Unreal Mission Pack: Return to Na Pali Walkthrough
Single Player Maps
Return to Na Pali Intro
Edge of Na Pali
The Eldora Well
Glathriel Village Part 1
Glathriel Village Part 2
Approaching UMS Prometheus
Inside UMS Prometheus
Nagomi Passage (dawn)
Foundry Tarydium Plant
Bounds of Foundry
Watcher of the Skies
Escape from Na Pali
Return to Na Pali takes place five years after the events in Unreal, the Skaarj escape pod you used to escape has been rescued by the UMS Bodega Bay. Your saviors send you back with new supplies to find another ship. After you find the ship, it is known they were just using you. So now they want to kill you, and you must escape the planet once again.
The cutscene fades into an asteroid field. The camera moves through an asteroid field and titles begin to show.
When the titles end, the following scene begins:
Your Skaarj escape pod lies adrift beyond an asteroid belt above the planet's atmosphere. You do not know for how long you've been up here, but your sentence is about to end.
A huge Terran military battle cruiser enters orbit of the planet, and starts to tractor you in. Between the bridge of the battle cruiser and the nearest UMS space station, a communication takes place.
- UMS Bodega Bay: Deep space warship UMS Bodega Bay requesting a priority translight transmission with UMS sector control.
- Starlight Base: Bodega Bay, this is Starlight Base, go ahead.
- UMS Bodega Bay: Starlight Base, we picked up a life pod of alien origin as we came into orbit, with one human survivor aboard who claims to have escaped from the planet. The survivor will not disclose identity even under interrogation. DNA Scans are being uploaded for identification, please advise.
- Starlight Base: Stand by Bodega Bay...
There is a slight pause, after which the dialogue resumes:
- Starlight Base: Bodega Bay, your survivor is UMS prisoner 849, last assigned to prison transport vessel Vortex Rikers. Vortex Rikers recently disappeared in your sector; prisoner 849 is classified as missing, and presumed dead.
- UMS Bodega Bay: Starlight Base, permission to use the rescued prisoner for operation Talon Hunter. The prisoner has extensive knowledge of the planetary surface and hazards. Prisoner 849 is the natural choice to search for the wreck of the Prometheus and recover the Talon data cores.
- Starlight Base: Bodega Bay, you are clear to take whatever steps are necessary to ensure the success of operation Talon Hunter.
So you're going back... and after some flashbacks of previous locales including NyLeve's Falls, Harobed Village and Nali Castle , the scene cuts to a cabin aboard the Bodega Bay where the prisoner is recording a log entry:
A day after my so-called rescue, and I'm going back to the surface of the planet. They've promised me a full pardon and transit back to earth in exchange for my help. The alternative was a trip out the airlock without a suit... I agreed to take the mission. My job is to find the wreck of another ship, the Prometheus, and recover the data cores for some new secret weapons research project... when I've got the cores, I'm supposed to go to the bridge of the crashed ship and activate the ELT Transmitter. The ELT will pinpoint my location for pickup.
They need me because they don't know exactly where the Prometheus went down - apparently the Tarydium in the planet below is wreaking havoc with their scanners. They figure that I learned a thing or two in my last romp on the surface - if anyone can find their missing ship, I can... I'm a little better prepared than last time; they've given me a military issue Combat Assault Rifle, a new portable SCUBA unit for underwater, and this computer log. They've also made logistics drops of ammo, weapons and other supplies. So, I did it before and I'll do it again, but it won't be easy. They call it a salvage mission... I call it a return to hell.
It all begins again... back to square one. After the log finishes, hit the left mouse button to start the game.
Edge of Na Pali is the first level in the Unreal: Return to Na Pali mission pack. It beginss the player's mission in finding the UMS Prometheus. Back to the very soil from where you have already made your desperate escape, you walk around your landing spot to find useful items. A Combat Assault Rifle with some mags, health packs and of course, various levels of opposition awaits you
You're back on the planet. Looking up as the shuttle pulls away above, you suddenly feel very alone. Check your inventory - no Combat Assault Rifle as promised, but you do have the self-recharging Marine SCUBA Gear, a Dispersion Pistol and a Universal Translator.
You start on a raised platform in a tall bay built out of materials resembling those you saw in the Skaarj mining bunkers back at NyLeve's Falls when you first landed on this planet. Look around.
To the left, a box top jumpable to from this platform carries a Clip, and to the right a similar box top carries two Flares. Wooden crates on the floor behind the starting position reveal a Clip. Collect the gear, then go out through a double door which was ahead as you started. Beyond the door, a short corridor leads into another room where a wooden crate reveals a Clip. You can go behind a box on the left for a useful Flashlight as well. Then, look around; there are two exits ahead in the form of sets of double doors. Go through the left doors into a small closed chamber where wooden crates reveal a Flare and you can collect an Automag from on top of a small table. This room also contains a rickety window through to the corridor beyond the right-hand exit from the previous room. Shoot the window to pieces and hop through to gain access to the corridor the fun way. Within the corridor, go and read the red sign on the far wall to find out where you are. It beeps a Universal Translator message.
Go to the left and round the corner. Two Bandages lie beyond the next box on the right as you do so. As you turn the corner, you will see that the bunker leads outside towards a Nali Hut, and as you approach the exit, some UMS logistics drop boxes outside the bunker collapse to reveal some gear. Go outside to collect your first shipment of stuff from the military; you will find a 50 bullet CAR Clip (Combat Assault Rifle ammo) and a useful Combat Assault Rifle. Then, go round the front of the Nali hut to see where you are.
Mind the Nali Rabbit as you go around the front of the house, then step into the hut and prepare to meet your first opposition in the form of a Tentacle attached to the ceiling. In the hut, a wooden crate on the table can be shot open for a Health Pack. Leave the hut, noting as you go the entrance to a base ahead to the left, then veer off towards the cliff on the right. Go along the cliff and you will find a pool; dive into the pool and have a swim. A human corpse has a Clip nearby and also a log.
When you have collected the Clip, climb out of the pool at the end where the bank is shallow. Motice how your Marine SCUBA Gear recharges. Then, go round the back of the large rock on the left and approach the base entrance. As you pass a palm tree, you should notice a LesserBrute on guard - take it by surprise with secondary fire of your Combat Assault Rifle.
Before entering the facility, go round to the left of the medium sized rock nearest the entrance, and you will see that one face of it is shallow enough to climb. Do so, and you will find a human corpse on top. Read his log.
Look towards the base entrance and to the left. There's a wooden crate behind some boxes there; it contains a Health Pack if you need it. Then, go to the base entrance and step inside.
Inside, a ramp goes up to a door guarded by a LesserBrute. Kill the LesserBrute, then investigate the boxes to the right of the ramp. The first one is open, containing an Assault Vest. You can go behind that box for two Clips. If you go right to the back, you will find yet another dead man with log.
