 6 Skaarj. I'd suggest getting back on the grate (just after you got off the lift) and letting them come to you. All the way down at the end of the right hall is a locked door - you've got to shut off the alarms to open that. Once they're all dead a floor grate in the right passage will open - you'll have to drop down in there. Just make sure you don't drop on to the fan itself or you'll become sushi. Follow that passage around - that thing that looks like a bat is the Razorjack, a neat little flechette weapon. What's cute about it (other than the fact that it slices 'n dices) is that the blades will bounce off of surfaces until they impact something or run out of steam (great for shooting around corners and clearing out narrow halls) - just make sure you're not what they impact. Take the lift up, and head down this vent shaft - don't drop into any of the holes along the way (that's how those Skaarj dropped in on you earlier) - and get to the opening high above the goop. Try and land on that bridge - you'll notice an ASMD in the fan duct, but no way to get to it. Make sure you bump the colored screen - in fact, you need to bump it, back off, and bump it again (check your messages). Drop down to the bottom walkway, and shoot into the goop - blow up those crates down there to reveal Armor and a Flashlight... you've got that Toxin Suit, so why not go down and get them? These vents are the same ones you saw earlier, just from the other side; go through either one to get back to the room where you started. Take the lift back up, and go all the way down the right hall - the door is now open. You'll find ammo and health in the open crates, then make your way into the cargo area. Around to your immediate left is a lift that will take you to the upper cargo area, but don't use it yet. Head for the other end of the room (the yellow square), and facing back the way you came, you can see a Skaarj through the upper windows. At the far left (from where you entered) is a barred doorway with a message stating access is in the upper warehouse. On the right side of this lower cargo area is a short hall with a Biorifle and ammo at the end. Once you've got everything, take that lift up to the upper warehouse - more Skaarj to play with. Once it / they are dead, bump the screen and a ramp will lower in the outer cargo area... get back down there and climb that sucker. Grab the Assault Vest over to the left, and start wandering around - the door at the top of the ramp will seal and you'll come under attack by several Skaarj... once they're dead the door opens again. Check the vents and pick up any items you need around here, then bump the screen - that removes the bars from that doorway below. Get down there (don't forget to grab the ASMD Cores on the way down the ramp) and through it to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 16>> ISV-KRAN Decks 3 and 2 {isvkran32} //Enemies: Skaarj //New weapons acquired: n/a //Items acquired: Jump Boots, Shield Belt, Assault Vest A bunch of large crates in here with items on top of them - you'll have to drop down from above to get them. A large door on the left (non-opening), several grated walkways overhead, and a switch straight ahead. You'll hear Skaarj grunting, so watch out. Through that door, and you'll probably see a Skaarj on the walk overhead - bump the switch on that column to the right to call the lift. Ride it up and through the door - the Skaarj has run off, that chickenshit. A couple of big doors up here with switches next to them, and four crates at the left which have items in them - but for now, just sit here and wait... the Skaarj will eventually run out into the warehouse below and you can Razorjack its ass. After that you can grab toys to your heart's content. Don't touch either of the two doors up here yet. Bump the screen at the far end of the walk to open that big door (the shuttle bay) below - you'll have to drop down on to the crates quickly, because it doesn't stay open long. In there you won't find much - a screen to your left, a crate on either side (Health on the left, Jump Boots and Health on the right), and a lift at the back. Check the screen here and oops... you'll have to go up to bypass the controls so you can get back out of here. Head up that lift, and you'll find more Skaarj to party with, popping out of the openings in the wall (Flak Cannon secondary or GES Biorifle works very nicely against them). Once they're dead, ramps will come down from all five openings. Flak Cannon and other toys in these crates, and various items in the ramped tunnels. From where you entered this upper area, there's a ramp to your right, a sign, three more ramps, another sign, and the last ramp on your left. Inside the second ramp to your right - just past the sign on your right - is where the Super Health Pack is; bump that control panel twice to reactivate the bay doors down below. Go to the 'middle' ramp and look down - you'll see a ledge below with a Shield Belt on it. You can drop down from here (ouch!) or get it from below with the Jump Boots, but is it really worth it? To get it from below, jump on to the ledge above the screen next to the door, and from there up to the ledge. In any case, once you've got everything, head back into the cargo / warehouse area and back up to the grated walkways. Up here, as you saw before, are two doors (one on either side of the walkway), each with a switch. They basically connect to each other through a confusion of tunnels and passages, but to start it's easiest to go through the one next to the shuttle bay door control (the one above the door where you entered this level). Turn left and you can ambush a Skaarj. Up at the junction (another Skaarj down to the left) you have a door on your right (Cooling System Controls), a door straight ahead of you, and a red-lit hall to the left. Go right through the Cooling Systems door - in the hall ahead is what looks like a Skaarj corpse, but don't let it fool you... it's just faking it, so take it out. You have an opening to your right (with a human corpse in it) and another door further ahead on the left. Go right into that tunnel (Stinger next to the corpse) and through the door - the flashing sign says "Cooling System Control". There are four trapezoid doors in here, two on the left, two on the right - the furthest ones have switches next to them. Hit the switch down on the right and through the doors there - kill the Skaarj, then bump the screen in here (at the far end) to reactivate the cooling pumps. Back out to the other room, and through the other doors - another Skaarj to kill, and when you bump this first screen you can see that they misspelled "personnel". Head to the end of the room and bump the screen there to start the emergency drain valve. Health Packs down here, and a Toxin Suit around the back. Head back out to the passage where you killed the faking Skaarj, head right and through that door. If you go right and through that next door, it takes you back to where you started - so go straight down the hall instead. Down on the right is a door marked "Primary Turbo-Lift", in the middle of the hall is a hole in the floor (glass covered - no worries) and at the far end is a door marked "Containment Field Generator". If you go right into the Turbo-Lift room, you'll get a message stating that full engine power is needed - save this area for last, but pick up the ammo in there. Head down the hall to Containment - in there, you have an opening on the right (two grated openings in the floor) and another door at the end on the left. Get near the panel to get a message about the alien intruders futzing with the systems. Again, go right first - in that next room there's a Skaarj off to your left; kill it, then head right and bump that screen for some info. Take a glance down through the hole in the middle, grab anything you need, and bump the screen at the other end (where the Skaarj was) for info about the engines and the gold cores. Through the door at the end, bump the switch and ride the lift down. Looking back the way you came as you ride down, you'll stop (very briefly) at one level - you can see a Skaarj down at the far end of the hall - and then down at the bottom, which is the area you saw through the hole in the floor above. You might be able to tempt the Skaarj there to charge at you, hopefully running into those electrical sparks... otherwise frag its ass. Grab the ASMD Cores on either side of the lift, then move forwards some and let the dumbass Skaarjs that come charging up get fried in the electrical current. Don't you try going through that - take the lift up to the next level and get off there, going around the electrical current. At the end, go either way to see a lovely forcefield column... bump the switch behind it to shut it off, and then you can destroy the gold cores (stand way back, though - big boom and lots of shaking). Do the same on the other side, then get back to the middle and drop down to the next level. Bump the screen to get a message about the coolant leak. If you go around to either side you'll just find the bottom half of the gold cores - nothing there for you - and the ramp in the middle just leads back to that electrical spark... so drop down to the next level (you do have that Toxin Suit, right?). Get into the center area quickly - Skaarj - and up on the ledge. Jump across to the corpse to get a message about the cores being extremely volatile - no kidding? Head for the other end and up that lift. Grab the Assault Vest at the top and head out into the hallway - around to either side are the top halves of the gold cores... several Health Packs in one of the rooms. Nothing else here for you, so drop down to the next level, through the hall (around the electrical arc) and drop down, then call the lift and ride it back up to the top. Through the door, through the room, and right out into the hall. In the next hall, go right and through that door. Left takes you back to where you just were, straight takes you through the Cooling Systems door again, while to the right you have a lift and at the far end, the other door going out to the cargo area. Hit the switch and ride the lift up for a message about intruders being detected. No kidding. Straight ahead are ASMD Cores and a screen, a small door to the right, and a control station to your left - nasty rocket-firing Skaarj down that way. Explore all around here, grabbing what you need (and killing any more Skaarj - note that the rocket-firing one also has some kind of portable shield). This tiny door here is to a lift to the upper level, and there's a lift down at the other end of this room. Use the one in the tiny door first, and down at the other end is a room with a pair of inoperable BioSuits. If you've got Jump Boots, you can get up on top of the arches for some items. Back down and up the lift at the other end - in the back room there, bump the two switches to reinstall the cores. Back in the main room, you'll note that everything's working again... ride the lift down or just drop down (carefully), and leave Engineering the same way you came in. You'll have several more of those nasty Skaarj waiting for you. Last stop, the turbo-lifts. Remember where they were? From the bottom of the Engineering lift, head right, watching out for more Skaarj (I think they respawn) - through the small door ahead, turn right, then left through the Turbo-Lift door. Take either lift and ride it up to Deck 1. Through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 17>> ISVDECK1 {isvdeck1} //Enemies: Skaarj, Amoebas //New weapons acquired: n/a //Items acquired: Jump Boots, Assault Vest Through the door and check both screens for messages - ouch. Sounds like you're going to have trouble in here... but the Skaarj are actually the least of your troubles. Straight ahead is the Transformer Room - run straight in and hit the switch, watching out for all the Skaarj at your back. Turn around and head out, going left down that hall - around the curve and into the next Transformer Room straight ahead... again, hit the switch. You'll probably be attacked by more Skaarj. Exit the room and head right down the next hall, pass by the corridor on your right (the Science Research Lab), around the curve and into the third Transformer Room on your right. Hit the switch, and now you can head into the Science Lab. DO NOT hit the switch at the entrance unless you like being fried. The big door straight ahead of you is locked, so head around the left where you'll be able to abmush a Skaarj. Keep going around (ignore that next hall for now) until you've almost come full circle, just to make sure there are no more nasties lurking (the Crew Berths door is also locked). Go back to that hall at the rear and in. Head up either ramp (the crates on the right have Clips in them), and take a look at the forcefields blocking the Bridge. Up the middle ramp and head right for an AutoMag, then continue around this walkway - pass the switch for the moment and get the Bandages at the next bend. Go back to the switch and hit it, then drop off the walkway and in the big door before it closes. If you're very fast you can do this next bit without getting nailed - otherwise you're going to take some damage. Hit that switch on the walkway, immediately drop off and through the door - hit the switch on the right and then get back out the door before it closes. If you don't... you'll have to go down into the center area and hit the switch down there, which not only opens the big door (after a 30 second delay), but also drops the forcefields around those Amoebas. Ouch. They take quite a bit of killing (Eightballs or Flak), and they can really do some damage to your armor. Get out of there and head in the Crew Berth door. Yeah, you can drop down to collect any toys, but then you'd have to go swimming in the muck - and you'll be doing that soon enough. Go into the crew quarters on either side, killing Skaarj and collecting any toys in each (also watch out for Skaarj coming through the Crew Berth door), then head down to the end of the walkway and in that door for more Skaarj. Once they're dead, collect any items and go up either lift, then into the Observation Lounge. Be careful, this place is shaking itself to bits. Get in the muck and head for the back, to that yellow block - get near it and the grate will open. Swim down, all the way to the end (it's short) and hit the switch there (make sure you hear it chirp), then back out and kill the waiting Skaarj. Back out the door, down the crates, and straight ahead - drop off the bridge into the muck below, into the side tunnel and through the grate. Take the lift up, and in the next area get everything in the crates (including Jump Boots), then drop down into that side area for an Assault Vest, Razorjack and ammo. Drop down off this walkway and you should be in familiar territory - just outside the Science Lab where the Amoebas were / are. Head around the back and up the ramps again - this time the Bridge is accessible. Up either lift, kill the Skaarj, get down to the pilot's chair and hit the switch on either side (it doesn't matter which one) - the chair will move back. Drop down through, and get in the middle of the gray platform to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 18>> SpireVillage {spirevillage} //Enemies: Titan, Skaarj, Tentacle //New weapons acquired: //Items acquired: Jump Boots, Assault Vest, Flare, Flashlight Time to save the world... or at least this part of it. Run straight ahead and then left - turn around, and you'll see a Titan in the village. Shoot at it, do whatever you can to lure it away from the village where you can kill it; you want to make sure any Nali aren't harmed. Once it's toast, get everything out of the houses (there may be a Tentacle in one of them) - just ignore the baby dino chomping on the floor in that one house. Use the Jump Boots to get the ammo in the ceiling areas of the three houses. Once the beastie is dead and you've gotten what you need, head up the path lit by torches... depending on your difficulty level, you'll find up to 2 Titans at the top near that lone house. Of course, in the house you'll find an Assault Vest, a Flare and a Flashlight as well as an Eightball and ammo. In the 'attic' you'll find Eightball ammo. In through the gate (don't forget the ASMD just outside to the left), and head right, down the hill. At the bottom, waste the Skaarj (armed with a Razorjack) reading the sign, then stand under the latch on the gate and jump up to open it. Through to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 19>> The Sunspire {thesunspire} //Enemies: Skaarj, Tentacle, Gasbag, Pupae //New weapons acquired: Minigun //Items acquired: too many to list... Take a look over the edge, and no, I don't think we want to go swimming. There's a guard house just to your right (under that light), with a Health Pack in one of the crates, as well as a Nali corpse and a Book that mentions the 'sky demon'. Follow the lighted path downhill, watching out for the Skaarj that'll take shots at you - one of them is armed with an Eightball, so be careful. Of course, if you use your own Eightball you can blow them off the path and down into the lava, which is good for a giggle. As soon as you enter the door a Skaarj will drop down through the skylight, and it's armed with a Flak Cannon, so take it out quick. You've got a hall to the left, a hall to the right, and a door straight ahead - that leads to the "Primary Ascension". You are going to get soooooo lost in this level - it seems like every hallway interconnects. Basically, you have to get all the way to the top, where a Nali conveyance will take you to the next level. Along the way you need to trigger a big crystal, but that's all you really need to do. You can go the long way - hitting every single room, killing every single enemy (there are a lot, and some respawn), and getting every single item (including Rifle ammo) - or the short way. I'll list the short way - if you want to do everything else, go for it. It's easiest to go for the Minigun first, then check out the rest of the level. All sorts of Bad Guys in here for you to play with, including Pupae, which are like little spiders - but they do bite. To get the Minigun, go straight through the "Primary Ascension" doors and get on the big lift in the center, riding it all the way up (Tentacle