Go back to the base of the ramp and climb it. A sign at the top identifies this structure.
Go through the door here. You come out in a room with a mechanical platform and tunnel on the left, and a button on the right. Ahead, you can open a wooden crate for a Clip, and go behind a box to the right in the corner for an ASMD Core.
Press the button and step on to the mechanical platform. It takes you down through the tunnel and into a room at the bottom where you will be met by a LesserBrute. Kill it then descend the ramp towards the door ahead, collecting the Clip from the recess to the right of the ramp. Go through the door.
The room beyond, along a short corridor to the left, has a ramp down towards the great outdoors. First, read the sign up here.
Look around for gear. A wooden crate jumpable to on boxes to the left contains a Health Pack, plus two Bandages and a Clip are hidden between the first box and the raised walkway. Collect the gear as appropriate, then go outside. As you emerge, a fully-sized Brute comes from behind a box on the right, so keep your guard up.
You can explore the immediate outdoor vicinity. You are at one end of a valley; a wooden crate behind boxes on the left reveals a Health Pack, while wooden crates by a lamp post on the right reveal a Clip. Continue down the valley, and just before it opens out into a broad downhill slope, you will come to three UMS logistics drop boxes which can be shot open for two CAR Clips snd another Combat Assault Rifle. Head off down the slope, but watch out because a Brute sees you from ahead and starts firing rockets, whilst a Manta swoops down from atop of a tall rock behind. Kill them both, then carry on down the slope.
At the bottom there is another stack of boxes, nearby where the Brute was standing when it spotted you. Another wooden crate behind the boxes there contains a Health Pack. The path leads off at a shallower gradient now, to the left of a chasm with a waterfall cascading down. Go along this wide ledge, and shortly you will come to a Nali hut. Go inside it, and you will find a Nali - leave him alone. Open barrels for a Clip. There's also a dead man with a log.
When you're done, step out of the hut and continue along the ledge.
The ledge follows the cliff round, continuing past the waterfall, then goes up a short slope as the waterfall chasm ends, arriving on a small rise with two Nali huts. Go to the right of the first rock mesa and into the hut on that side of the area. Mind the Tentacle within. Inside, open barrels in one corner for a Flare.
Go out of the hut and to the left, approaching the next Nali hut there. Go inside, killing another Tentacle, for two Bandages and a Clip near a corpse. Read the unfortunate woman's log.
Leave the hut. Ahead there is another canyon, with a ledge continuing along this time to the right. To the left is another bunker entrance, but first go a short way off to the right for a UMS drop box containing a CAR Clip. When you have the ammo, approach the bunker entrance. Kill the LesserBrute on patrol there, then enter the bunker corridor (there's a Nali Healing Fruit behind boxes to the right if you need it). Go into the main bunker room.
To the left is a lift shaft down with no lift currently present, and a button. Go behind boxes at the back of the room first for a box of 50 Bullets, then go to the lift shaft and press the button. Shortly, a lift comes up and stops. Climb aboard, then ride the lift as it returns automatically to the lower level. Enter the room at the bottom. An ASMD Core is behind the first box on the right. Further into the room, you will see a doorway and corridor to the right, and also a shadowy corner to the left. Go into the shadowy corner and go round behind a pillar to collect an Assault Vest there.
Select your Combat Assault Rifle now and go through the doorway, heading up the corridor. As you go to the left of a box in the corner, you will be sighted and attacked by a large Behemoth. Use the box for cover and pummel it with primary fire until it dies.
Go into the room the Behemoth was guarding, and shoot open a wooden crate at the far side. Go into that area for two Clips. Then, look around the room. There are two sets of doors from the room, one to each side. Open the one that was to the right as you entered; you will see a rail over a slime pool beyond. There's a cart at the far end. So, back out into the Behemoth room and look for a red button on the wall at this end. Press it, then return through the doors to the slime pool. While you wait for the cart to make its slow progress towards you, destroy the explosive barrels lining the walls.
When the cart arrives, step on it. It automatically returns to the far side, with you on board. Once there, you will be at another set of doors. Go through into the bunker beyond and kill the LesserBrute on guard. Inside the bunker, there is a door immediately to the left. Go through into a room with a small table and a window similar to a room like this at the start of the map. Collect the Automag and Clip from the table then break the window to go back out into the main bunker. The exit from this bunker is to the left, but first go to the right and behind boxes back in the main bunker room for an ASMD Core. With that, return towards the exit, reading first the sign on the right.
Go out through the exit; you are at the bottom of the waterfall canyon, with the waterfall cascading down on the left into a pool. A bridge crosses over the pool to the next stretch of land, guarded by a LesserBrute. Before moving on, go round behind to the left of the bunker entrance to find a wooden crate with a Health Pack. Collect, then come back out and go towards the bridge, killing the LesserBrute as you do so.
The water will reveal nothing useful, so stay on dry land. Cross the bridge and head up the canyon, arriving at another bunker entrance at the far end. A wooden crate to the right of that entrance reveals another Health Pack. Enter the bunker and kill the LesserBrute who comes out from the right, then go between boxes on the left for two Bandages. Go round to the right inside the bunker and through doors at the end into the next area, but beware the Tentacle lurking behind a ceiling beam beyond. Go to the back of the room and open wooden crates for a Health Pack and a Flare, then go to the leftermost end of this room to find a small table with another ASMD Core and at last an ASMD. Collect the gun.
Break open the window there as a shortcut, then jump through and leave the facility. Time to retrace your steps, so go back along the waterfall canyon, crossing the bridge and re-entering the facility at the end. In the Terra-Mina bunker, go back to the doors by the slime pool. Press a button on the left before the doors (activating the cart), then go through and riding the cart back over the slime pool. Go back through into the Behemoth room.
Go straight across the Behemoth room and through the doors at the far end. Beyond, open a wooden crate for a Health Pack and then follow the corridor round to leave the bunker into the other canyon you saw from above. This canyon stretches off to the left, but first before following it open the UMS drop box ahead for a CAR Clip then go round to the right. Follow the base of the end cliff of this canyon until you go behind boxes and find a wooden crate which contains a Super Health Pack. Collect it, then look up the canyon.
Go up the canyon. As you approach a strangely lit Nali hut at the far end, a LesserBrute comes out from behind some boxes. Kill it, then enter the hut. Inside the hut there is a box of 50 Bullets on a table to the left. A barrel on the right past a dead Nali contains a Flare, and there's a Nali Healing Fruit at the back. Collect the gear then leave the hut - go round behind the hut to find a corridor entrance to a bunker where a LesserBrute is on guard. Inside the bunker you will find a lift ahead. Go round behind boxes on the right, killing a LesserBrute who is on guard, and opening a wooden crate for a Health Pack. Go behind a box on the other side of the room for a Clip, then approach the lift.
Press the button by the lift, then step aboard. Ride it to the top, and step out onto the outside ground at the top. You have come out some way up the valley from where you went down the first lift, but there's nothing of interest that you missed along the ledge in between. Here by this bunker entrance is a Nali Healing Fruit. Collect it then go to the left of the boxes ahead, where there is a Clip but also a LesserBrute.
So, head on up the valley to the left. The valley goes up a slope, passing three UMS drop boxes along the way which contain CAR Clips. Shortly you will arrive at the top of the valley.
There's another bunker entrance at the top. Before entering, boxes on either side of the entrance hand behind them an ASMD Core and 40 Tarydium Shards. When you've collected the gear, go to the entrance itself - you may be alarmed to see two dead Brutes - what did that?
Enter the facility. A wooden crate on the right contains a Health Pack. Beyond that, there's a sign.
Go on beyond the sign and round behind the box there for a box of 50 Bullets. Then, go to the left. You will find two locked sets of doors and a button. Press the button; the doors nearest the button slide open, revealing a storage facility beyond where a similar button explodes as you enter. The doors close behind you, locking you in... you might want to save your game now.
The storage facility is a ring-shaped complex with pillars and boxes stacked around the place getting in the way. Select your Combat Assault Rifle and go to the left, heading round the facility in a clockwise direction. Shortly, you will round a corner and see (or hear if you don't get far enough around) five small reptilian creatures swarm on to and kill an unfortunate Brute. Then, the five fast and voracious Predators come after you. Back off at a run, firing your Combat Assault Rifle constantly - don't get cornered - until all five Predators are dead. Once you are sure that you are safe, start again going clockwise around the facility.
As you approach the point where you were spotted by the Predators, you will see an ASMD Core behind a box to the right and also a ramp to the left. Collect the core then go up the ramp.
The ramp leads up to a low balcony above the facility. At the far end of the balcony are three Bandages, two clusters of 40 Tarydium Shards and a button. Look clockwise down the facility from here, and you will see some shut doors. Press the button and they open (revealing the level exit), but don't go through them yet!
If you were looking at the exit doors, then you will probably have seen the Stinger on top of the box below. Go down to the floor via the box to collect the Stinger. Go clockwise down the facility, going past the doors you opened and continuing round (via a box of 50 Bullets on the right) until you reach the doors by which you initially entered the facility, which have now re-opened. Go out into the foyer beyond, and you will see that the previously locked doors to the right have opened too.
Go through the newly opened doors and into the corridor beyond, winding round the boxes in the way until you arrive in the next room. Said room has a lift upwards, a wooden crate containing a Health Pack on the left, and a box of 50 Bullets on the right. Collect the gear, then approach the lift. Press the button by the lift and step aboard. Ride it to the top of its shaft, and you will come out in another corridor. Follow the corridor right round; you will come out via a tunnel on a muddy plateau high up on the cliffs above the valley, which is guarded by a SkaarjWarrior.
To the right, a small UMS ship similar in appearance to the hulk of the Vortex Rikers has crashed on top of the cliff, carving a trench out of the ground. Go along this trench, shooting some wooden crates open from behind a box for two Health Packs. Follow the trench along; you will see a gap beneath the left of the ship that forms a tunnel through to another part of the plateau; go through it.
This part of the plateau is also guarded by a SkaarjWarrior; kill it. Explore the plateau. A UMS drop box contains a CAR Clip. A human form sits slumped against a lamp post on a metal crate with his possessions strewn around him; an Automag, a Clip and a Shield Belt. As you approach him to read his log, he convulses and dies.
The unfortunate pilot Worch is actually back at the other end of this plateau, draped over the cliff edge. You can read his log if you care to do so.
All done here. Return through the gaps to either side of the ship and go back into the bunker corridor on the first plateau. Press the button there to call the lift, then step aboard. Having ridden it back down and returned to the foyer, go back into the storage facility. Going anticlockwise, when you find those doors that you opened earlier, go through them to exit the level.
The scene cuts to an intermission with a view of one of the bunkers. Predators are pattering around. The player makes a log entry.
When I looked up and saw the shuttle pulling away, it really hit me - I was back. I felt a familiar sick rush of adrenalin and fear. Sure enough, it wasn't long before I ran into a Brute. I've been battling by way through the environment ever since; at least the Combat Assault Rifle's a powerful weapon. No sign of the Prometheus in this valley or the surroundings - I need to keep searching.
When the log is complete, press the left mouse button to start the next level.
You are well and truly back on the planet now. Emerging from Terra-Neo, you arrive at a lake and valley crossed by a wide Nali-constructed bridge. Time to move on and explore your new surroundings before night falls.
You start in the short corridor you entered at the end of the previous map, with a door at the end. Signs on either side remind you of what you are just leaving.
Step ahead to the door and look through as it opens.
It is a small seemingly empty canyon, but you can hear a Brute growling. Step out and look around - there are two boxes ahead, with an ASMD in front of the left one. Collect the ASMD. As you do so you will see the Brute you heard growling lurking behind the other box. Kill it. Raid the area for gear - beside the entrance you will find a Nali Healing Fruit and ASMD Core to the side that was on the left as you emerged. The similar position on the other side has a Nali Healing Fruit.
From that side, go forth up the canyon. A wooden crate has a box of 50 Bullets, while a UMS drop box has a 50 bullet CAR Clip. Continuing up the canyon, you climb a slope and curve round to the right. Mind a Manta that swoops down here. The canyon opens out a bit further along into an area with a lake, a small tower in the water and a large Nali-constructed bridge raised on walls above - I'll call said bridge the Crossing. A SkaarjWarrior is on guard by the lake here, so kill it. Look around.
There's an arch through the walls of the crossing. You'll be going through there later. First, go to the far corner of the lake's banks and behind the large rock there to find a SkaarjScout who was lurking in a potential ambush. Kill it then go further round behind the rock for two Nali Healing Fruit and 40 Tarydium Shards.
Go to the lake in that corner and jump in. In the lake, go to the right of the tower foundations and head for the three UMS drop boxes on the pool floor. Kill the two Devilfish lurking down there then open the boxes for a 50 bullet CAR Clip, a box of 10 Grenades (Grenade Launcher ammo), and a useful Grenade Launcher.
Surface to recharge your Marine SCUBA Gear, then go round to the side of the tower that faces away from the Crossing. Underwater you will see a hole in the tower that you can enter - go inside and swim up the vertical shaft, surfacing in the candlelit room inside the tower base. There's a lift ahead - ride it up to the top into a loft with a panoramic view where you can find a useful Flak Cannon.