at the top, and possibly a Pupae). Straight through the doors labeled "Cistern", watching out for the Gasbag above. Dive in, and swim through that side tunnel and up - bump the wall at the end to come out in a room with a trough and a bunch of Pupae. One other thing you'll find in this room is a Rifle Round... but you won't get that weapon yet. Exiting this room you have two ways to go - right, which just leads to a lift down, and left, which leads to a storeroom. Blow away the barrels and urns for items and more Pupae. Head back out, up the right corridor, and you'll come to a pair of statues ("Great Hall") - go left for a bunch of Flares and a Pupae on the ledge, then head the other way, down the hall to the right. Bump the switch under the platform and the lectern will rise up - inside it is the Minigun. It actually isn't as powerful as the Flak Cannon, but damn does it lay down a field of fire. It uses the same ammo as the AutoMag, so you're all set there. Through the other doorway down here for a lift - take that up for a Pupae and a few items. Go down the hall on the right and through the doors for the upper level of the "Cistern", as well as several Pupae, Gasbags and Skaarj. Get all the toys and head back out the hall, right, and take that next lift up. Gasbag waiting at the top. Two lifts to the right, and a hallway in front - go up the hall for several Tentacles, ammo, and Invisibility. Into the next hall and up for some Pupae and three corpses, one of whom (via Translator) goes on about his beloved Kira... you won't find her until many levels later. The other corpse mentions the crystal you need to activate. Head outside - go right to take a look at the gate you originally came through (a long way down), left for a couple of Skaarj and a path leading up. In the doorway at the top for Tentacles and Gasbags... head down the only available hall for a couple of Tentacles and a Razorjack armed Skaarj. Four lifts in here - take the first one on the left for a long way up. Tentacles at the top, another lift, and a hallway - take the hall, and on your right is the "Chamber of Crystals". However, you don't want to go in there yet - you need timing to end this. Continue heading down the hall, blow away the Pupae and Tentacles, and head outside (not up the steps). Kill the Gasbags, get the ammo, and head right through the arch for Pupae and a Razorjack Skaarj. Super Health Pack in the alcove in this area. Take a look at the wall going out to the edge (straight ahead as you come through the arch) - it doesn't quite go all the way out. WALK around the wall for a Pupae and lots of ammo. Back inside and up the steps for a sign which says "Prepare to Embark". Continue outside for the landing platform. You'll notice a narrow ledge to the right, which is another way to get behind that wall for those goodies. Head back inside to the Crystal room - bump the lever in there and immediately run back out and up the steps to the landing platform. Look up to see the 'elevator' coming down for you... get in and wait (lovely blood stains) - the door will close and you'll ascend to the stars... end of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 20>> Gateway to Na Pali {skycaves} //Enemies: Krall, Skaarj, Tentacle //New weapons acquired: Rifle //Items acquired: Flare, Flashlight Bump the door to open it, and grab the Flares (and anything else) on the ledge. Head up the passage and when you get to the corner, peek out - you'll see three creatures down at the end... two of those are Krall, while the other is a Nali. The Krall are so bored that one of them will be spinning his trident-weapon around like he's Bruce Lee. They're good targets for your Eightballs, but you want to try and be quick enough to save the Nali from walking the plank. Run down the hall and nail them (blow them off the ledge with the Eightball), passing the door on your left along the way. Flashlight and Clips on that platform out there... look down if you have a strong stomach. Once the Nali is saved, you may have to wait a few minutes for him to calm down enough to lead you to the next area... or just say the heck with it and head for that door you passed earlier. Up the slope, and the opening on the right is a lift that will bring you right back up here should you fall in. The Krall on the steps will probably run away, surprisingly, so don't worry about it at this very minute. If you try walking up those stairs you'll fall in (it's just water, though, no worries), and if you try jumping up them, same thing. The easiest way is to walk up them above the supports on either side. Kill your lizard buddy when you find him, then head up the next slope. This canal is barred at either end, but the left end will open when you kill the Krall - jump in and swim through. Go through the waterfall and into a small cave for the Rifle (your final weapon). Hold down your secondary fire key to zoom all the way in with the Rifle, making it a nice sniper's tool (blow the head off a Skaarj and watch him feel for it before falling over... funny). Bump the lever in here to open that other set of bars out in the canal - swim back out there and kill the waiting Skaarj (or two - one may be down the slope), then through that now-open gate. Get out of the water, kill the Tentacle above, blow away the crates for ammo. There's a hallway on your immediate right, which you want to take - if you continue down the canal you'll just go over a waterfall that dumps you out into space... a long way down. Head down the hall for a short lift, and a Krall at the top. Keep going through the passages for a Skaarj and a lovely view of a long way down. Along the platforms, and that waterfall to your left is where you would have come out if you had kept following the canal. In the next cave and up, killing Krall along the way. When you come out on the wooden bridge, look down - that's the canal you swam earlier. At the other end you'll have a pair of Razorjack Skaarj - kill them and then through the door... it, of course, seals behind you. Go left first and kill the Skaarj around the second corner, then head through the other hall and through the door. Kill the Skaarj, get any items under the stairs, then head up and through the next door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 21>> Na Pali Haven {skytown} //Enemies: Krall, Skaarj, Pupae //New weapons acquired: n/a - you've got them all //Items acquired: Dispersion Pistol powerup, SCUBA Gear, Flashlight, Flare Down the hall and up the long stairs, then through the doors and out into the open. If you go around the back of this casement you can use it as a ramp to jump up on the ledge (or you can just head left and go up the short ramp)... jump the fence to get to the gardens, containing several Nali Bushes. Continue around for a pair of baby dinos, Nali Seeds in those barrels, and stairs leading up. Unfortunately for you, none of these doors will open from this side, so head back to where you arrived and go that way instead. Head up that short ramp and go right between the buildings and save the Nali from the Krall... it won't do anything but wander around, but don't you feel better? These big gates don't open from this side, so head back to the short ramp. With your back to it, go straight through the small door. Enjoy the scenery in this area, but don't bother going in the water - you won't get anywhere (yet). There's a grate under the waterfall, but that needs to be saved for last. Back out to the short ramp and go between the buildings (where you saved the Nali) - if you go in the right building, there will be a lever in one of the rooms that won't do anything for you right now (I have no idea what it does). In the next room (stables, apparently) you'll have a Nali standing on a wooden square - scare him off it somehow without killing him, because you'll need to drop that pallet hanging above to break the wooden square. Not right now, though. Two other doors in here, one of which doesn't open - but the door at the far end opens with the wheel next to it (leading out to those gardens you were at earlier) and it also opens the big door across the way. Go in that other big door and try to kill the three Krall without nuking the Nali. Kill the ones in the next room and then the ones at the top of the stairs. Hit the lever up here to open the door at the top of the stairs out in the gardens, then head out there and through that door. Kill the various Krall, then grab the items, including the final powerup for the Dispersion Pistol. Through the next hall, and you'll be on the upper level of the stables. Continue around this walkway, through the door, kill the Krall, in the next door and bump the lever to drop that pallet down, smashing through the floor below. Get back down there and drop in. Get any toys, and as you get near the doors a Skaarj will spawn in - kill that and the doors open again. Note the crack in the wall - hit that with an Eightball to open it up. Before you go through that, turn to your right and note the Nali down at the end of that hall - but that ramp down there just leads to a lever which opens that locked door in the stables. Through the broken wall for several (at least 7) Pupae, get any items (including under the stairs), then head up and through the door. The door in this room (armored Skaarj in here) just leads back outside to where you first started, so head up the stairs to the 'library' and another Skaarj. The single Book is a message but the others are just decoration. Head through the other door (another Skaarj), and the lever at the end - as you can see through the floor grate - opens the gates outside, where you saved the first Nali. Head outside through the convenient door and through those gates - a grate to the left looks down on the water, while at the far end on the right is a big Nali statue. Get up to that 'town square', and you have a sunken area on the right (Clips in the barrels), a sunken area on the left with a door (that just leads out to that waterfall again), and a passage to the left - head into that passage and wipe out all of the Skaarj and Krall (and the Pupae in the barrel). Just head through this street until you come to a door and steps on your left - that's locked, so continue down to the end and down the steps. Head right first, kill off the Krall, and down the steps. Devilfish in the water throughout here, and several Tentacles in the tunnel. Just work your way through the tunnels (it just circles around), and you'll see a crack in the wall at one point - blow that away and enter the wine cellar. Kill the Skaarj, and kill any Pupae found in the big casks, then through the door. Up the ramps, killing the Krall along the way, and those urns in the room at the top don't contain anything. Through the door and into the 'pub' - to your right is the bar with a Nali behind it (and a darker section of wall beyond that), and straight ahead are three Krall apparently playing a game of some kind. Take them out, and the Nali will show you a special brick in the big fireplace (watch out for Pupae dropping down) which opens that dark section of wall. A Book and three chests (Flak ammo) in that secret room. The doors in the next room are the ones that were locked from the street earlier, and the door at the top of those stairs is locked until you kill everything (if it doesn't open, go back downstairs - in the bar area behind the counter there's a block sticking out at the end which opens that door). In that, kill the Skaarj, and through the next door. Now you're on the walkway above the bar - three doors in here. Go in the single one first, and bump the lever (it opens a door you haven't encountered yet). Of the other two doors, go in the left one first - a hall with two doors. Go in the left one first, kill the Skaarj, grab the SCUBA Gear. Across the hall and into the other bedroom for a Pupae in the chest. Back out to the walkway and into the door now on your left for another sleeping Skaarj. Where now? Head back downstairs and out into the street - head left, all the way down, and through the door on the left. This leads out to another garden area, and a big locked door... continue further and you'll see a lever through the window. Keep going, and there's a smaller door - that brings you out to the waterfall area again, and an open door that was locked until you hit that last lever. Go in there, hit the lever, then back around to the big door that is now open. Kill the Skaarj, get the messages, then bump the odd-shaped panel on the wall (to the left of the door as you entered) to drop the lift down. Ride it up, kill the armored Skaarj, and circle around the back of the lift for ammo (and the panel that works it from up here). Into the next room and bump the panel for a cute holographic schematic. You already know where to go, but the schematic shows you as well - a gate under the waterfalls. Back downstairs and outside, left and through that door, dive in and swim through the now-open gate under the falls. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 22>> Outpost 3J {skybase} //Enemies: Skaarj, Krall //New weapons acquired: n/a //Items acquired: Shield Belt Don't drown in here... but that's why you grabbed the SCUBA Gear last level; it should just barely last until you reach the end of this tunnel and surface. Skaarj above. Of the three doors in here, only one opens - through it for another Skaarj and ammo. Up the lift at the end, kill the armored Skaarj, get the Razorjack. Through the door, more killing, around the walkway and through the next door. Ambush the Skaarj, bump the screen for a message, then bump the control panel to open the big doors down below. Get back down there and take on another armored Skaarj or two. If the doors shut again, that funny looking panel to the right will open them. Down the hall, summon the lift, ride it up and hit the next panel to open that door. Cute ship... be nice to fly it. Armored Skaarj on the walkway above. Get the toys, and hit the switch at the end to ride that lift up. Circle the halls, through the doors, and ambush another Skaarj. Of the three panels in here, the right one opens the right bay door (which you came through after riding that lift up), the center one lowers the forcefield in the bay (bump it twice and watch the field through the window), and the left one opens the left bay door. Get back down into the bay and through the now-open left bay door. Through the corridors (another Skaarj), and through the triangular door at the end. Kill the Skaarj, grab the GES Biorifle, and snipe the Skaarj down below before taking the lift down. Hit the switch to open the big door down there, and through - kill the armored Skaarj down near the next forcefield. Go back into the room you just left (with the big green tank in the center), and on one side of it are the controls for that next forcefield - bump the switch and head through where it used to be. You're back in the Nali town - to your left you'll see a Krall standing guard, a perfect target for the Eightball. Head either way, it doesn't matter - you'll find a few Nali Bushes, another Krall or two, and the entrance to the Nali temple. Inside, again it doesn't matter which way you go - they both go to the same room, where you'll find a couple of Krall. In the back on the left are doors with a switch, but they don't open yet. In the back on the right are doors that do open - through and up the stairs. Through the next door, and at the end of this section of hall you can see a brick sticking out - bump it; that opens the secret panel at the next corner. You can blow out the stained glass windows if you want, and at the end of the hall is a Nali god (nowhere near as cute as Vandora, however). Two ways to go when you get past that - around to the left for a lift, around to the right for a door. Through the door first, kill the unsuspecting Krall, and bump the panel to unlock the doors to the catacombs (the doors on the left when you entered the temple). Before you head back downstairs, though, go up that lift for an Eightball and ammo, and a view of the spacious landscape. Push both statues off the ledge so they smash on the ground below, revealing a Super Health Pack and Shield Belt. Head back downstairs, bump the switch next to the doors, and through. At the bottom of the stairs you have a non-opening door, and to the right you have steps going down two different ways - go down either one as they both lead to the same area. In that small room for Flak ammo (and a Pupae in one of the barrels), then down the short steps. Again, you can go either way - there's absolutely nothing in here for you until you get around to the other side and through those doors. Kill the Skaarj, bump the panel to activate the teleporter, use either lift to go down to the lower area and step into the green glow to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 23>> Velora Pass {veloraend} //Enemies: Stone Titan //New weapons acquired: n/a //Items acquired: n/a Smash the crates for ammo and Health, then take the only way out. Circle around (either way) this next bluff to see a Stone Titan snoozing in a chair, with yet another Dispersion Pistol powerup in front of it. Before doing anything else, go across the bridge and turn around - note the switch that will be on your right. Go grab the powerup (same as the last one) and then move around, staying out of the Stone Titan's way for the moment. When it's far enough from its throne, run up there and jump on the seat to raise the bridge again. Once it's up, run across, wait for the Stone Titan to follow you on to it, then hit the switch to drop it into the lava. Or just blow the sucker away, however you want to do it. Cross the bridge, down the hill, and through the doors to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 24>> Bluff Eversmoking {bluff} //Enemies: Skaarj, Krall, Tentacle //New weapons acquired: n/a //Items acquired: Shield Belt, Invisibility, Assault Vest, Dispersion Pistol powerup Pretty obvious what to do - bump the lever to open the doors. Blow away the barrels (but not the Nali) for a Stinger, and bump the next lever to open the next door (the Nali may even use it for you). Check the corpses - whomever Kira is, these guys died while searching for her. Follow the Nali up the slope, and he'll show you the next lever on the right - watch out for the Skaarj. On the