From the loft, plunge off into the pool facing such that the crossing is to your right. Ahead underwater you will see the mouth of a pipe leading off into the rock to the right. Swim to the pipe and enter. Swim along the pipe - as you approach a damaged section of the pipe wall, you will meet a Devilfish whom you should kill. Go through the broken section of the pipe wall to enter a small cave (kill another Devilfish here). Within the cave, surface on a wooden platform. There's a dead Nali with a diary.
Shoot open containers here to grab an Assault Vest, then prepare to return to the water. Plunge in and swim back through to the pipe. Now... to the right leads to a later part of the level, so go instead back to the left. Surface and head to the right to find a plank that you can use to get back onto the lake's banks. Time to move on. So, go to the crossing and back through the arch. You will emerge in another small uphill canyon; go to the left of the large rock here for a box of 50 Bullets. Head on up the canyon, but beware the SkaarjScout lurking beyond the rock.
At the top of the canyon, you will arrive at another lake where a SkaarjWarrior comes bounding across a plank to the left. Kill it. There's a Nali Healing Fruit on the right if you need it. Ahead in the second lake is a kind of Nali gazebo on stilts. So, dive into the lake and head for the base of the gazebo. Kill the Devilfish lurking off to the left then take a diversion to go round behind the gazebo stilts to read the log of a human corpse you will find there.
Surface and go to the base of the gazebo. In the centre you will find a lift - step on to it and ride it to the top, arriving inside the structure. There's a Stinger there, and the containers reveal 40 Tarydium Shards, a Flare and a Nali Fruit Seed. Drop back into the water and head for a sloping plank nearby which allows you to climb back out to the land by which you entered this area. It might be hard to climb on it as it is very small and you will usually just jump over it. Attempt to climb out until you actually do.
Go now to the other plank, the one the SkaarjWarrior came across. Cross it yourself to reach a rock. From there, take another plank across the lake to arrive on the far bank. On the bank, head up the following valley to the right, going via an UMS drop box containing a 50 bullet CAR Clip. Shortly, you will arrive at a small settlement with a Nali hut and a barn, guarded by a SkaarjWarrior. Kill the Skaarj. Go towards the hut; a barrow outside has two Nali Healing Fruit inside if you need them. Then, enter the hut.
The hut is a typical Nali dwelling. Go to the left and onto the table to collect an Automag from the hands of a human corpse. Read the corpse's log.
Crates in the hut contain a Clip and 40 Tarydium Shards. When you're done, leave the humble home and head round to the left, past the barn which contains a Nali Cow and a Nali Calf.
Follow the slope of the valley upwards. A large rock on the right has two Nali Healing Fruit behind it should you need them. Shortly you will arrive at the top, where you will see that the valley continues over the Crossing from here. Start across the Crossing. A Krall will see you and run away across the bridge. Shoot open barrels here for 40 Tarydium Shards and a box of 50 Bullets. Give pursuit, shooting open UMS drop boxes on the way for a Combat Assault Rifle and a box of 10 Grenades. At the far end, the Krall who ran away will have been joined by two others who attack.
At the far end, barrels contain a cluster of 40 Tarydium Shards. Watch out here for four Pack Hunters lurking on the plateau ahead. Then, step on to the platform and look around. Here on this plateau are two well entrances. The first is closed off but the second is open. Shoot a barrel beyond the first for an ASMD Core and collect of the two Nali Healing Fruit behind a rock at the back of the plateau, then jump down the open well to exit the level.
The scene cuts to an intermission with a view of the wells as dusk falls. The player records a log entry.
After a leap of faith, I'm pausing to record a log entry. I'm still shaken after running into the Skaarj and their filthy minions. I guess I thought I'd seen the last of them when I killed the Skaarj Queen on the MotherShip - it seems like an eternity ago. Is there another colony nearby? Where are they coming from? This is like a recurring nightmare! Still no sign of the Prometheus, time to move on.
When the log entry is complete, press Fire to start the next level.
The Eldora Well is the third level in the Return to Na Pali mission pack for Unreal. The player is ordered to fill up the well of this hidden Nali Complex. He makes good use of the Marine SCUBA Gear, and manages to find excellent amounts of supplies
Your leap of faith has led you into the depths of the Eldora Well. This underground complex is puzzlingly devoid of water considering the number of pools on the planet's surface. Maybe you can restore the water then find a way to move on from here.
You start at the foot of the well shaft, in a small chest-high water pool. Ahead, a step leads out into the dry well tunnels. Climb out of the gunge.
As you step into the storage tunnels, bars close behind you as a Tentacle attacks from the roof to the right. Kill it then look around - a tunnel leads ahead deeper into the complex while containers lie in dead ends to either side and a human corpse lies ahead. Read his log.
When you're done, destroy the barrels on the left to get a Clip and a Flare. Go along to the other end of this cross-tunnel to get two Nali Healing Fruit, a Clip and an Automag, plus a wooden crate by a Nali skeleton that reveals a Flashlight. When you're fully kitted out, go off down the large tunnel that goes deeper into the dark complex. You will be approaching another junction; watch out for the Krall asleep at the junction who wakes up and makes an attack as you approach.
At the junction you are at another cross-tunnel, this time with two parallel tunnels ahead that go deeper still into the complex. Make a left and collect a Stinger there then open a nearby barrel for an ASMD Core. Set off down the left of the two tunnels but be prepared for a Gasbag that comes down from the mouth of a small vertical shaft above. Kill the Gasbag and also the Krall that comes running when it hears the fight. When they are both dead, go along to the next cross tunnel (if you are feeling thorough you can go back and round via the parallel tunnel to kill another Gasbag that may come out of another vertical shaft). Either way, go down to the end.
In this cross tunnel, a barrel at the left end contains a box of 10 Flak Shells, while two barrels at the right end reveal a Clip and 40 Tarydium Shards. Collect the ammo then enter the next tunnel from this area.
This last tunnel leads you to a dark lift shaft upwards with a lever at the bottom and barred off water below. Press the lever to call the lift. When it has descended, step on it and ride it to the top. You will be in a pyramidal chamber where you will meet a KrallElite. Kill it then take stock of the room; ahead is a large double door which is currently locked. To either side and behind you are three large control wheel valves. There are barrels in the corners. First, destroy the barrels - you will find a Clip, a Flare and 40 Tarydium Shards.
When you have collected the gear, visit the three control wheel alcoves. Each valve will start a stream of water flowing and once all three valves are activated, chains either side of the door will very slowly begin to move. There follows a brief period of wait while the chains rise, during which you will have to deal with two Flies that come out of ceiling holes. After a short while, the doors open, allowing you access to the long corridor beyond. Go out into the corridor towards more doors at the far end, which open as you approach to reveal an outdoor area which is lit by dim blue dusk light.
Step outside and kill the Brute on guard there. You will also find a Manta swooping round - kill that too. When both are dead, take a look around. It's a closed outdoor area with another well shaft in the middle (which is now full). In the middle of the area are a Nali Healing Fruit and a Flak Cannon. Collect, then go clockwise round the large rock at the left-hand end of the area, past another Nali Healing Fruit, arriving at a corpse which carries a log.
Shoot open a wooden crate here for a Shield Belt then re-emerge behind the well. In this vicinity, UMS drop boxes can be shot open to reveal a Combat Assault Rifle and a Grenade Launcher. You can also go back round the front and shoot open the wooden crates for a box of 50 Bullets.
When you're ready, go to the well entrance and jump in. Swim down to the bottom, arriving in the now submerged well tunnels. Watch out as you descend for a Devilfish lurking in ambush beneath a pair of crossbars.
Shoot open a wooden crate at the bottom of the well for 40 Tarydium Shards. Continue along the tunnel, killing another Devilfish, and reaching another wooden crate with another 40 Tarydium Shards inside. Kill another Devilfish that attacks here.
Follow the tunnel to its conclusion - there's a Nali Healing Fruit on the way if you need it - and you will arrive at the bottom of a vertical shaft. Swim up through some damaged bars above, and you will realise that you are in the lift shaft you went up before, which is now full of water and blocked at the top by the lift. A Slith is circling round above, so use your Combat Assault Rifle to destroy it. Take a moment to swim up and surface beneath the lift to recharge your Marine SCUBA Gear.
When you're fully charged, descend again and go towards where you started the level. At the first cross tunnel, you will notice that bars have been removed from a wall entrance to the left. You need to go through said bars, but you may first want to visit the rest of this area to destroy a lurking Slith and Devilfish and to collect anything you may have left behind.
Go through the bars. The tunnel beyond follows round to the right, before reaching another vertical shaft above with broken bars across it. Go through the gap but make sure you first kill the Slith lurking just beyond.
Swim up the vertical shaft. It is blocked off further up by a barrier but look out as you swim upwards for an entrance to one side. Kill the Slith lurking within the tunnel beyond then go along said tunnel's length. Barrels along the way reveal a Clip. At the far end, swim up to the top of a long vertical tunnel and climb out. Your respite does not last for long. Following a short stretch of dry tunnel, you soon have to plunge into water again, shooting a submerged wooden crate for an ASMD Core. A short distance later, you are above the blockage in the main vertical shaft you were in before. Swim up and climb out of the well entrance at the top.
You come out on a small dirt canyon plateau beside a lake. Watch out for a Gasbag that descends from above, then look around. On this plateau, you can go behind a large rock for two Nali Healing Fruit, an ASMD Core and an ASMD. Having done that, you can descend wooden steps to a jetty on the lakeside where a barrel reveals a Clip. A boat is tied to the jetty. Plunge into the water for a UMS drop box containing 10 Grenades. Then, climb out on to the jetty and step aboard the boat. It floats on the current into a cave leading into the cliffs. Shortly, you exit the level.
The scene cuts to an intermission with a view of the plateau. The player records a log entry.
I'm glad I figured out how to bring water back into the underground well system. The Nali won't die of thirst. It's a good thing the SCUBA Gear worked so well; I wouldn't have made it without the new equipment. As much as I hate being back here, I had to say it was good to see the Nali again. I believe I'm getting closer to the Prometheus... I can feel it!
When the log entry is complete, press Fire to start the next level.
The Glathriel village is infested with Skaarj and Kralls. This molests the peace in the Nali village. Its old basements are filled with Spiders that shoot out acid, a new and annoying enemy for the campaign.
Emerging from a cave, you arrive at the peaceful Nali settlement of Glathriel Village. There seems to be no trace of any Skaarj here - strange compared to the infestation to which you have become accustomed. But not everything is quite right...
You start in your boat, floating away from the foot of an underground waterfall. As you pass through this cave, a Gasbag sights you and comes down from above, but you can ignore it because the boat soon pulls you away into a lake with another small waterfall nearby, then stops at a jetty. It's night time now as you arrive in the peaceful scene.
Upon climbing out of the boat on to the jetty, you are on the lake banks at the foot of a gentle slope which curves up to a bright-windowed house. In the other direction, a plank bridge acros a section of the lake leads to a small island with a fishing hut on it. First things first though, drop into the water.
Explore the floor of the pool. You'll find two tough Devilfish and a collapsed UMS drop box - whatever was in the box has gone. If you want to, you can swim back into the cave and kill the Gasbag that saw you at the start. Climbing out onto a rock ledge there, you will find a Nali skeleton and wooden crates that reveal two Clips. Return to the lake.
Swim to the jetty and climb out. On dry land, cross the plank bridge on the left and approach the illuminated fishing hut. There, a Nali stands looking out over the lake. Nearby, its fishing rod lies on the ground alongside a Combat Assault Rifle - presumably the contents of the collapsed UMS drop box you found underwater. Collect the CAR. You can go into his shed if you want - you'll find nothing interesting but some captured fish on his table.
Go back across the bridge and head up the path towards the house. It climbs up the slope, passing the windows of the house, towards a garden at the top. If you're unlucky you'll meet a large Manta here (on harder skill settings in fact you'll find a Giant Manta there). There's nothing useful in the part of the garden the Manta came from, so go to the left and enter the village (a Nali Healing Fruit can be collected from a plant box at the end of the first house if you need it).
You will shortly emerge in a small village courtyard, with houses round the side. To the right is a door into the first house, and a little bit further along an opening into another grassy area. The nearest house on the left (the one you saw from the jetty) can be accessed by a door in the wall that faces this courtyard. At the far end of the courtyard there is another house, a garden area and a place where the village seems to continue round to the right. But stay at this end and ignore the doors for now.
Go to the above mentioned entrance to the grassy area on your right. Go through the gap between the houses and jump over a low fence to get into a Nali Cow pen. There, you can go behind the barn to find another Nali Healing Fruit. When you're done exploring the area, return to the courtyard.
Go through the doors into the house at this end of the courtyard (not the large one that you could see from the jetty). Inside, a Nali meditates by his hearth. Leave the Nali alone and go to the back of his hut to read the diary on his table.
At the back of the house, you can explore a ladder that leads up to an illuminated sleeping chamber in the attic, but you will not find anything useful. Return to the ground floor.
You're done in this house, so go outside and head for the far end of the courtyard. Where the village seems to continue to the right, your passage is blocked by a piece of smashed building which is impassable. However, there's another house to investigate at this end of the courtyard and also a small garden area to the left. Go into the garden area and smash the UMS drop box there to get a 50 bullet CAR Clip. Then, go into the house at this end of the courtyard. The house is lit by a fireplace in the back right corner. There's a table on the left with a diary.