other side there's a barrel containing Rifle ammo. Through those doors, and run ahead of the Nali up the slope - you've got a big set of doors straight ahead (which won't open), a small arch to the left, and a slope heading downwards on the left... remember where that slope is for later. Go through the small arch and kill the two Krall before they can kill either Nali. Two ways to go from here - either through the next arch, or around the end of the wall on the right (very carefully)... if you go that way, you can pick up a Rifle. Continue around that way, up on that platform (below you can see that slope), and you can go into the next room (with the bunny hutch) to surprise a Krall. Actually, if you're very careful you can go all around the outside edges of the monastary (?), though the only other thing you're going to find is a Shield Belt and a Skaarj. Just for fun, hit the switch on the side of the bunny hutch to open it and release the critters. Not that they do anything for you, it's just for fun. With the hutch on your left, you'll have a pair of arches up ahead on the right, and a pair of arches to your left - if you go straight, then straight through the next two small arches, you'll be back where you just saved the Nali. The barrels in that one area contain nothing. With the platform at your back, go straight through that arch (nothing in those barrels either), right and kill the two Krall. Look down into the pool to see a Nali corpse and a tunnel - but don't go that way yet. Back out to the bunny room (slip around the outside wall on the left for the Shield Belt), and through those arches now on the right. Ah, the dino pens. Past them, across the barred opening in the floor, and into the cemetary... and a Nali ghost. Okay... Most of the headstones will list (via Translator) who is buried there... one of them is the name of the level designer, Myscha the Sled Dog (silly people). The big monument mentions a crypt and toys left by the Messiah - sounds like some things for you, if you can open the crypt. One of the obelisks mentions the rising sun - go to that one and bump the side facing the arch to move it, revealing a button in the ground... step on that to open the crypt. Go up the stairs at the back of the crypt and jump in - the wooden floor will sink down; along the way there's a ledge with a Flak Cannon and ammo. At the bottom follow the next ghost; it will open the other crypts for you. Check out each one - behind the first one it opened there's a pool you can dive into, but not yet. Weapons in three of the crypts, Invisibility on the fourth. The only way out is down - dive into that pool, and it will lead you back out to the square well where you killed a pair of Krall. Now go all the way back out to the front of the monastary and head around to the right side (as you're facing the building) and around the side - you'll be able to waste a Skaarj and pick up a little ammo. Now where? Back out to the front of the monastary and down that slope - follow it all the way around. In the entrance and you have two ways to go - straight just gives you a view of the room below and nothing else, so go right and down the stairs. Circle around this room for some ammo. From here on in there are various ways to go - first, go straight ahead from the bottom of the stairs to read two Books; the Krall complaining, though one of them mentions the rail system running around the outside of the bluff. Go to the left of that and into that first arch - go through and you'll be able to nuke a group of Krall playing with dice. Down the stairs and bump the lever on the left to open the cells. The middle cell holds a Nali who will want you to follow him up the next stairs - but read the Books on the table first. I guess a certain Krall is going to be singing in a higher voice soon... Follow the Nali to the upper cells, where you'll find a Book mentioning an escape tunnel in the sewers under the stairs (the ones you just came up) - that leads to the inner monastary, which is where you need to go next. Get under the stairs and follow the underwater tunnel up the slope - look down to see a Nali cross below; that marks the escape route. Go up first to find the hiding place of the escaped Nali, with more mentions of the escaped girl (Savior Princess from the Stars? Hmmm...) The other tunnel leading off here has nothing but a barred opening in the tunnel floor and a Nali corpse (probably our escapee) at the end. Dive back into the pool and swim all the way down, taking that tunnel at the bottom. As you swim up the well notice the section of wall that looks like it should open but doesn't - you'll have to open it from elsewhere. Once out of the water, head into the next room, but don't go up the stairs yet - keep going, and you'll be inside those main gates that wouldn't open before. Armored Skaarj down to your right, and on the left is a small room with a lever - that lowers the guard tower lift. However, head down the other way first (where the Skaarj was) - in there and down those stairs. There's really only one way to go, so you shouldn't get lost. When you come out on the wooden walkway, you can snipe the Skaarj below. Note the lasers blocking that room - the way to get past them is to walk along the stone beam above them and jump down. Bump the control screen twice (bump it, back off and bump it again) to shut off the lasers. Go into the other room down here (Razorjack) and bump that screen for a message about the bell tower. Get back up to the courtyard, down the other end and back to those stairs you ignored earlier. Up them, drop down from the ledge, and the two Nali will open secret areas on either side of the room where you can find ammo and a Shield Belt... both areas are mirrored, which startles you at first. Exit the room via the front doors and head left - into that guard room, bump the lever, and once the lift gets to the bottom bump it again and get on quick to ride it up. Two levers up here - the one next to the roller opens the monastary's main gate, while the other works the lift. Once that's all done, head out the main gate and down the slope again - get to that first big room inside, and this time head left, to those wooden bridges over the water (and possibly a Krall still hanging around). That one tunnel above the bridges doesn't have anything for you except some corpses, ammo, and a nice view of the outside world. Dive in and go swimming - there's no right way to go in here, but eventually you'll end up dropping into a large cave. If you come to a tunnel that's mostly dry with a Tentacle hanging from the ceiling, don't go in it yet, but drop down a little and swim through that pipe, which brings you out to the cave. Get out of the water, kill the Krall, and explore. At the end of the walkways is another Krall, a laser guarded doorway (the lasers should be shut off now), and a lift that takes you aaaaallll the way back up through that barred floor outside the cemetary. Get on the upper wooden platform in the cave and you'll see another tunnel / cave - go in there for a bit of ammo, a Nali, and a dock. However, don't go swimming because there's nothing in the water for you but a bunch of Devilfish that respawn. Go through that (formerly laser guarded) doorway next to the lift (shutting off the lasers in the inner monastary shut off these as well) and into the next room. Get in the middle of the platform and bump that lever to send the lift down. There's an armored Skaarj at the bottom firing an Eightball at you, so watch out. Grab the Rifle, grab the Rifle ammo, and obviously that lever will sent the lift back up. Just follow the hall around for several more Eightball Skaarj, and eventually some stairs - ammo around the base of the stairs. Up the the tuneel, kill the Skaarj, and bump the left screen to disengage the magnetic locks at the bell tower (which is your next destination). Bump the other screen for a message about the tram. Into the small tuneel and take the lift up. Once outside, turn and face the water - that pipe to your left is the one that had the Tentacle in it. Up the slope, up the ramps, and into the bell tower. Bump the lever, but don't get on the grate - instead, drop down the hole. Try and land on the next ledge down instead of dropping all the way. Kill the Tentacles and collect the Eightball ammo, then drop down through to the bottom. Kill the Skaarj, get the Assault Vest, and go through the tunnel (if you look down before you do, you'll see the room where you just shut off the magnetic locks) and grab the Dispersion Pistol powerup. Ride the lift up and circle around the rock (stay on it, not in the water) to get into the bell tower again. Bump the lever to bring the lift down, then ride it all the way up - note the ledge that leads out to the tram. At the top you've got a long lever for the lift, a pair of levers on opposite sides of the room, a control panel, the static discharge rods... and the corpse of Kira. Darn. Bump the pair of switches to get things started - note the message at the control panel now. Bump the lift lever and ride it back down, getting off at that ledge. Just ride the tram around - it's slow, but it will get you to where you're going. Through those tunnels (Flashlight in the barrel), and ride the lift down to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 25>> Dasa Mountain Pass {dasapass} //Enemies: Skaarj, Krall, Brute //New weapons acquired: n/a //Items acquired: Shield Belt, Assault Vest One big warehouse, apparently - this must be all the stuff that one message said about looting from the ISV Kran. Several armored Skaarj in here. Go up the left side of the room for an open crate with a Shield Belt inside, and all the way up on the left is a lever that will open the doors. Outside for several Krall... around the corner, read the Book for a bit of funny before hitting the switch to lower the drawbridge. You can probably kill the Krall on the other side from here. Get anything off the ledges, and there's only one way to go - those doors, of course, will not open, so down the hall. More Krall to kill, and if you shoot out the windows you can get into the next room. Or just go through the next hall... either way, kill the Krall, grab any toys (including an Assault Vest), and read the Books. Where to go now? Head back outside and look down over the edge - there's a ledge down there (you can kill the Krall from up here)... walk down the slanted beam and drop down. Through the tunnel, and there's only one way to go - swimming. Near the back of this cave there's a hole in the floor (where that beam is sticking out of the water) - swim down through that (Devilfish lurking) and up to the next. Out and hit the switch to lower the lift. Ride the lift up (two Krall ride down with it), and at the top hit that lever to temporarily open the gates - the only way to get down there before they close is to drop from here, unfortunately. In, kill the Krall (there's nothing up on those platforms, even if there were a way to get up there), and the next set of doors are, of course, locked. Into the hall on the left, kill the Super Brute (Behemoth?), and at the end hit the lever to open those doors. Through the doors, kill the Super Brute (GES Biorifle in one of the crates), and these next couple of doors actually open. Kill the Skaarj and go swimming, watching out for the Krall in the alcoves high up on either side. Up the stairs and through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 26>> Cellars at Dasa Pass {dasacellars} //Enemies: Tentacle, Krall, Skaarj, Titan, Behemoth (Super Brute) //New weapons acquired: n/a //Items acquired: Assault Vest, SCUBA Gear There's a Tentacle high up above your head - watch it. Two openings in here, but one is blocked by bars... however, you can still kill the Krall on the other side. Go in the other one, kill the Krall (and the Devilfish in the water), get anything at the top of the beams and hit the switch to lower the bars on that other doorway. Before you go back there, go swimming - there's ammo in the barrels, and under the platform where the switch sits is a hole in the wall - swim through that and up for several Nali corpses, a Super Health Pack, and a pair of Tentacles. Through that doorway where the bars were - straight ahead are doors, right is a large alcove (a lift), and left is an opening high up on the wall... lob some grenades (Flak secondary) through there to kill the critter up there. As should be obvious, the doors won't open - ride the lift up, kill the Krall, collect the Assault Vest and anything else, and hit the capstan to open the doors. You'll have to drop down through the opening and scoot through the doors, which will lock behind you. Kill anything waiting. To your right, gates that are locked. Straight ahead, doors - ditto. To your left there's a barred opening, and across from it a room with a rotating drum of some kind (that opens both the bars and the doors). At the end on the left is a short set of steps that takes you to the Razorjack overhead, while a slanted beam takes you up to that alcove which looks out on the room you just came from. Get the Razorjack, get anything at the top of that beam, then bump the switch to operate that drum (a Krall in there). It doesn't matter which you go through, bars or doors, since they lead to the same place. A pair of attacking Skaarj in that hall, two pair of doors on the left which both lead to barred openings at the bottom of ramps, two pair of open doors on the right which lead into the same room (another barred opening in there), and the hall at the end. In that hall you have crates in the alcove on the right (Eightball ammo in the crates), what looks like an inset section of wall directly ahead, and stairs to the left, with a barred opening at the bottom of the stairs. Climb up, and at the top of the stairs bars will seal off the opening behind you - not good. Even worse, there's a Titan in here, and a seemingly endless supply of Krall. Do what you can - the Titan will actually kill any Krall that get near it - and on the side of the center column facing the window the Krall are coming out of is a button; bump that to drop a section of wall. The Titan can't get in there but the Krall can (though they won't). All the way up these stairs for a Skaarj, and you'll find yourself on a platform above the room you were just in (Flak ammo up here). Look down, and on the ledge above the bars where you came in is a button; drop down there and hit that. The bars blocking the entrance open - head back down the stairs, and the bars at the bottom have withdrawn as well. However, don't go in there yet - that inset section of wall has moved (another Skaarj), and down at the end is a lever; hit that, and the bars at the bottom of those two ramps (the doors that were on your left when you first entered this hall) will have withdrawn. First, go through where the bars were at the bottom of the stairs - the next set of bars will raise when you bump them. Dive down and swim through, bump the grate to raise it (Flak Cannon and various ammo around the grate), and all the way up to the top. This is the top of the pillar in the Titan room, so drop back down (note that bars have mostly closed off the ledge where that button is, though you don't need it again), down the stairs, and head for either ramp (they both lead to the same place). Skaarj and a pair of Krall at the top of the ramps. Go around this area grabbing all the Eightball ammo, and note the two locked doors. Bump the lever and the pendulum weights will go into action - around the other side of the room, a lift will have come down (a Skaarj on it) - get on it before it goes back up (those doors are still locked). Lovely view. Hit the button at the other end (it opens a tiny alcove underwater containing Biorifle ammo) and then drop in, grab the Super Health Pack and kill any Devilfish in the water. Swim down, bump the lever, then up and through the now-open door to find yourself in the room you just left. Back down the ramps and across the hall into the room with the two open doors - the bars in there have now lifted. Weave through the crooked hall, and in the next room, you'll have a pool down to your left, and winding stairs straight ahead. Go into the pool first - while it looks barred, the bar on the right is broken under the water. Swim around in here, killing Devilfish and Tentacles and collecting all the items (some Skaarj and Krall up on the platforms). At one point you'll find a grate missing underwater (from where you entered, swim straight ahead to those beams in the water then go right, just past the platform overhead) - swim down through that very long tunnel and surface. Kill the Tentacles, collect the Assault Vest and Flak ammo, then bump the lever in here. Now you get to swim all the way back. Exit the pool and head down those winding stairs - when you enter the room, bars will seal off the stairs. This is another "neverending Krall" room... you can't kill them all. To your right is a barred tunnel, but the bars withdraw as you approach. Take the lift up (Skaarj at the top), and hit the lever at the end. As you go up the lift you'll notice a dark, inset section of wall, but I don't know how that opens, which is a shame, as there is a ton of Flak ammo in there. From up here you can jump to the crates to get a Flak Cannon, SCUBA Gear and a Super Health Pack. The stairs are now unbarred again, so head back up - make your way back out to the entrance hall where those locked gates were... they're now open. Kill the "Behemoth" (Super Brute), and down to the right is a barred opening in the wall (with a switch behind it) and one in the floor (ASMD way down there)... the switch opens the bars in the floor. Head down the next set of winding steps, noting the opening up in the right wall - if you had gotten that hole in the floor open, you would have ended up coming out that opening (Skaarj in there, but nothing else). At the bottom, take out the Krall and the Super Brute, then bump the lever - the door you came through closes behind you. Down at the right is a wheel, and a pair of lifts - bump the wheel to lower the lifts. Ride either one up - at the top, you've got a passage and a set of steps (those lead up to a bunch of hanging Nali and a bunch of Nali Bushes, but that's it). Head into the room, collecting ammo and toys all along the ledge - at the rear is another barred opening (another one I haven't figured out) and another hall. In there and up the stairs - when you reach the top they'll seal off behind you. A whole bunch of Krall - but you can kill all of these. Once they're dead, the gates at the other end of the room will open - through them for another Super Brute and a Skaarj that drops in on you. Into the next room for a pair of Super Brutes... when they're dead, bump the lever on the other side to call down a lift. Ride that up (that Skaarj up here isn't faking - it's really dead), collect any toys, and bump the next lever. The 'door' at the bottom of the lift will raise up; you'll have to drop down to get to it. Through it and down the stairs to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 27>> Serpent Canyon {naliboat} //Enemies: Fly, Devilfish, Skaarj //New weapons acquired: n/a //Items acquired: n/a An empty room... surprising. There's nothing in that pool, so through the doors. Use your AutoMag to shoot the rope holding the boat, then get in and take an idyllic journey downstream. Well, mostly idyllic - you may encounter a DragonFly or two, but that's it. There's nothing anywhere in the water for you except Devilfish, so don't bother; there's nothing on the banks, either, unless you want rabbit stew. At the end get out and head into the windmill. Not much in here, though there is an armored Skaarj downstairs with an Eightball. Exit the windmill, and the barrels around the side have Nali Seeds in them. Kill the next Skaarj and continue on up the slope. Just a small cemetary up here... into the cave to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 28>> Nali Castle {nalic} //Enemies: Gasbag, Krall, Skaarj, Super Brute //New weapons acquired: n/a //Items acquired: Shield Belt, Assault Vest Go swimming to get the ASMD next to the corpse on that island, but otherwise head into the next area. Watch out for Gasbags. When you exit the cave, a Krall will run away and into the castle - of course, if you kill him before he runs away, you'll get a Shield Belt, which is nice. This area looks familiar, doesn't it? It's what you see in the 'fly-by' in the opening sequence, before you go to the main menu. There's absolutely nothing in the water for you, so don't bother - just go straight ahead and into the castle (nice of them to leave it open for you, huh?). Go through either door, and take out the Krall inside, and you have three ways to go - a passage on the left, one on the right, and that red carpet directly ahead. Go up the ramp first - head left into that hall, and you'll get a message about reading a book in the chapel. Nothing for you here, so back out and across to the other side (Krall), passing by the top of a giant Nali statue. On the ledge above that next room you'll be able to kill off a couple of Gasbags. Back down the ramp and go through the right passage - you'll see a giant Nali statue (you were just up above it) with passages down below, and to the right a small library. Nothing in there for you, other than some ammo and a message about checking out the main feast hall. Don't drop down yet - you'll get there soon enough. Back out and head into the left passage - yes, you could jump that rail if you wanted to - and down the ramp... this is that meain feast hall. Check out the bookcase at the far end on the right - there's a book sticking out, and when you bump it the center bookcase spins around (neat), bringing you a couple of Krall. Once they're dead, bump it again and ride it around for a Super Health Pack and a lever that spins the wheel again. There's a hall at the back of the room that splits into a couple of different directions - left takes you to the base of the Nali statue and those passages, while right takes you down a set of stairs complete with Skaarj. Go left first, ignoring the arch on the right for now - this room is that chapel that was mentioned; go read the book for a weird message, and bump the button on the pedestal to open those doors. Go through that arch you ignored earlier (now on your left as you exit the chapel), and you'll have spiral stairs going down. Pass those for the moment and take the other exit, heading outside. You'll pass by a ramp going down (a lot of stairs), a ramp up to an empty area, and at the end is a tram which doesn't work right now. Back inside, back to the Nali statue - go down those stairs (armored Skaarj on the other side)... you need to save the spiral stairs and that ramp down until last. Down the stairs and up the next, and you're in what appears to be a kitchen. A pair of Nali Seeds up on the table, and all the way down on the right there's an Energy Amplifier under the stairs. Go up those stairs, and this area should look familiar. Just jump over the rail to the top of the ramp, and head back out to the red carpet entrance. Up the ramps and left - those doors are now open. Up the ramp for a series of bedrooms (Skaarj sleeping in one), some with items in them. At either end of this hall it goes outside to the parapet - circle around to get into the bell tower above the chapel where you can pick up an Assault Vest. The other opening from the bedroom hall leads to an open courtyard, where you'll face at least one (probably two) Super Brutes. Get everything you can from here (including the Health Packs around the corner) then head up the ramp. Take a moment to look around - over the edge on one side you can see what appears to be a stable, while on another side you can see the entire tram line. Head up the next ramp leading inside - a Nali at the top is waiting to lead you, but first you need to take out the armored Skaarj. Follow the Nali into a room of stairs, and he'll open a secret area containing a Shield Belt and a Super Health Pack. Head up the stairs in here, then take the lift up. Climb the shallow spiral stairs (several armored Skaarj along the way) - at the top blow away the Giant Gasbag... now you can access the dungeons. There's a passage leading to the roof outside, but all there is out there is a spectacular view and a couple of Health Packs. Go all the way back to the red carpet entrance hall and take the left passage (the main feasting hall where that spinning bookcase is) and into the passage at the base of the Nali statue. Head outside (down those spiral stairs is the dungeons - not yet) and down the ramp out there. Head down the first two sets of stairs, but not the third - not yet. From this level you can go outside (nothing), and note the beams in that triangular opening - if you've got guts you can jump from one to the next, but you'll get down there soon enough, so don't bother; you may be able to Eightball several Krall playing dice at the far end. Head down the final set of steps in here for several Krall (the ones you were just firing at through that triangular opening) and then through the doors. The first door on the left doesn't open (you have to dive into the moat surrounding the castle and find the small opening leading inside to get into that room - though there's nothing in there for you), but the next two do - each has steps leading down; bypass these doors for now. Further ahead, you'll get a message about a brave one and a five-eyed demon - that's the Giant Gasbag you blew up in the tower. Keep going and get on the lift - the four doors up here lead to bedrooms, some with a sleeping Skaarj inside, and one with an Assault Vest. Up the next lift, through those doors... and you're at the spiral stairs which lead back to the base of the Nali statue. Go back down to those two doors you bypassed earler. It doesn't matter which you go through, just kill the armored Skaarj at the bottom - though you won't be fast enough to prevent him from closing the next doors. No problem - once it's dead, just hit the button to open the doors, and head down. Don't hit any levers or switches yet - go through all of the dungeon areas (but not out on the red bridge) and make sure all of the Skaarj are dead before opening the cells. In one of them, a Nali will gesture you to follow him, and he'll bring you all the way back upstairs and outside to that tram. Make sure you follow him closely, because that tram moves fast. He'll take you through more corridors and then through a cave - try to keep him in the cave rather than have him go outside, because some kind of scout craft flying overhead will nuke him if he goes out there. Head for the stables for nothing more than a Nali Bush and some Nali Seeds, then get your butt all the way back to the dungeons. In one cell (release any other Nali you haven't yet) there's a message about a winged sky demon, in another, a Nali Bush - but that's about it. Head down to the lowest level again and through that red passage... end of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 29>> Demonlord's Lair {nalilord} //Enemies: Warlord //New weapons acquired: n/a //Items acquired: Nali Seeds Ouch... time for a big battle. Before you do anything, though, as soon as you get outside swing around to the right - there are Nali Seeds in those chests. That big winged critter you see up ahead is the Warlord... he flies and he fires rockets, so watch yourself. However you do it, kill him off, then head to the other end of the bridge and inside to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 30>> DemonCrater {dcrater} //Enemies: Pupae, Skaarj //New weapons acquired: n/a //Items acquired: Assault Vest, Power Shield Bump the switch and ride the lift up. Toys of all sorts in this warehouse, including the only Power Shield in the entire game (on top of the tallest stack of crates). Watch out for the single Skaarj and the multiple Pupae in here. At the top of the ramps there's an inset section of wall (nothing yet), and under them is a ramp going down - the way should be obvious. At the bottom of the ramps, hit the control panel on the right to start up the generator and add some light to this place - then head bump that panel next to the door. Whoops, that might have been a mistake. This door isn't going to open, so head back upstairs and that inset section of wall at the top of the ramps is open, disgorging several Skaarj. Go on in, and head down the hall - bump the panel at the end to summon the triangular lift. At the top, take a look at the view (and all the ammo in the crates) - bump the panel up here to open the portal. Around the corner, up the ramp... and go on through. In this next room, kill off any Skaarj wandering around - obviously you can't get into that forcefielded mess in the middle, so just head through the doors to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 31>> MotherShip Basement {extremebeg} //Enemies: Skaarj //New weapons acquired: n/a //Items acquired: n/a Just head straight, enjoying the purple view down through the grates. Kill off the only Skaarj you find (and grab the ASMD), and at the junction go right. Well, I guess you're not going down that hall any time soon, so head the other way. Actually, you can - if you're very very careful - get past those purple beams and down the end of the hall for a Super Health Pack and some ammo, but is it worth it? Through the doors and around the edges of the room... take out the Razorjack Skaarj below. Only one way to go from here - drop down and get on that center purple thing for an energy lift up to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 32>> MotherShip Lab {extremelab} //Enemies: Skaarj, Pupae, Amoeba //New weapons acquired: n/a //Items acquired: Kevlar Suit, Assault Vest, Shield Belt The lift takes you up to a room where you can kill off a Skaarj... then wander around, and read the messages. Follow the curved hall (killing a Skaarj on the right and reading a message about "The Source") and in the next room there's a red button on the right (summons a lift), doors straight ahead (locked), and an inset area of floor on the left (also locked). Grab anything in here and bump the button to ride that lift up. Straight down the hall, and at the next junction go right - a couple of armored Skaarj in the corridor. The door on the right is forcefielded for now, as is the one on the left (several Skaarj playing), so straight ahead. Kill the Skaarj, and watch out for Pupae busting out of the walls. Back into the corridor, and the door on the right (now on your left) is open - which isn't good, because there are Amoebas in there. Back at the junction go straight across into the other hall... all the doors in here are forcefielded, but the views are cute. Back out and continue down the hall, to the room with the upward curved ramp. Up the ramp, up the steps. Left is what looks like a forcefield, and straight is an "access denied" door, while right is a Skaarj and a hall. Head down the hall first - to the left is another forcefield door, to the right a curved hall... go into the hall. At the end, kill the Skaarj, collect the ammo (and the Kevlar Suit), and hit the button on the wall. The three triangle doors in here don't open, and obviously you can't do anything about that big forcefield right now. Get back out at the junction, and you'll see that the forcefield door straight across has changed, as has the one down on the left - those are actually teleport fields that will take you all over the ship. Head left first and go through that one at the end. A bridge above some red liquid which you obviously don't want to fall into... take out the Eightball Skaarj, and note the Assault Vest on the ledge to the left. Keep going across the bridge and up the ramp for another Eightball Skaarj. Through this hall to another bridge and another Skaarj (unarmed) - once it's dead, look around carefully. Down off the right side of the bridge you can see a small ledge with a Super Health Pack on it, and in the end wall you can see an opening. Drop down and grab the Super Health Pack, then immediately jump to that pipe - because the platform the SHP is on will drop into the goop. Jump across to the opening and grab the Shield Belt, and ride the lift back up to the hall. Through the doors here and across this next bridge - nothing below for you here - and through the next doors. Grab the Assault Vest (the same one you saw earlier), and head into the dark corridor. Ride the lift up, and you'll find yourself in the Research Center. Go straight through the doors for some toys, and continue on to the junction. Left is an "Access Denied" door while right it a teleport that brings you back to across from that curved hall. Keep going straight and through the next doors (Genetics Department). Read all the messages and go up the ramp - that big door will open, but it's shielded. Continue through this room and out the next door - ramp on the left (looking into the same central room you just saw before, and this one is shielded as well), a door on your right, and one further ahead. The door on the right is just a message panel about security. Head through the far door. This is the room you arrived in when you rode that last lift up. Read the messages, and check out the door at the top of the ramp - this one has a button to the right of it. Hit that to drop the forcefield. The Skaarj below does something, and the center of the floor opens - out pops a shimmering copper Skaarj (the result of the experiments, apparently)... it'll kill the Skaarj down there, but then you need to kill it. Once it's dead, drop down in there and collect any ammo, then go out the door. You've been all around this area, so go straight and through the teleporter. The curved hall is directly ahead of you (and the forcefield in there is still up - I've never figured how to drop it), so go right... down the hall on the right that door is no longer locked, so go through it. Stay on the bridge for the moment - don't get on the center platform until the green beam has passed... that thing will kill you. Ride the platform down, and there are two doors, one of which is Access Denied, so through the other. Down the hall you'll find a Skaarj that's playing possum, and other one that's not. Kill them and through the door. This room should look familiar - to your left is the button for that slanted lift. However, there's a new addition - on your right is a panel in the floor that wasn't there earlier; step on that to raise the stairs. Kill the Skaarj, grab the Super Health Pack, but more importantly, hit that button. Back down the stairs and back through the door, down the hall and to that green beam platform. The other door in here is now open, so through that to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 33>> MotherShip Core {extremecore} //Enemies: Skaarj, Super Brute //New weapons acquired: n/a //Items acquired: Shield Belt, Assault Vest Up the stairs, and when the lift comes down kill the Skaarj - this one's a real wimp. Wait for the lift to go back up then run under and grab the Shield Belt. Back to the top of the stairs, and this time ride the lift up. A big door on your right, and a hall on your left - right first, through and kill the Skaarj. Nothing else in here, so down the small ramp (on your left as you enter). A forcefield on your left (lots of toys and a big Skaarj in there), and a door to the right... so go right, and kill the Skaarj inside. Look down into the room on your left and you'll probably be able to take out a couple more Skaarj. Continue around to the next opening, look across the room, and you can grenade an unsuspecting Skaarj off that way. Keep going around, down the ramp, kill the Razorjack Skaarj. To your right is a locked door, so head the other way, down the hall. To your right is a room of ramps (and more Skaarj), but continue down the hall for the moment and nuke a few more, plus pick up some toys. I don't think you can do anything with that panel, so ignore it for now and get back to the ramps. Climb the beam and get the Assault Vest - look down beyond it to see a shielded room with a few (!) toys in it. Nothing else for you in here (other than under the ramps), so go down the middle ramp. This room should look familiar, but there's nothing in here now - not even any enemies. Back up the ramps and continue down the corridor, past that panel. Into the room at the end, kill off any Skaarj (and watch for any at your back), then out through the next door. Whoops, looks familiar, doesn't it? Keep going around - straight through the big door, down the ramp on the left, around that next room and down