All is not right in this village. Before leaving though, go up steps at the back into the sleeping chamber in the loft where a chest between the beds contains Bandages. When you've done that, leave the house and return to the courtyard.
Enter the third house, the large one that you saw from the jetty. Within, a Nali bows before a statue aboard his mantelpiece. Leave him alone and climb the staircase into his loft to locate and read the diary on the back table.
Go downstairs and look around. You'll see beneath the main staircase a further flight of steps going down into the Nali's basement. Descend and enter the small room.
Raid containers in the basement for a set of Bandages and a Nali Fruit Seed. Then, look around at the walls. In one of the wall panels you will see a crack through to a chamber beyond. Shoot that section of the wall to blow it open, then jump through the revealed hole after the wall collapses to exit the level.
Part two actually has the infestations of Spinners and Skaarj, the Spinners will be quite annoying, I consider them pests but in numbers they can easily kill you if you don't dodge correctly. You begin this map in the tombs where you shot a hole in the Nali's house.
Glathriel Village harbour seemed surprisingly free of Skaarj. Now, as you drop into a strange crypt-like underground cellar, you find it dangerously infested with voracious spider-like creatures.
You start in the cobweb-laden crypt, on the floor below the hole through which you dropped to exit the previous level. To either side in this small area are shelves, and ahead the crypt opens out into a wider space.
Ready your Grenade Launcher. Set off towards the area ahead. As you approach, you will hear a sharp hiss and you will see a Spinner lurking in a dark alcove to the right. The Spinner will not come towards you, so blow it up at your leisure. Step out into the central area, where there is a tomb in the middle of a small hub room. There, another Spinner will see you. This one comes scuttling towards you, so try and avoid its acid attacks and fangs. Kill it.
Start straight across the crypt. You will enter another offshoot much like the one in which you started. In this offshoot, you will find that the first bottom shelf on the left contains a Nali Fruit Seed, a Flak Shell and an ASMD Core. Collect the gear. Return to the main crypt and go to the right, arriving at the far end. There, two Spinners will sight you from the corridor with the staircase ahead while two more will come from further offshoots on either side. Kill all four.
Before leaving via the staircase corridor, raid the remaining offshoots. In the offshoot to the left, the back left shelf contains two clusters of 40 Tarydium Shards and a Nali Fruit Seed. The back left shelf of the final offshoot contains two further clisters of 40 Tarydium Shards. Return to the crypt. If you want you can push on the end of the tomb to open it, but it reveals nothing of gaming value. Head instead up the corridor with the steps and enter the area at the far end.
The area you are now in is a main crypt hall with two minor halls on either side. Go past the first minor hall and look down the main hall; a Spinner attacks from the far end. Kill it. Then, enter the far minor hall and kill the Spinner there. Go along the minor hall. Remove vases in the way in an alcove to the left then collect from said alcove a set of Bandages, a box of 50 Bullets and two Flak Shells.
Go to the main hall and along to the arches at the end. Go through the arches into the next small area, where there are four doorways. The door to the right and the two doors ahead each go into small tomb rooms, with a chest in each. Two of said chests reveal a set of Bandages each. When you're done with the chests, go through the fourth doorway, which leads to a staircase upwards. Climb the staircase to enter a small hallway lit by lamp stands. Follow the hallway along and go through a doorway at the far end, and you come out inside a church where a Nali Priest prays by a dead Nali on an altar.
As you approach the altar, a window above shatters and a SkaarjScout leaps in through it, much to the terror of the Nali. Try to kill the Skaarj without harming the Nali - the Nali will still be afraid of you but at least he'll be alive. There's a UMS drop box by the altar. Open it for a pack of 10 Grenades. Then, read a diary the Nali Priest (who has probably scarpered) has left on the altar beside the dead body.
When you're done, go to the double doors at the far end of the church and step outside.
You are in a small garden outside the church. Looking back at the church, you will see two barrels and an exit from the garden. Shoot the barrels open for two clusters of 40 Tarydium Shards, then go through the exit from the garden. You come out in another garden area where a Manta swoops towards you from the right. Kill it, then go into its corner for a Nali Healing Fruit. When you're done, return to the dirt path through the garden and follow it down towards the houses.
The way is blocked in that area by a stack of hay bales. You can get past the blockage by jumping up the slanting hay bale. If you have trouble with that, you can go to a rock further along to the left and use it to jump over the garden wall, but you'll land right in front of a Skaarj.
Once over the bales, there are various ways to go. A grass path leads you to the right, while there's a small village square ahead and a pathed path to the left. First, go down the paved path. The path shortly turns a corner to the right into an open area guarded by a [[Skaarj Warrior|SkaarjWarrior]. Kill the Skaarj. Here, you will see that the open area is blocked by a collapsed wooden bridge between two buildings. Turn around and return to the junction. Go to the right at the junction, past the hay bales, and onto the grassy path. Follow the path, collecting a Nali Healing Fruit on the way if you need it, until you reach a doorway to a small courtyard on the left. You will find that it is blocked by bars.
Go to the far end of the footpath. You come out on a paved lakeside path. Ahead, the water stretches off a little way into the dark, with a long jetty running parallel to the footpath. Go along the path to the right. You will find a doorway back into one of the buildings (some kind of barn) is also blocked by bars. A grassy area at the end of the path reveals nothing, so take a dip into the lake. Go to the back of the lake - beware two strong Devilfish lurking in the shadows - and open a UMS drop box you find there for a Combat Assault Rifle. Collect the CAR then swim to the jetty and climb out. Go along to the end of the jetty near the grassy area you entered the water from to find steps back up to the waterside path.
Follow the footpath along, past the end of the grassy path you entered this area by, and you will find a covered footpath that leads into the village square you passed earlier. If necessary first take a detour to grab a Nali Healing Fruit from the end of the waterside path, then enter the village square.
As you enter the village square, doors open on a balcony to the right and a Nali runs out with a cry of fear. It jumps down and runs across the square, hotly pursued by an angry SkaarjScout, and opens the door of a small house, taking refuge inside. Intercept the Skaarj with your Flak Cannon. When the Skaarj is dead, the Nali will summon you.
Enter the house and follow the Nali's gesticulation. He points you into a room with a lever and a window out to the small area you saw blocked off by barse earlier. Press the lever and the bars open. Leave the Nali's house and go round to the left. You will be back at the junction by the hay bales. Follow round once again to the grassy path, and enter the now open area. It's a small yard with a hay cart on which there is a UMS drop box, a Nali Healing Fruit and a slanting ladder. Open the drop box for a 50 bullet CAR Clip, then climb the ladder. You arrive on a balcony above the waterfront footpath.