the ramp. This time the door on the right opens, and you'll have several different Skaarj coming out of it. Once they're dead, drop on through. Don't drop on to any of those forcefields in the next several rooms... you wouldn't like it. At the end, ride the energy lift up. Does this room look familiar? It should... that forcefield across the way is the one you couldn't get through from the last level. Kill the possum Skaarj in here, then head right. Bump the button and ride the lift down for a message about the CryoPods, then back up. To the left of the lift you rode up on is an Access Denied door (that doesn't open until the next level). Two halls to check out up here - one next to that forcefield, one on this side... do this side first, though they both lead to the same area; but if you go this way, you can ambush a Skaarj. In the four ramp area, kill the Skaarj and note your options. To your right, the locked Security Post door. Across from you, the locked Primary Power Supply door. Slightly left, a forcefield floor leading to a panel, and left, an open hall. You can actually walk across that forcefield without taking any damage, so hit that panel at the end then back off and hit it again - access to the Security Post granted. Head for that Security door as fast as you can - if you're quick enough, you'll make it through the small door to grab a Super Health Pack... you probably won't, though. Turn right and into the room on the side for a Skaarj, ammo, and a lift up. Kill the Skaarj, then head left - hit that button then head the other way. Carefully get past the purple beams for some items, then head back down. The small door to the SHP is now open, and as you grab it a platform extends... I guess you go that way. Once on the other side, it doesn't matter which way you go - just go and kill Skaarj, then hit the button in the middle. Whoops, that sets off the alarms - but it had to be done. Get back out to the four ramp room and the door to the Primary Power is now open. Through there, kill the Super Brute, and continue down the hall. Another nice forcefielded room with lots of toys in it, darn. Kill the next Skaarj and keep going, through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 34>> Skaarj Generator {extremegen} //Enemies: Skaarj, Warlord //New weapons acquired: n/a //Items acquired: Searchlight, Jump Boots Through the doors and... grab the Searchlight. It's basically another form of Flashlight, but this late in the game you could have it on all the time and it wouldn't run out of batteries. Save it for when you need it, however. Don't forget the Flak Cannon either. Several Skaarj in here to deal with, including one that runs up that slanted beam - if he can do it, so can you, to get up on that ring. The three triangular things are teleporters - the Skaarj will enter one and pop out of another behind you, so watch out. Once all the Skaarj are dead, the doors on to opposite side of the room will open, and a Warlord will appear... as before, use whatever you can to take it out. Once it's dead, a lift will drop down in the center. However, save that for last. Run up any of the slanted beams and get everything on that ring, including a Super Health Pack, an Assault Vest and a Shield Belt. Around the central portion of the machine - under each slanted beam - are items including Jump Boots and another Super Health Pack. The teleporters around the room just take you to the top of those slanted beams. Once you've gotten everything, get down and get on that lift - shoot each of the three green beams to destroy the generator. The lift drops again and... end of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 35>> Illumination {extremedgen} //Enemies: n/a //New weapons acquired: n/a //Items acquired: n/a Run. Plain and simple, run. The alcove the Warlord came out of is still here, so run into that and watch the fireworks. Once everything has calmed down, head for the door that brought you to this room in the first place for the end of the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 36>> The Darkening {extremedark} //Enemies: Pupae, Skaarj, Mercenary //New weapons acquired: n/a //Items acquired: Searchlight, Shield Belt, Flare Through the doors to be greeted by a pair of Pupae. Head around this corridor - it should be familiar - and you'll see the alcove that was forcefielded back in "MotherShip Core". Plenty of toys in here, including another Searchlight. In fact, all the forcefielded doors are now gone, so you'll be able to get anything you couldn't get before. At the back of the alcove is a lift going down, but first go around the rest of this particular floor. One critter you'll run into in here is a Skaarj - but these ones have forcefield suits of various colors that render them almost invisible... be careful. You'll end up in that four ramp room again - just chase the forcefielded Skaarj down and kill it. Once you've cleared out everything up here (and the critters you can shoot at below), go down that lift in the back of that alcove. More toys along here, including Flares and a Shield Belt. This is another hallyway that should seem familiar... kill off this next Forcefield Skaarj and continue on through. Again, another familiar room - despite the fact that the power is dead, that slant lift to your right still works. Basically, just wander throughout the entire level, killing as you go - and watch the ceilings as well, because Pupae like to hang from them. Eventually you'll get to that curved hall from the "MotherShip Core" level, the one with the tiny triangular doors (which still don't open - maybe they never did) and that forcefield. Except that forcefield is gone now, so jump up in there. You've got a door on your right now, but save that for the very end. Check out the rest of this area first, killing as you go. There's not much in here - all of the halls are sealed off. Once you've cleared everything out and have gotten all of the goodies, go through that door (it seals behind you). Immediately on your left is a door that pops up the message "The Source Antechamber. Access Denied" - that's actually the next level of the game. Go into that hall, kill off the Skaarj, and at the end one of those pronged screens will open up - bump it to get a message about activating the emergency power supply. Back into the other room, and get on that grated walk from the end near the doors - as you get down to the far end, that contraption will start up. The room shakes a little, but no problem. The Source Antechamber door will now open, so go through and end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 37>> The Source Antechamber {extremeend} //Enemies: Skaarj //New weapons acquired: n/a //Items acquired: Assault Vest Straight ahead is a lift that is barred off for the moment, and you have doors to the left and right. Go through either door in here, kill off the Skaarj, and hit that button. Head back to that lift, and the bars will move aside as you approach. At the top, the little doors on either side are just supply rooms - grab everything, including an Assault Vest, then cross the forcefield bridge to the middle and drop through to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 38>> The Source {queenend} //Enemies: Pupae, Queen //New weapons acquired: n/a //Items acquired: n/a This is it, the final level - and the final battle. Go through any of the doors and grab everything you can (plenty of weapons, ammo, and an Assault Vest) before heading to the blue structure that the green beams are headed towards. Note all the Pupae clinging to the outside - you can blow them away with an Eightball or two if you want. Through that door for your last opponent: the Queen. Grab the Jump Boots and through the next door. All sorts of stuff on that ring overhead and on the center platform, including a Shield Belt. Ugly bitch, isn't she... looks like a cross between a Skaarj and a kangaroo. Don't just concentrate on her, but watch out for all of the Pupae that spawn in as well (every time she teleports, in fact). Once she's toast, head for the only open door in the lower area - just keep running, through the corridors and through the small door to end the level. Okay, neat graphics - but as an ending it sucks. Go out and get any of the various "Unreal Tournament" games if you want to continue the fun online, but don't bother with "Unreal 2" - nice graphics, but the game itself sucks even worse than "Return to Na Pali". -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================================== -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE WEAPONS - RETURN TO NA PALI Most of the weapons are the same as in "Unreal", so no additional explanation is needed. In some cases below there will be more than one weapon on the same number - that's the way it happens in the game; new weapons are additional, not replacements. Most of these new weapons are pretty much useless. 1 - Dispersion Pistol 2 - Automag 3 - Stinger 3 - CARifle (Combat Assault Rifle) Your basic rifle or carbine. Automatic fire. Doesn't need reloading until it completely runs out of ammo, but it uses ammo very quickly. Secondary Fire: Single shot, uses 10 rounds Ammo: CAR clip Amplifier available: No 4 - ASMD 4 - Grenade Launcher Just like it says. Primary Fire: launches a Grenade which explodes on impact. Secondary Fire: launches a Grenade which doesn't do anything until you hit your secondary key again to blow it up. Useless. Ammo: Grenade Pack Amplifier available: No 5 - Eightball Cannon 5 - Rocket Launcher Looks more like the traditional rocket launcher... but the Eightball was much better. Secondary Fire: no different from Primary. Ammo: Rocket Pack Amplifier available: No 6 - Flak Cannon 7 - Razorjack 8 - GES Biorifle 9 - Rifle 0 - Minigun -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ===THE WALKTHROUGH (RETURN TO NA PALI)=== Most everything is just as before (weapons, monsters, etc). You've been rescued from your drifting escape pod, but the only way you get to live is if you do a 'small job' for these twerps... so you're going right back down to the planet. Compared to "Unreal", this one is BORING. No imagination in the levels, and very few enemies or danger even if you play on the highest difficulty. That, plus the fact that the "log entries" at the end of the level do nothing for the game and will make you want to kick the speaker. As with "Unreal", this walkthrough was done on the 'Easy' difficulty - the number of kills in higher difficulties will be higher. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 01>> Edge of Na Pali {duskfalls} //Enemies: Brute, Tentacle, Raptor //New weapons acquired: AutoMag, CARifle, Stinger //Items acquired: Flare, Flashlight, Assault Vest //Number of Kills: 20 Once each Cutscene appears to stop, left click (or whatever your fire button is) to move on, either to the next cutscene or the level itself. You start off with a Dispersion Pistol, Translator and SCUBA Gear - this version of the SCUBA Gear recharges itself after a moment or two in the open air, which is nice. Go around the room you're in, collecting ammo for the AutoMag and Flares before going through the doors. In this next room you have two doors - around the crate in the left corner is a Flashlight. Go in the left door first to pick up the AutoMag. You can shoot out the window if you want, but why waste ammo? Back out and through the other door (Terra-Emi Mining Bunker). Down the hall for Bandages, and once outside (shoot the crates), you'll pick up the Combat Assault Rifle (which is in addition to the Stinger from "Unreal"). Circle around the hut and enter it for nothing more than a Health Pack and Clips. Head for the far end - there's a pool on the right with Clips in it, but nothing else other than a corpse and a message that's supposed to advance the story, but doesn't really do anything for it. Another corpse on top of the rock outside the mine, ditto. Head into the mine entrance, grab the Assault Vest, grab the Clips around behind that crate, and check out the corpse at the end. Kill the Brute at the top of the ramp and in the next door. Collect any Clips, and it should be obvious what to do - hit the button on the wall and ride the cart down. At the bottom kill the Brute, and there's another button here for the cart. Kill the next Brute, down the ramp and grab any toys, and you're back outside. Kill off the Brute on the right, take out any crates, and continue on. The big UMS crates will contain another CAR and ammo for it. Kill the Brute at the bottom of the hill and head down there. Lovely view... don't fall in. Inside the hut you have a Nali, Clips inside one of the barrels, and a corpse - that's it. Continue on down and around the hill - in the next hut there's a Tentacle and a Flare inside one of the barrels and nothing else; Bandages, Clips and another corpse in the next hut. Two ways to go from here - in the mine entrance (another Brute), and further down the hill. Go in the mine first, grab any ammo, and bump the button to summon the lift. At the bottom grab the Assault Vest from behind the crates (like you need another one yet), and head into the next hall. Kill the Brute, and there are two ways to go - a door on your left, and more hall to your right. Go right, hit the button on the wall, and through the door - shoot all the barrels in here if you want, or not. A platform will glide up to you; ride it back to the other end. You definitely don't want to step in that toxic waste. Through the door at the other end, and you'll have a door on your left, a Brute and more hall ahead. In the door on the left for an AutoMag and ammo, but that's it. Back in the hall, check behind the crate in the corner for an ASMD Core. Outside, head across the bridge and to the other end of this area - a Brute outside the next mine entrance. Inside, shoot out the window and jump through, watching out for the Tentacle hanging from the ceiling. Grab the ASMD and the ammo... and that's it. Head back for the other mine entrance, inside, hit the button and ride that platform back (though you could easily walk the rail if you wanted to). Go out the other door (now straight across from you) - another UMS crate, and a smaller wooden one which contains a Super Health Pack. Continue on (absolutely nothing in the water) and in that next hut - Nali corpse, AutoMag ammo and a Flare inside the barrel. Back outside, kill the Brute and head into the next mine. If you circle around the crates on the left, you can ambush a Brute. Take the lift up, and you'll end up where you would have if you had gone down the slope instead of into the mine (another Brute out here). Okay, not a problem - there's nothing on that slope between here and there anyway. UMS crates, and continue. At the next mine entrance... a couple of dead Brutes. No worries... well, not yet. If you look closely at the ground just before the entrance you'll see the remnants of a scaly back - that's what's left of a Raptor, which you'll meet soon. Inside you have two doors - the one on the left doesn't open (and I have no idea how to open it), while the one at the right has a red button next to it... hit that and in. Inside and whoops, the button in here just blew up. ALTERNATE NOTE: if you could get out that one door, what you'd find at the end of a short hall is a lift going up, that takes you to the highest plateau in here, far above that pool. Continue through for a wrecked ship (not the "Prometheus" - this looks like the "Vortex Rikers" from "Unreal", but is actually the "UMS Chantilly"), and head under that for a Skaarj. You'll find a Shield Belt, ammo and an AutoMag, and a corpse that mentions the "Vortex Rikers". Get to the cliff to overlook the path you were on before. After that, head back inside and back down to that door with the busted button. It doesn't matter which way you go, left or right - left is probably easier. Weave down the hall, and when you see the ramp ahead, go up it all the way to the end and turn around. You'll be attacked by 5 Raptors, vicious little dinosaurs who move fast and bite hard. By getting up here they'll attack you one at a time, and you've got the length of the ramp to shoot down. Once they're dead, drop off the end of the ramp on to that crate to get the Stinger. Hitting the button up here opens the door below, but first, go back down the ramp and circle the rest of this area, ending up back at the broken button. Back up the ramp and hit the button, opening that door. Through it to end the level. The "Log Entry" at the end of each level is only good for one thing: your kills. The chatter is boring and meaningless. Note that your kills are *cumulative* - they keep getting added to for each level you complete. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 02>> Neve's Crossing {nevec} //Enemies: Skaarj, Devilfish, Krall //New weapons acquired: Grenade Launcher, Flak Cannon //Items acquired: Assault Vest //Number of Kills: 17 Out the door and directly ahead of you is an ASMD, while the crates to the right contain ammo (there's an ASMD Core to the left of the door you just came out of). Up the hill and there's one of your old buddies, the Skaarj. Continue around the pond to the right, slipping around the last rock on the right before the castle to ambush another Skaarj. Before going through the gate, go swimming (watch out for Devilfish) - the UMS crates at the bottom contain the Grenade Launcher and ammo for it. Surface, and head back down - near the base of the tower in the middle is an opening... go in and up that tiny lift to get the Flak Cannon. Up near the board that's in the water is a pipe - swim on in. It branches off to the right... go in there for an Assault Vest, a Book which mentions Eldora's Well, and to get your SCUBA Gear fully recharged. Back down and continue through the pipe. At the next junction, go straight to the end and pop up (more Devilfish) - take the lift up the tower for a Stinger and various ammo. Lean out and kill the Skaarj below. Back down, and up the boards to get out - if you go straight, you'll just end up back down at that gate... you should go that way anyway to kill a Skaarj, then get back up here. Follow the other boards across the rocks, and head up that hill. Some ammo and another chattering corpse in the hut, but that's it. Aw, ain't the momma and baby dino cute? Continue up the hill, and left on to the platform for your first Krall. Keep going along it for another, and you'll see more Raptors in the distance... lovely. Best way is to run ahead and get up on that well, firing from there - Raptors can't jump. If you had taken that last tunnel in the pipe you swam through, you would have ended up under this well - obviously not a good idea, as there's no way out. Get to the next well and look down - that's how you have to go. Banzai! End of level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 03>> The Eldora Well {eldora} //Enemies: Krall, Fly, Slith //New weapons acquired: n/a //Items acquired: Shield Belt //Number of Kills: 10 Splashdown... ahead you'll see a corpse, several barrels, and further in the distance a napping Krall. Might be a nice shot for the Grenade Launcher. Once you go through this entrance it'll seal behind you. In the room, there are two sealed entrances to your left, and two to your right... so straight ahead and bump the lever at the end (another Krall). When the lift comes down, ride it up. Kill the Krall at the top, and you'll find a locked door, and three wheels, each behind a bar - just bump the bar to use each wheel. Once all three have been hit, just wait for the water to rise in the lift shaft, and then the door will open. Watch out for any DragonFlies in here also. The next doors open, letting you nuke a Brute. Circle the area for a Flak Cannon, CARifle and Grenade Launcher (and a Shield Belt), then dive into this next well. It's a long swim through these pipes, but it's the only way to go. At the end, surface under a Slith and catch some air, then drop back down and through the opening just below. There's a lever right there, but it doesn't budge - maybe it's already been hit? This is a long swim, so don't waste time. You'll see what look like buttons along the walls in various places, but they're just decoration, so go into the only opening you can. Swim up through the busted bars, and then into the rectangular opening in the side - Slith and Devilfish. Surface as quick as you can before you run out of air. Wait up in this hall for a moment while your SCUBA recharges. Into the next tunnel, through and up. Grab anything out here (ASMD and ammo behind the rock, UMS crate in the water), then get in the boat... end of level. (There's a green Book in the boat, but there's no message... and it vanishes in the next level - just decoration, I guess) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 04>> Glathriel Village {glathriel1} //Enemies: Devilfish //New weapons acquired: n/a //Items acquired: Nali Seeds //Number of Kills: no log entry (2 Devilfish) Get out of the boat and over to that lighted hut on the left for a Nali and a CARifle. There's nothing in the water for you (other than Devilfish), though if you swim back up the river there's a ledge with a couple of crates containing Clips. Go back and grab those if you want, otherwise just head up the hill to the houses. Up the path, in the double doors on the right for nothing more than a meditating Nali and a Book. In the house on the left for not much more - Bandages in one of the chests upstairs, and a Book mentioning Spiders in the basement. However, save that for last. Back outside and into the next house for just as little. Around the back is a UMS crate. The rest of the street is blocked, and there's nothing in the dino pen, so back into that house and down into the basement - drop down through to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 05>> Glathriel Village {glathriel2} //Enemies: Spider, Skaarj, Manta //New weapons acquired: Rocket Launcher //Items acquired: n/a //Number of Kills: 18 Note that this level has the same name as the previous one. However, the mapname is different. Make your way through these catacombs, and you'll see your first Spider on the right... they spray green blood when you shoot them. Swing around to your left for the next small room - Nali Seed and Bandages in here along with another Spider. More stuff in the third small room here, then head for the stairs. Check out all areas of this room (a couple of Spiders and not much else), then head through the three arches. Next to nothing in here as well, so up the stairs. Around the corner into the church (?) for a praying Nali, and a Skaarj will bust through the window above the altar - finally, some action. That's it, though - and nothing in here for you other than the Book on the altar. Yawn. Head outside (Tarydium Shards in the barrels) and through the gate, then head right - kill the Manta on the ground. Two ways to get into the next section of village: either jump up those blocks on the right, or use the rock on the left to jump over the wall. Either way, head right, jig right around the houses, and you'll probably find a Skaarj down by the water. Notice the building on the left as you go - inside the locked gate is another UMS crate. Head into the town square (with the blocks and the overturned cart at your back, go straight), and a Nali will come running out of the upper area of the building ahead, chased by a Skaarj. Blow away the Skaarj, and the Nali will go into a house on the other side of the square (on your right as you entered the square) - in the back room is a lever that will open that gate on the other side, where the UMS crate is. Go around and get that (CAR Clip), and up those stairs - at the top go left (the doors to the right are locked), and where the wall splits, look left. See what looks like steps up against that roof? They are, so use them - turn around and face back the way you came... to the left on the roof you can see a UMS crate (CAR ammo), while to the right you can see a roof with part of it busted. Get the crate, then head over to that broken roof and drop on in. All the way down... and on the cart is the Rocket Launcher - neat. Actually, not that neat - the Eightball is better. Ammo for it next to the lever, which opens that gate (as well as the doors upstairs). Head upstairs, out those now-open doors, left and continue. Head in those doors. Nothing upstairs, so go down either way, blow away the Skaarj, and hit the lever - that opens the doors at the top of the stairs. Head out there, across the walkway, and in the next door. To your left, a Skaarj will shove a bookcase over the edge and then pose like an idiot - shoot him just to cleanse the world. Head down the stairs - again, nothing much down here but Bandages, so into the next room. Around the corner for a pair of Krall, then head outside. Turn, and you'll see a Nali running along the walk overhead - kill the Skaarj chasing it, then head down to the end (straight from where you came out the doors) and hit the lever, which opens that gate nearby. That just leads back out into the section of square you've already hit, so go under the bridge and down the alley. Left at the corner, blow away the Skaarj, and in the arch on the left you'll see a busted bridge. However, go up the hill first - to your right is the collapsed rooftop from the last level - and into that house on the end for Bandages. Get back to that busted bridge - it's no longer any good for going between buildings, but it's damn good for getting up in them. Up inside, kill the Skaarj and hit the lever, which apparently works the doors currently blocked by the broken bridge. Actually, you *can* use the bridge to go between buildings - do so now, crossing on the beams to get to the other side. Nothing in here, so across the next bridge, down the steps and outside. That cave ahead is where you need to go next - through that tunnel, kill the Skaarj, grab the ASMD and drop off the edge to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 06>> Approaching UMS Prometheus {crashsite} //Enemies: Gasbag, Raptor, Spider //New weapons acquired: n/a //Items acquired: Shield Belt //Number of Kills: no log entry (2 Gasbags, 3 Raptors, 4 Spiders = 9) One of the first things you'll see is a Gasbag lurking in the tunnel... party time. Or not - on almost any level there are far too few enemies to make this interesting. Through the tunnel, down the canyon, and you'll be greeted by a Raptor - one shot from the Flak Cannon and it's toast. Another up the hill on your left, in the corral. Continue on into the village (another Raptor), and in the first house on the left there's a Flare in the barrel, along with a cowering Nali. Into the house on the other side of the street for little else - around the back of the house the bar will move aside for you, but all that's back there is mama and baby dino. The crank on the well doesn't do anything, so into the last house for nothing much. Outside, go past the house and left, but don't fall off the edge - obviously that's the ship you're looking for. Head right instead and down the slope - down at the bottom, kill the Gasbag. Two ways to go down here - straight down and across that board, or left and past the danger sign to where the Nali is waiting. If you choose the bridge, jump as soon as you get on it, because it will collapse - and there's nothing below except your death. Of course, it's a complete waste of time going over there... there's nothing there for you (okay, there's a Stinger in that barrel). Cross the board and through the tunnel - Spiders wait at the other end. Push the crates around on the left to jump up and get the Shield Belt, but don't go into that opening on the left yet - that ends the level. Down the tracks for a couple more Spiders, a little ammo and a Nali Seed... that's it, so head for that opening (a lift) and ride it up to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 07>> UMS Prometheus {crashsite1} //Enemies: Gasbag, Mercenary //New weapons acquired: n/a //Items acquired: Assault Vest //Number of Kills: 11 Through the tunnel, along the ledge, and that blocked entrance to your right is nothing... you're going to have to drop down. Head left and you'll probably recognize that - it's the blocked cave that Nali was standing in front of at the end of the last level. Just head down the canyon... when you get to the ship (maybe a Gasbag circling around), go left along the ship and get under it as soon as you can, then head immediately right, then left when you can. Kill the Mercenary, check out the crates, and up the ramp. At the top on the left is an Assault Vest - grab that, then go along that side of the top of the ramp and when you can, go left to waste a Mercenary. You can go through either door, but it's best to go through the other one (at your back) rather than this one. Work your way down the busted corridor, in the broken door, and waste another Mercenary. Grab the Rocket Launcher. Either out this door or back the way you came, it doesn't matter - you'll have at least one more Mercenary to waste, then at the end of the hall there's really only one way to go: across the forcefield bridge (the Turbo-Lift isn't working). A little bit of shaking, but no worry. A door on either side and a lift in front of you - but the lift is shielded at the top. Go through the right door first and all the way down to waste a couple of Mercenaries. In the next room for not much, and past that is filled with toxic waste. You can take the lift up, but there's nothing up there but another Mercenary. Back out to the main hall and in the other door - follow that around and waste the Mercenaries... and the engine itself is wasted. Oh, cute - you can get inside the engine. Follow it all the way around - avoiding the toxic goop - and you'll come out on the hull of the ship. Up and then down the other side for another Mercenary, a UMS crate (Health Packs), and another broken section of hull that you can get inside. It doesn't matter which one you drop into... grab what you can and out in the hall for another Mercenary. A pair of lift buttons around the corner, and as you approach that forcefield (the one at the top of the lift between the engines) it'll blow and disappear. Follow the hall around and get anything in those other two cargo rooms, then summon the right lift and ride it down. The left lift works, but there's nothing at the bottom but open air. Hey, the other forcefield bridge. Cross it, kill the Mercenary, and go left only if you want a view of the outside... otherwise head right through the Crew Berths area. A couple of Mercenaries, and in the first room (5) there's an Assault Vest - like you really need it. Through the door at the end for another Mercenary. Check out the rooms on the right - notice that they misnumbered them - for not much of anything, then into the medical area on the left. Drop through the hole in the floor to end the level. Yawn. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 08>> Inside UMS Prometheus {crashsite2} //Enemies: Mercenary, Amoeba //New weapons acquired: n/a //Items acquired: Searchlight, Assault Vest //Number of Kills: 18 Through the door and you have your choice of places to go - two doors to the left and two to the right. Head left and into that first door for Bandages, but the door at the end is locked. Head down the other way, and in the first room on the right past where you came out you'll find the Searchlight. Through that door at the end, and in the next corridor check out the various rooms for nothing much at all (bypassing the one with the pipe in it for now) - turn at the corner and there's a forcefield blocking the corridor. Into that room with the pipe and follow that around - stay on the ledge at the end, because there are Amoebas under the water (and nothing else). All the way down on the left is another open pipe. Go through it to the end and drop... you'll actually land at that opening and can't go any further down, even though the pipe looks like it continues. Bust the glass and into the room for CAR ammo, then out the door. The busted warehouse door across from you moves a little but doesn't open - don't worry, it's just an empty room. Down the hall and in the next door. A Mercenary in here, but that's about it. Nothing on those 'ramps' except an odd machine, and if you go out the other door you'll find that the hallway is blocked just inside the next door. Climb the fallen girder, and the hall at the end of the catwalk is nothing. Blow out the windows and into that room. You'll find the weapons log on a pedestal, and as you get near the screen next to the door, another turkey cutscene {intercrashsite} is triggered, one you can't skip. Once it's done, the door opens and you get to blow away another Mercenary. Through that door and into the next room for not much. Two doors in here - go right first for a few rooms with nothing more than a smarmy Mercenary... through the door at the end and the hall is blocked. Head back the other way and through that door. Around the corner, and hey - there's the forcefield you encountered in the beginning of the level. Go any way you want, because as usual, all roads lead to the same place - in this case, a lift. Head into the empty Observation Lounge and out the hole in the hull for a few UMS crates out here. You can go in the hull breach on the opposite side, or just go back inside and through the short hall - no resistance either way. Grab the Assault Vest and up the Navigation Lift. Another Assault Vest up here - as you get near the front of the room everything lights up, and spacesuited Mercenaries begin firing at you from outside. Go after them if you want, or just wait - they'll come up the lift you were just on. Or maybe they're not Mercenaries - they seem to be beaming down from orbit. This is your first real battle in this mission pack, and these guys are wimps. Once they're dead, where to now? Head outside, towards the 'front' of the ship (with the Navigation and Observation rooms to your back), towards the rock wall - you'll see another blue teleport beam (don't get caught by it), and the cave up ahead has opened up, so in there. Up the lift at the end, and if you head straight (several Spiders in here) you'll see a barred opening that looks familiar. Head down the side hall and through the doors to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 09>> Spire Valley {spireland} //Enemies: Stone Titan, Skaarj, Raptor //New weapons acquired: Eightball //Items acquired: Flare, Shield Belt, Dispersion Pistol powerup //Number of Kills: 10 Out the door for several barrels (one of which contains Eightball ammo - yeah!) and a Nali that just stands there. Dive in and swim to that tower, and ride the lift up for supplies (ammo, health and a Flare) - while up there, look around... note the slope with the UMS crates, and the two smaller towers sticking out of the water. Dive back in and head past those two towers sticking up out of the water; at the base of the second one is an AutoMag barely sticking out of the mud, and a pair of talkative corpses. Even though that wooden thing down there has an opening in it, you can't get in there - but it's totally empty anyway. Once you've got that stuff, turn around and head back to that first tower, then get up on the land there (where those UMS crates are). In the distance you'll see a Stone Titan - a good target for your Rockets and Grenades, so aren't you glad there's ammo for both here? Once it's dead go straight ahead and go up the tower in the middle of the puddle for a Skaarj (?) and a couple of toys, then dive back in and rummage through the two houses (Assault Vest in one, Eightball ammo in the other). With the houses at your back and the tower on your left, go right around that big rock for a Skaarj and a couple of crates. Back to the houses - with those on your left and that tower in front of you, go straight, around the left of that big rock (and the trees) straight ahead. At the water, go straight and up into that tower for a few toys and a Nali. Again, take a look around - you've got that slope to your right (nothing there) and another small tower ahead... behind you is another small tower, and beyond that the two small ones you've already hit. If you go up that slope (just a Nali Bush) and around to the right when it splits, you can kill off another Stone Titan. Around to the left where it splits is a small church (complete with Raptors) - head for that now. In the front door of the building for several items and a Skaarj - you'll also see things on top of the crates, but you can't get to them from down here. Head up the red carpet to get the Eightball (finally!). Head back outside and around the back of the building