Go to the left along the balcony. You will find a door into the building from which the Nali fled. Kill the SkaarjWarrior lurking within but don't go inside yet. If you go to the other end of the balcony, you will find another door into the barn which is locked. Go to half way along the balcony. You will see that you can walk along the top of a dividing wall and climb steps to get on to the roof of the Nali's house. Do so. From there, you will see a UMS drop box on the roof of the building from which the Nali fled, but don't go up there yet.
Jump across from the roof of the Nali's house on to the roof of the barn. On top of the roof, you will find a large hole leading inside which you can drop through. Watch out for a nasty Giant Manta prowling around up here.
Go inside the barn and go down to ground level. There, a Nali lies dead on the floor with his diary nearby, between two UMS drop boxes.
Open the two drop boxes. It's a bit of a treasure trove from your point of view - you will find a box of 10 Rockets (Rocket Launcher ammo) and a useful Rocket Launcher. I would advise that you steer clear of using it for the confined spaces of the village though. Once you have collected the gear, press a lever in the corner to remove the bars from the exit. Go outside and find the ladder back up onto the balcony. Climb it and return to the roof of the Nali's house. This time, hop up on to the roof of the building from which the Nali fled. Open the UMS drop box up there to collect the 50 bullet CAR Clip it reveals. Go to the far end of this level of the roof.
At the end, go down the slope of the roof towards the lake (don't fall off). Look along to the left when you reach the bottom snd you will see that a narrow section of roof continues along-side the wall of the taller part of the building. Follow this section of the roof to the end; there, you will see a cave entrance in the cliff. Hop through the entrance, follow the short cave, and drop down the hole at the far end.
You are in the underground Nali hideout referred to by a diary in the previous map. There, three Nali and a Nali Priest pace around the cave and pray, while another Nali meditates by four further Nali who are sleeping. Collect a set of Bandages from by the beds, then go to a table at one side of the cave which has on it three Bandages and a diary.
Before leaving, open a barrel by the table for a Super Health Pack. From the table, go to the left, entering a small stone corridor. Climb steps within the corridor and press a lever there; the roof of the corridor opens, allowing you to climb out into the room above. Beware the nasty [Skaarj Warrior|SkaarjAssassin] lurking in a corner in said room.
You are on the ground floor of the building from which the Nali fled. Up on the walkways above, the doors out towards the lake are open whilst the others - the ones through which the Nali fled - are shut. There are five Bandages by the stairs you just came up should you need them. Go to the back of this room - the corner where the Skaarj was lurking - and press the lever there. The doors through which the Nali fled on to the balcony above the village square are now open. Climb one of the flights of stairs to the upper level and go out through these doors. You will see that doors at the other end of the balcony have opened too.
Cross the balcony and enter the building beyond. As you enter, a bookcase is pushed off the raised area to the left as a SkaarjAssassin bounds down and shuts you in. Kill the Skaarj. Descend the steps in this room. If you need health, shoot the table beneath the steps to pieces to get to the four Bandages underneath. Once on the ground floor, you will find that the door out to the village square is blocked by further fallen bookcases. So, go through a doorway near the bottom of the stairs. One short corridor later, and you are in an extension of the library where two Krall and a KrallElite are playing dice. Interrupt their game with a secondary fire Stinger attack.
Go through the doors beyond where the Krall were crouching. You come out on a paved road with a Nali statue and a UMS drop box ahead. Destroy the drop box for a Health Pack. Look in both directions along the road; to the left, the road continues off between houses. A Nali summons you from a balcony above. To the right, the road ends at a lever. Go and activate the lever to open a gate back to the village square, then turn around and go along beneath the balcony / bridge where the Nali stands and head off between the houses.
The road shortly turns round to the left. Turn the corner and kill the SkaarjInfantry with a Stinger who comes running from a distance and collect the Stinger it drops. Following the road, you will find a barrel on the right that contains an ASMD Core. Beyond the barrel, between the houses, is a Nali Healing Fruit.
Go on up the road. You will pass a doorway on the left, and further along a familiar broken house on the right, coming eventually to a small Nali house. Go inside.
There are four Bandages in here. When you've taken what you need (there's nothing upstairs), leave the house and backtrack to the doorway in the wall. Going through, you will emerge back in the open area with the broken bridge in the middle, but on the other side of the obstruction. Go to the right here and look through doors into a small room. Beware a SkaarjWarrior that jumps down from the upper level. Once the Skaarj is dead, climb the ladder and look across the broken bridge. The door at the far side is locked. Go to the left on the upper level in this room and press a lever you find there. Returning to the doorway, you will see that the doors at the other end of the broken bridge are now open, and that the Nali who saw you on the other bridge has come through and is still summoning you from beyond.
Cross the collapsed bridge and enter the building. The Nali leads you out and across the other bridge, into another small building beyond, where he stands facing a door on the level below. Follow him into the last building but beware a SkaarjTrooper with a Dispersion Pistol that attacks him from the right. When the Skaarj is dead, go down to the lower level and into the field beyond. Visit the left and right corners at this end of the field for three Nali Healing Fruit. Then, cross the field and approach the cave entrance at the far end.
The cave tunnel you enter takes you round a bend and into a larger cave where you will be unpleasantly surprised by a SkaarjOfficer with an ASMD. Kill it and collect the ASMD it drops then enter the cave properly. About half way through the cave, a fence with a gap in it marks a small drop. Jump through the gap to exit the level.
The scene cuts to an intermission with a view of the church. The church bell is tolling. The player records a log entry
I'm close! I've seen the first evidence of the crash site! During a tough slog through a Nali village infested with Skaarj, I came across pieces of a crashed Terran ship. The debris was seared from re-entry and scattered over a wide area. I hope she didn't break up in the air - if she did, there won't be any cores to recover. The crash site is very close. I'm nearly home free!
When the log entry is complete, press Fire to start the next level.
The map is at night, you can see the UMS Prometheus from the highest parts of the map, as you go down you'll meet with Nali and their houses. You'll need to go through a few caves and watch for pesky enemies to get through to the Prometheus.
So, you have escaped from Glathriel Village in one piece. Now, you know that the object of your search is near. Pursuing your quest, you emerge in a small tract of land.
You start in the cave via which you left Glathriel Village. In a tunnel entrance ahead, a Gasbag sights you and attacks. Kill it. When it is dead, go towards the tunnel entrance and enter the tunnel, making a diversion to collect the Nali Healing Fruit on the right if you need to. Follow the tunnel's curvature round to the left. You will shortly emerge in a small tract of land. You are on a dirt path with a section of ground raised on your left.