for a ramp up - from up here you can drop down on the crates to pick up toys, including a Shield Belt and a Dispersion Pistol powerup. Get back to that slope and head back up it, heading back for the tower in the middle of the puddle - when you get there, turn left and head that way. Follow the trail of UMS crates up the hill - ahead you'll see a blue-green building, and the trail splits to the left; that goes down to that church you've already hit. If you didn't nuke the Stone Titan before, it'll be waiting for you here at the split. In that blue-green building and through several sets of doors to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 10>> Nagomi Passage {nagomi} //Enemies: Skaarj, Devilfish, Brute, Spider //New weapons acquired: Rifle //Items acquired: Assault Vest //Number of Kills: 13 Through the doors, down the slope, blow away the Skaarj, and dive in. Nothing in the water except Devilfish. Two ways to go down here - around to the left and up the slope, or through the canyon on the right. For now, go right - take out the Brute, blow away the crates, and continue on (don't forget the Assault Vest on top of that crate). As you pass the open area, look left - that temple down there is actually your destination, but you can get to it either way. When you reach the junction, go right and backshoot a Skaarj, then take out several Spiders at that building. Head inside and downstairs if you want, but there's nothing down there except a locked door with nothing on the other side (you'll come out of that door a couple of levels from now). Head across that plank bridge - look down and you'll see where you killed the Brute. Instead of continuing down the slope, go left and you'll find yourself on the ledge (Flak Cannon and a corpse along the way) the initial Skaarj was on, with that slope leading down. Head back, and down the next slope towards the temple. Again, go left instead of continuing, and pick up a few toys in that alcove, including an Eightball. Continue down the slope and once again, take the junction rather than keeping on towards the temple at the bottom. In the next area kill the Skaarj, and the Brute below - go up the slope to your left and in front of that structure to pick up the Rifle and ammo for it. Continue down the slope, but don't take the junction this time - going straight through that gap will just lead you back to where you killed the first Brute. Work your way around to the bridge where the Brute was, and if you want you can go swimming - a lift will bring you back up to the bridge - but there's nothing down there but a few Devilfish and some Clips under the lift. At the end of the bridge, pick up the toys (including an AutoMag) and check the corpse for a message. You can go across the bridge, but surprise, surprise - the bars won't open. Head back up the slope (on the left as you're facing the bridge) and head for that temple. There's a Skaarj waiting behind the crates on the right when you get down there. Three Flak Shells in the water if you want to go after them, otherwise just head into the temple to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 11>> Velora Temple {velora} //Enemies: Spider, Krall, Devilfish, Skaarj //New weapons acquired: Razorjack //Items acquired: Flashlight, Assault Vest, Shield Belt, Dispersion Pistol powerup //Number of Kills: 37 Through the door, blow the barrels (AutoMag and Flashlight), and you have steps going left and right - if you go down the right side (both lead to the same room) you'll avoid the Spiders waiting for you on the left stairs. Bump the lever to open the cylindrical wall in front of you, go in and get on the lift, and bump the button on the back wall to send it down. Greet the Krall on the wooden beams, and go swimming if you wish - there isn't much down there; that passage just takes you into the next room anyway. Across the beams, down either set of stairs, and kill off the Skaarj and Krall in the next room. There's a passage to the left, and one straight ahead - cross the bridge and several boards will collapse, which isn't a problem. Go straight into that doorway and around either side for a lovely sight - choppers in the middle. The bridge here obviously needs to be extended, so back into the other room and into that passage that's now on your right. Kill the Krall, grab the toys, and up the ramps. Go into the openings on the right for a Super Health Pack. Kill the Krall at the top and cross the sagging bridge - look down to see the wooden bridge room, and ledges on either side, one of which has a Flak Cannon and ammo for it. Into the next room, kill the Krall, explore around for items and Spiders, then go into the hall across from the lever for an Assault Vest and a view. Bump the lever and then drop down the hole behind it to get the Flak Cannon and ammo you saw earlier. Drop down to the wooden bridge and through that doorway - the bridge under the choppers is now extended, so cross carefully and through the doors on the other side. Down the ramp and isn't that cute? The 'mouth' on that 'face' opens as a ramp. Get the Tarydium Shards on either side if you need them, then get swallowed. Cross the beam, turning around halfway and looking up to see Eightball ammo overhead - you get to that (and a Shield Belt) by jumping off to either side and going up either ramp (Krall). At the end of the beam, head into the next room down either stairs, and take out the Spiders. Back off and shoot the base of that center column with a rocket... it'll fall over and break open a portion of the wall. Go up that column first and drop into the crypt for a little ammo, then drop down through the hole in the floor - watch out for Devilfish. Just keep swimming, and when it opens up beneath you, surface for air (and a recharge), then dive down and grab the Eightball ammo... head into the side passage down here (the continuation up above just leads to an empty room with no exits). All the way to the end for more Devilfish and a Slith, then surface and climb the beam to get out - Brute up here. This is the room you would have ended up in if you had just gone through that column room instead of swimming. Down the long ramp, nuke the Skaarj up ahead, gather any ammo, then go into each side corridor in turn (but not the middle yet) and hit the button at the end. Ammo or health under the falls in each room, plus a Gasbag above. Carefully *walk* down the middle corridor - more choppers... as soon as they start to draw back run through. Kill the Skaarj on the other side and get the Razorjack. Into the next room for a view down through the wood grate at the water below, get the ammo, then bump the lever at the alcove on the left to drop the lift. At the top just walk straight ahead - the doors open, and this room looks familiar... but it's not the same one. Grab anything (including a Dispersion Pistol powerup) and go up either set of steps (the lever, just like in that other room, just opens the cylinder), killing Spiders as you go. Through the gray door - wait, haven't you been here before? Yeah, you have - in the last level. Oh, well - up the stairs to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 12>> Nagomi Passage {nagomisun} //Enemies: Stone Titan, Skaarj //New weapons acquired: n/a //Items acquired: Dispersion Pistol powerup //Number of Kills: 8 Up the stairs for a Spider or two, and you're back outside. Go straight out on to the plank bridge first, and you'll be able to take out a Stone Titan below, and possibly a Skaarj or two. Once they're wasted, go to the end of the bridge and left, which will take you to where the last "Nagomi Passage" level began - UMS crates in the water... I guess they restock these ponds. Continue around to where you killed that first Brute in that level, grab the Dispersion Pistol powerup, and as you pass by the valley where the temple entrance is you'll see a bunch of UMS crates. As before, take the right branch here and you'll end up right back at the little building you started this level in, so keep going straight. Take out the Skaarj down at the bridge, and instead of going over it, keep going straight through the next canyon to head back to that temple entrance. Rocket Launcher, Grenade Launcher and ammo in the UMS crates, plus several Raptors. Now head back to the bridge. Once again you can go swimming down there if you want - CAR ammo in the UMS crates - but then cross the bridge and what do you know... the bars are gone. Go through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 13>> Foundry Tarydium Plant {foundry} //Enemies: Brute, Skaarj, Pupae, Slith //New weapons acquired: GES Biorifle //Items acquired: Assault Vest //Number of Kills: 55 Through the doors and around this area for weapons, ammo, an Assault Vest and a pair of Brutes. A hallway on either side (the doors don't open until you kill the Brutes) at the end - go into the one on the right for a laser barrier, so head the other way. Kill the Skaarj, and bump the lever on the wall to get the fireworks started. Head back out to the other hall (another Skaarj), and obviously the barrier is gone. Grab the ammo, bump the switch, and run out into the center room to get on the lift (Flak Cannon). Kill the two Skaarj, grab anything from the crates, and at either end of the room you can shoot the glass panels in the floor to drop down on top of the crates below. Back up here, take the only hallway out of here, and kill the Skaarj that drops down. Go all the way around the catwalk, and on the way you'll pass a rusty panel that doesn't open - if you want to get the Super Health Pack in there, you'll have to drop down to the floor of this room and take a lift back up. You can blow out the windows in that center section if you feel like it. In the next area, kill the Skaarj at the other end of the conveyor, and just for a giggle read the sign at the end. Walk alongside the conveyor if you don't feel like going through those choppers (each one is a little faster). Either way be careful - one hit and you're dead. At the other end, take out the Skaarj and the Brute... though sometimes the Brute will kill the Skaarj for you. Keep going, grab the Eightball and whatever else in that sunken area on the left, and down the hall you'll end up in that central area you saw from the catwalk. Drop on through. Turn the Brute into kibble, and as you go down the room a wall on the left will break open to reveal a bigger Brute. Kill it, grab the Stinger, and on down the hall. Down at the end you'll have several Pupae... I guess you're getting near the end of the mission pack. Take the lift up and in this room you can play a game of 'nuke the Skaarj' - unfortunately, you won't be able to kill it fast enough to prevent it from hitting that button and blowing the bridge. However, you can jump across the bridge. A couple of lift shafts in here, and on the other side of the room, non-opening doors - the only thing you can do is drop down through the broken bridge. Kill any Pupae down on the next floor, and bump the lever here. A little bit of shake n' bake... when it's over, note that the big pipe is now cracked. However, head out the doorway here and down the stairs for a Brute, and in the next doorway. Into the pipe. Nothing at all for you to the right, so go left, all the way to the end and jump up those steps. You'll probably fall down if you try and walk alongside the conveyor, but either way at the bottom is another Brute. At the bottom you have two doorways, one of them barred (and probably a couple of Pupae who will pay you a visit), so go the only way you can. Whoops, bars slam down and the wall next to the doorway blows out. Kill the Brute on the other side and through that new hole. Turn right down the hall and hit the lever, then head down the other end and get on the lift. A Skaarj will be at the top to greet you, and the lever at the end just operates the lift again, so head down the corridor. Some Pupae to greet you, then bump the button on that machine - it starts up, and the door opens. More Pupae out here, and that thing in the center is where you walked down the conveyor belts. Around behind it is a hole in the floor; drop on in (actually, it's safer to go over the rail and walk the conveyor belt again). Back where you were, but the right door is now open. As you get into the next room a few chunks of ceiling will come down, bringing Pupae with them. Once they're dead, check that ramp down to the right for more, but don't go that way yet. Around the other side of the room for a Skaarj. Go down this first go-under ramp for the GES Biorifle and ammo, then back out and into the next room for another go-under (and Pupae). Around the corner, walk the ledge, and into the pipe - don't stop for anything, because at one point the pipe will collapse, and if you're not fast enough it'll dump you into the toxic whatever. Just after that you'll be attacked by a group of Pupae. Around the bend further ahead, and the pipe blows out - that tells you which way to go, but get the Eightball and ammo at the end first. Drop out and down - turn around and nuke the Skaarj coming up those steps. Grab all of the Eightball ammo, and out the only working door. Kill the Brute immediately behind it, and when you do, the broken door at the other end blows open to reveal another Brute - once it's dead, get the Flak ammo and Super Health Pack in that alcove. Head through the good door, around the corner, and just past that yellow-and-black post is a lift. Nothing in the pools for you except a Slith. Push one of the barrels over to the barrier at the far end and jump over for an Assault Vest, but don't go swimming - absolutely nothing in that tunnel. Go up the lift, kill the Skaarj, and head up the next lift (those halls are nothing, mere loops with nothing in them). Next verse, same as the first... except there aren't even any halls up here, just a Skaarj and the next lift. And again... kill the Skaarj, up the lift. Hit the big red button to open the hatch, then dive on in. Swim through, kill the Slith at the end, surface for air then dive down. Swim through, kill the Slith, and surface to kill another Brute (Super Brute?). Grab any ammo, head down the hall (note the darker inset section on your left - there's a button in there for this lift, for whatever reason), and hit the button at the end. The entire room starts dropping (and a Skaarj will probably drop in to join you); when you get to the bottom, go through the door to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 14>> Bounds of Foundry {toxic} //Enemies: Brute, Skaarj, Pupae, Slith //New weapons acquired: n/a //Items acquired: Jump Boots, Assault Vest, Toxin Suit, Energy Amplifier, Shield Belt //Number of Kills: 63 Down the hall and to the bridge (don't forget the Flak ammo on either side of the beginning of the bridge) - you definitely don't want to fall in. Note the Super Health Pack way up above to the right. Hit the lever to complete the bridge, and watch out for the Brute on the other side. Down the hall, and note the metal panel on your left - when you get to the first window, turn around and look up... shoot that button just under the hole to open that panel. Up the stairs in there and get the Jump Boots, which is how you get the SHP. Follow this vent to drop back down into the hallway. Blow out the windows for items and ammo, including an Assault Vest... and a Brute in the far left window. Into the next room - Clips under the ramp - and you may have a Skaarj join you. Up the ramp, and at the end notice the Toxin Suit, which is sealed behind glass for now. Down the hall - watch out for any Pupae - and that big red button drops a lift right there at the window slit (which looks out on the bridge). First, continue down the hall for a room almost identical to the one you just left, though this one has Pupae rather than a Skaarj, and another Toxin Suit behind glass. Head back to that lift and ride it up - kill the Skaarj, and on to the next bridge. Left looks down on the first room you were in, while right looks down on the other one. Through the door and you'll have to go both ways - in each room, kill and Pupae and hit the wheel... once both are hit, big boom. A Super Brute will be waiting for you back out in the hall. Back down the lift, and toxic hell is waiting in either room - the containment glass in both cases is blown out, but thankfully the Toxin Suit in either room is now accessible. It doesn't matter which of the rooms you go into for your diving expedition - both tunnels lead to the same place. Grab the Toxin Suit, and dive in - head left and all the way down for a Super Health Pack, right for a Slith and a hole that leads you out to a (dry) hall. This is another one of those "it doesn't matter which way you go" halls, though heading around one way will get you a crack in the floor that you can blow open with a Rocket or Grenade (not that it really does anything). Down the end of the hall, in, and on your left will be a Brute. Go up any of the ramps for items, and four holes in the floor leading to more toxic waste (and items). Drop in if you want anything - all four holes are interconnected, and in one there's a lift that will bring you back up. Continue down the hall, grab the GES Biorifle and the ASMD, then through the door for a Skaarj on the other side. Around the corner, and in the next room watch out for the Skaarj on your left. At least there's no problem if you fall off this bridge, but there isn't much need to other than some ammo. If you do drop off, there's a lift in one corner that will bring you back up to the bridge (after going through a couple of Pupae). Continue on down, collecting items, and through the next door for another Skaarj and more Pupae. Down the hall and through the next door - a Toxin Suit in here, which means you're going swimming again. Watch out for the Skaarj that comes down the hall behind you. All the way around and hit the lever - which gives you a message about the controls being activated from below. Drop off the ledge, grab the Assault Vest under the lever side, and down the center ramp for a wade in goo. If you keep going down, you'll note the barred halls on either side - instead, get up on the platform and hit the wheel, which opens the two doors in here. Go either way, kill off the Sliths, and bump the button. You'll have to drop into the crap in order to get out of here (a couple more Slith down there, but nothing else) - the bars on either side will withdraw as you approach. Back up the center ramp, up the stairs, and go hit that lever - the crane goes into motion and smashes through the door. If the lever doesn't work, make sure all of the Pupae and Skaarj in the room area dead, then try it again. Pupae and Skaarj in the next room, and a door that doesn't open (yet). Up on the catwalk if you need Eightball ammo in the crate, then into the next area. Around behind that square sign (more Pupae) you've got what looks like a dial, but it doesn't do anything. Take the lift in the corner and scour the catwalk above (Brute, if you haven't killed it already) for any items. Into the next hall, and you'll be ambushed by a Skaarj guarding an alcove containing a Toxin Suit. Get that, down the hall, and hit the button to go up the lift. At the top, hit the lever then go back down the lift. Back into the other room, up on to the catwalk... and yeah, you've got to go swimming in that crap. Kill the Slith then head on in. Through the tunnel and into the next area, surfacing where needed for air - in the next section, kill the various Slith swimming around, and at one end is an Energy Amplifier for your ASMD, while the other end is a ramp and your way out of this toxic mess. Up the ramp, kill the Skaarj, and left for a button that unlocks that one door, and opens a pair of small metal panels back in the room - one of them has a Shield Belt. Head the other way for another Skaarj and more Pupae, and in that alcove ahead of you ride the cargo lift up. Crates on one side, a hall on the other - just go that way. At the end (more Pupae), hit the lever and get a message about weapons discharge near Tarydium byproducts. Back down the hall, and you'll see that the circular section of floor is now open - you'll also have another Skaarj waiting for you. Drop down and drop down. The lift in the center raises you up to the next level (what else? More Pupae) - go around the hall in a circle for a Skaarj and plenty of toys. You'll note a ship out one way - Skaarj and Pupae in there, plus plenty of toys... but of course it's not that easy to escape. You've got two openings in the wall that overlook the room you just came out of (some ammo on the beams), and around the back you have a cargo platform... ride that down. Pupae down below, ammo and a Super Health Pack on top of crates that you can't get to from down here, a locked door and an open hall - not to mention the Skaarj that drops down from the crane. Into the hall, and the lever drops a lift around the corner (complete with Brute) - ride it up, hit the lever to swivel the crane, and ride the crane across to the other side. Assault Vest in the crate. Hit the lever here to open the door below, and snipe the Skaarj in the doorway. Drop down and into this new hall. Ride the lift down, then the next one, then the next. A Skaarj will ride that center lift up - after it's dead, drop on in. Wade through the slime and take the next lift up to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 15>> Watcher of the Skies {glacena} //Enemies: Skaarj, Titan //New weapons acquired: n/a //Items acquired: Dispersion Pistol powerup, Energy Amplifier //Number of Kills: 5 Out the door, and I hope you have your skates on - this area is all ice, and slippery. Crates are about the only things that aren't icy, so use them for a stable fighting platform. Kill off the various Skaarj, collect any items (including a Super Health Pack), and watch a ship fly past overhead. Around the 'corner' for the final Dispersion Pistol powerup... and a Titan. You'll also have a Skaarj join you out here. Once they're dead, keep going, get the toys (including an Energy Amplifier) out of the crates, and drop down the hole to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 16>> Gala's Peak {abyss} //Enemies: Skaarj, Giant Spider //New weapons acquired: n/a //Items acquired: n/a //Number of Kills: 14 More ice to contend with... grab the toys, kill the Skaarj, and check out the corpse - sounds like you'll need to save before attempting to cross that walkway. Kill the next Skaarj and continue on through. Outside, and yeah, the ridge is all ice - but if you hold down your 'walk' key you can't fall off. Blow the crates, kill the Skaarj, and go all the way around the building for more crates and Skaarj, as well as a ramp / slope going down. It doesn't matter which of the four doors you use to enter the building, since they all lead (eventually) to the same place - a big central room with a platform (teleporter?) in the middle. Three (or more) Skaarj in here, then collect everything you can. Get on the platform and it tells you that it needs to be activated undergound... I guess you head for that slope out back. Actually, you can get on the slope from the side as well - either way, just remember to hold down your 'walk' key the entire time and you'll be fine. Kill any Skaarj along the way, and duck into that cave - kill the Skaarj and hit the panel to activate the teleporter. Head back up and into the monastary (?). Kill the Giant Spider, and get on the platform to end the level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level 17>> Escape from Na Pali {nalic2} //Enemies: Krall, Devilfish, Brute, Skaarj, Warlord //New weapons acquired: Minigun //Items acquired: Assault Vest, Shield Belt //Number of Kills: 24 Only one way out, so through the door - don't shoot the Nali. He gestures, and alcoves open on either side of the hall, revealing an Assault Vest and ammo. Head through the next doors. Kill the Krall - you can't get over the rail to go swimming, though there are a few crates (and Devilfish) down there. Continue across, and a Krall pops out of an alcove in front of you - thank it by killing it, then grab anything inside and note the corpse message. This gate doesn't open, nor does the one to your right (with a Shield Belt inside), so go left through the doors. Kill the Krall out here and continue on - a Krall will come out of that tower, so thank it by turning it into sushi. Inside (another Krall) head down the ramps for various toys (including an Eightball), and both doors here lead out to the water if you feel like going swimming. Back upstairs, and in the castle door (Brute). Grab the GES Biorifle and anything else, then through the next door for a pair of Krall. In that door, and the gate on the left doesn't open, though the one on the right does. Through the next door for a Shield Belt, and bump the lever - that opens that other gate in the last room. Through there, down the walkway, kill the Krall. Use the chairs at either end to get up on the rail and into the alcoves for ammo and weapons (Stinger and Rifle). Through the next door for a corpse and the Minigun. Through the next door for a Skaarj, and note the crates overhead - you'll have to get them later. Through the next door for a Krall who tries to run away, a Razorjack and a Book. Head up the ramps and at the top you'll have a couple more Krall to play with. Through the door for more Krall to play with, plus a Skaarj who comes through behind you. You can go over the rail here to get those crates, plus a Super Health Pack - go through that tunnel behind the SHP and drop down that way rather than down through the center. Get back up to the top, and you'll have a Warlord to play with. If it's not thyere yet, go through the last door up here and bump that lever - that should blow the floor and bring the winged one up. Once it's dead, continue through the next doors (look down through the center first to see that the floor has vanished - don't drop down in there) only if you haven't been in there yet. Okay, now head all the way back downstairs to the lever that opened that gate - the gate just beyond it is now open. Through and turn right to get the shuttle and end the game. That ending is pretty pitiful, but at least this time you're not drifting. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MULTIPLAYER FOR SINGLES Doing Multiplayer online is easy enough... open the Multiplayer menu and search for a game online. But you can also do Multiplayer without being connected to the web. Here's how: 1) Multiplayer menu 2) Start New Multiplayer Game 3) fill out the information on the various tabs - Match: DeathMatch is best for offline play; choose which map you want to play Rules: the only thing to fiddle with here is Frag Limit (set it to something like 10) and Time Limit (set that to 0). DO NOT check "Weapons Stay" - that means that while Weapons will respawn instantly, they can only be picked up once by any player. Settings: Classic is best Bots: check the box that says "Enable Bots" - otherwise it'll be just you in the game, no one else. Set the skill level to whatever you want, set the number of Bots (9 is a good number, especially on slower machines), and Configure the Bots if you want (choose which ones will be in the game). "Random Order" should already be checked, but it doesn't really matter if it isn't. "Auto Adjust" means that Bots will adjust their skill based on how they're doing (the more hits they make, the better they'll get). Server: you don't need to bother with any of these, since you're not actually going online. 4) Start (don't worry about "Dedicated" - that's only for actual online play; if you click it now you'll exit the game) Just go on in and frag away. Cheats do not work in Multiplayer. Multiplayer settings are controlled by the "...UnrealGold\System\DefUser.ini" and the "...UnrealGold\System\Default.ini" files; don't play with these unless you know exactly what you're doing. There are a couple of console commands that can by typed in: addbots [#] - adds the desired number of bots to the game. Too many will crash the game. killpawnsbot - kills all bots. = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- THE CHEATS Open your console (the ~ key), type in the cheat, and hit Enter... then close the console. OR... you can 'bind' the cheats to a key, so all you need to do is hit that key, rather than opening the console and typing it in. See the "Binding" section at the top of this document for a how to. As far as I can tell capitalization doesn't matter. Note that some cheats will work in "Unreal Gold" only, not in the original "Unreal" or "Return to Na Nali". The cheats save - turn them on, save your game, and the next time you load the game they will be there, no need to turn them on again. Cheats do not work in Multiplayer. allammo - full ammo for all of your current weapons amphibious - you won't drown (doesn't work in Unreal Gold) behindview 0 - the default, 1st person mode behindview 1 - 3rd person mode flush - resets the graphics and textures; only needed if things start looking screwed up fly - you're lighter than air ghost - noclip (walk through walls, etc) god - God mode, what else? invisible - you'll be invisible to monsters, though they can still hear you killall [enemy] - kill all of that specific enemy. For example, "Killall Kraal" (without the quotes) killpawns - kills everything, including Nali open [mapname] - starts that particular map; see the walkthrough for map names. For example: open dark will jump you to "Dark Arena" (level 08) playersonly - freezes all enemies; type it again to return to normal say [message] - shows that message to other players (MP only) slowmo - adjusts the game speed. 1.0 is normal, can be adjusted all the way up to 10.0 suicide - kill yourself summon - spawn items / critters (see section below) walk - shuts off 'Fly' and 'Ghost' modes, returning you to normal gameplay -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MAPS - UNREAL As mentioned in the Cheats section, just open the console and type open [mapname] to jump to that particular map. Mapnames are listed in braces { } throughout the walkthrough, but here's the complete list in order. Note that you can only jump to a map if you are in that particular game; you can't jump to "Return to Na Pali" maps from "Unreal". Level: Mapname: 00 - Castle (intro) unreal 01 - Vortex Rikers vortex2 02 - NyLeve's Falls nyleve 03 - Rrajigar Mine dig 04 - Depths of Rrajigar dug 05 - Sacred Passage passage 06 - Chizra-Nali Water God chizra 07 - The Ceremonial Chambers ceremony 08 - Dark Arena dark 09 - Harobed Village harobed 10 - Terraniux Underground terralift 11 - Terraniux terraniux 12 - Noork's Elbow noork 13 - Temple of Vandora ruins 14 - The Trench trench 15 - ISV-KRAN Deck 4 isvkran4 16 - ISV-KRAN Decks 3 & 2 isvkran32 17 - ISVDECK1 isvdeck1 18 - Spire Village spirevillage 19 - The Sunspire thesunspire 20 - Gateway to Na Pali skycaves 21 - Na Pali Haven skytown 22 - Outpost 3J skybase 23 - Velora Pass veloraend 24 - Bluff Eversmoking bluff 25 - Dasa Mountain Pass dasapass 26 - Cellars at Dasa Pass dasacellars 27 - Serpent Canyon naliboat 28 - Nali Castle nalic 29 - Demonlord's Lair nalilord 30 - Demon Crater dcrater 31 - MotherShip Basement extremebeg 32 - MotherShip Lab extremelab 33 - MotherShip Core extremecore 34 - Skaarj Generator extremegen 35 - Illumination extremedgen 36 - The Darkening extremedark 37 - The Source Antechamber extremeend 38 - The Source queenend 39 - End Sequence (movie) endgame Other Maps: entry -- character view entry_mp -- character view (Multiplayer) ugcredits -- game credits Multiplayer Maps: dknightop -- Night Op dmariza -- DM Ariza dmcurse -- DM Curse dmdeathfan -- DM DeathFan dmdeck16 -- DM Deck 16 dmelsinore -- DM Elsinore dmfith -- DM Fith dmhealpod -- DM HealPod dmmorbias -- DM Morbias dmradikus -- DM Radikus dmtundra -- DM Tundra gateway -- The Gateway -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- MAPS - RETURN TO NA PALI As mentioned in the Cheats section, just open the console and type open [mapname] to jump to that particular map. Mapnames are listed in braces { } throughout the walkthrough, but here's the complete list in order. Note that you can only jump to a map if you are in that particular game; you can't jump to "Return to Na Pali" maps from "Unreal". Level: Mapname: 00 - Castle (intro) upack 00 - Intro 1 intro1 00 - Intro 2 intro2 01 - Edge of Na Pali duskfalls 02 - Neve's Crossing nevec 03 - The Eldora Well eldora 04 - Glathriel Village glathriel1 05 - Glathriel Village glathriel2 06 - Approaching UMS Prometheus crashsite 07 - UMS Prometheus crashsite1 08 - Inside UMS Prometheus crashsite2 09 - Spire Vally spireland 10 - Nagomi Passage nagomi 11 - Velora Temple velora 12 - Nagomi Passage nagomisun 13 - Foundry Tarydium Plant foundry 14 - Bounds of Foundry toxic 15 - Watcher of the Skies glacena 16 - Gala's Peak abyss 17 - Escape from Na Pali nalic2 18 - end sequence / credits end Other Maps: interintro -- first "intermission" intercrashsite -- cutscene for map 08 "Inside UMS Prometheus" (crashsite2) inter1 - inter14 -- log entry intermissions Multiplayer: dmathena -- DM Athena dmdaybreak -- DM Daybreak dmhazard -- DM Hazard dmstomp -- DM Stomp dmsunspeak -- DM SunSpeak dmterra -- DM Terra -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SPAWNING summon - instead of the 'spawn' you'll find in other games, "Unreal" has 'summon' - any enemy, critter or item can be spawned this way. For example: summon skaarjwarrior will summon (spawn) a Skaarj Warrior. The lists: Weapons: asmd automag dispersionpistol eightball flakcannon gesbiorifle minigun razorjack rifle stinger Weapons (RtNP only): carifle grenadelauncher rocketlauncher Critters / Monsters: brute cavemanta devilfish fly krall krallelite lesserkrall manta mercenary mercenaryelite nalipriest pupae queen skaarjassassin skaarjberserker skaarjgunner skaarjinfantry skaarjlord skaarjofficer skaarjscout skaarjsniper skaarjtrooper skaarjwarrior squid (not found in final game) stonetitan tentacle titan warlord Critters / Monsters (RtNP only): iceskaarj (summon names for Raptor and Spider are unknown) Usable Items: ('armor' is the Assault Vest) amplifier armor asbestossuit flare flashlight health jumpboots scubagear searchlight shieldbelt superhealth superjumpboots toxinsuit weaponpowerup voicebox Landscape / Background: arm1 arrow babycow barrel barrelsludge barreltarydium boulder book box brutecarcass bubblegenerator camerabook cannon carcass chair chest creaturemasterchunk cryopod deadchairmale dice drip dripgenerator escapepod fan2 femalehead femalemasterchunk femaleonebot femaleonecarcass femaletwobot femaletwocarcass flag1 flag2 flag3 flagb greenbook hugecannon introship knife krallcarcass lamp lamp4 lantern lantern2 leg1 leg2 liver malehead malemasterchunk maleonebot malethreebot maletwobot mantacarcass monkstatue moon moon2 moon3 nalimasterchunk nalistatue panel pheart plant1 plant2 plant3 plant4 playerchunks rocket sconce seaweed sign1 skaarjmasterchunk sludgebarrel smallsteelbox smallwire steelbox stomach table tapestry1 thigh thrownbody tree tree1 tree2 tree3 tree4 tree5 tree6 tree7 tree8 tree9 tree10 tree11 tree12 urn wire yellowbook Multiplayer: infiltration.infil_grenade infiltration.infil_hk69 infiltration.infil_m9 infiltration.infil_robar infiltration.infil_shotgun Unreal Gold only: upak.copter upak.dyingnali upak.frozenmesh upak.marinebox upak.meltedputtle upak.naliskel upak.scoutpad upak.scoutship -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COPYRIGHTS: "Unreal Gold" is copyright 1999 Epic Games (http://www.epicgames.com/) and Legend Entertainment (http://www.legendentertainment.com). Official site is http://www.unreal.com =============================================================================================== SIGNATURE David "Nightwolf" Masters -- david_masters AT comcast DOT net the Roundhouse -- http://roundhouse.8m.com/ (Railroad Tycoon II) TerokNor -- http://tnhp.tvheaven.com/ (Star Trek silly, filks, fanfic) personal site -- http://home.comcast.net/~david_masters/games.htm LiveJournal site -- http://community.livejournal.com/nightwolf_jfo Walkthroughs / FAQs: Doom 3 Far Cry Half-Life Platinum Edition (Half-Life, Opposing Forces, Counter Strike, Blue Shift) Jedi Knight II: Jedi Outcast Jedi Knight: Jedi Academy Quake Ultimate (Quake I, Quake II, Quake III Arena) Return to Castle Wolfenstein Unreal Gold (Unreal, Return to Na Pali) Editing / Scenarios / Strategies: Railroad Tycoon II Railroad Tycoon III Tropico, Tropico 2: Pirate Cove Zeus / Poseidon April/May 2008 -- walkthrough; version 1 May 2008 -- added note to "Rrajigar Mine" (Unreal) about game lockup, minor updates to various levels; version 1.1