Follow the dirt path. It slopes up to meet the level of the raised grassy area. The raised grassy area has a fence and a few plants but nothing of great interest. Watch out as you near the raised level, because you can expect to be spotted by some of a group of four Predators that patrol this level. Kill them as you proceed through the area - I recommend the CAR.
Beyond the raised grassy area, the valley continues past a large rock on the left. Follow it through - there's a Nali Healing Fruit beyond the rock if you need it - and you will come out shortly in the middle of a cluster of three Nali huts. If you're in the mood for looking around, you can go round to the right of the rightermost hut. Passing a Nali Healing Fruit, a barrier will open and you will be in a Nali Cow pen. There's nothing of interest in there though.
Visit the huts one by one. I'll start with the one on the right. This hut contains a Nali praying by his fire. Raid barrels for two clusters of 40 Tarydium Shards, then read the Nali's diary on the table.
Leave and cross the settlement to the hut opposite. Barrels outside reveal a Nali Fruit Seed. Going in, you will find a Nali and a barrel containing a Flare. Go then to the third and final house, the one at the end. You will find another Nali, two Bandages on the table and wooden crates that reveal a Clip. When you're done, leave the house and go to the right where there is a UMS drop box generously supplied with two 50 bullet CAR Clips and a Combat Assault Rifle.
Whilst in this area, take a moment to go towards a gap in the cliffs where there is a fence with a break in it. You will realise then that you are looking out over a huge valley that contains your goal - the hulk of the UMS Prometheus.
It's a long way down into the valley, so don't jump off the cliff or you'll be smashed on the ground below. You'll see a UMS drop box on the floor of the valley but you can't get to it. Instead, return to the houses and make a left. You'll come to another fence with a gap in it, where you can collect a Nali Healing Fruit on the right if you need it.
Go through the gap in the fence and follow the valley on downwards. Shortly it ends in another tunnel entrance. Go into the tunnel and follow it down to the large cave beyond. Within the cave, you will see a ravine blocking your path with a precarious wooden bridge crossing it to the left. As you enter, two Gasbags will descend from the roof of the cave, causing a Nali on the far side of the bridge to run across it in a panic. The bridge collapses under the Nali's weight.
First things first, kill the Gasbags. Then, raid wooden crates on the left on this side of the ravine for two clusters of 40 Tarydium Shards. Now comes the tricky part - you may want to save your game first. Go on to the raised section of earth that the bridge crossed from. Take a good run up and try to jump across the ravine - if you fall short then you'll be squashed on the floor of the ravine.
Once safely on the other side, take a look at the first tunnel entrance on the left and you will see that it is blocked by a large boulder. Open a barrel here for a Stinger. Then, go to the right and down a short drop on to a lower level. There's another tunnel entrance there, but first destroy wooden crates beyond for a Nali Fruit Seed. Take the tunnel entrance and follow it through until you come out in a mine cave. Watch out as you enter for four Spinners that attack from various corners.
Look around. To the left is a high-tech outcrop of Skaarj mine architecture. Ahead is an old Nali mine working.
Go down the old Nali mine working first. It comes to a dead end at a rock fall, but you can open barrels there for 40 Tarydium Shards and a Nali Fruit Seed. Return to the main mine cave.
Approach the high-tech entrance now (to the right as you return to the cave). There, you will see a Shield Belt on some large boxes. To get to it, locate a small metal crate and push it to the boxes, then use it as a step. When you've got the belt, go into the high-tech entrance and ride the lift within up to exit the level.
This is the entry point where the player goes into the Prometheus, encountering Mercenary forces as he does so.
The UMS Prometheus went down in a deep valley, breaking into two halves on impact. Now, as your mission for the UMS is approaching completion, you are about to face a tough slog of Mercenaries infesting the downed vessel.
You start at the top of the lift you took to exit the previous level. You are in a small rock canyon. Step forwards and you'll reach a ledge where the ground drops away below.
To the right at the end of this lege is an entrance in the rock cliff but it is impassable, blocked off by planks. Look instead down off the ledge; you will see the ground below and another ledge part of the way down on which there is a barrel. Drop down on to this intermediate ledge and shoot the barrel open for a Nali Fruit Seed.
Drop down to the ground level. At the head of the canyon is nothing but a boulder-blocked tunnel you may recognise from the previous map. So, go instead down past some hay bales to the mouth of the canyon. At the mouth of the canyon, you emerge in the huge valley that holds the towering crashed ship. Watch out for a Gasbag that descends from the left.
Kill the Gasbag and climb the slanting rock on the right to collect a Nali Healing Fruit from a small plateau. Then, return to ground level and head through the valley to the left towards a UMS drop box that you saw from your high vantage point in the previous map. Open the box for a Grenade Launcher.
Continue straight on from the drop box until you reach a pillar of rock. Go down the earth slope to the right beneath the crashed ship and follow round the edge of the rock pillar. You will soon find yourself in the gap between the two halves of the crashed ship, with a pair of force field bridges above connecting the broken corridors.
Go towards the force field bridges then veer off to the right beneath the hull of the ship. You will see that you are approaching an access ramp into the ship that is guarded by a Mercenary. Kill the Mercenary with your Grenade Launcher. I would emphasise at this point that the Grenade Launcher and CAR would be your weapons of choice for this level because of the types of ammo you are going to find on the Terran ship.
When the Mercenary is dead, destroy wooden crates to the left of the ramp for a Flare and a box of 50 Bullets. Collect the gear, then go up the ramp into one of the ship's ammo storage holds. Your arrival inside will quickly attract the attention of a Mercenary and a MercenaryElite on guard in the hold. Back off down the ramp and kill the pair; be particularly careful of the MercenaryElite's ability to fire whilst shielded.
When the guards are dead, climb the ramp once more. If you go to the right and approach the door there, you will find that it will not open properly. So, follow further round to the right behind the crates there and go to the far end of the hold. There, you will find a crate open with two 50 bullet CAR Clips on offer. Avoid the door to the left at this end of the room, and go further again round to the right. You will see a third door ahead, but go round to the right once more first to grab a pack of 10 Grenades.
Return to this third door and go through it. You will emerge in one of the ship's corridors. The corridor leads to the left; follow it to the next entrance, jumping over debris from a collapsed door and going through the doorway from which the door evidently fell. You will be in another ammo hold. As you enter, watch out for a Mercenary and a MercenaryElite who attack, coming through the door ahead.
Cross the hold to the far side. There, open crates reveal a Rocket Launcher and a pack of 10 Rockets. Go through the door on this side to enter a corridor parallel to the previous one. Left is doubling back, so go along to the right. The corridor turns a right corner and soon reaches a central point where the lower of the two force field bridges stretches across from the entrance to the left, while a door marked "Turbo-lift" sits to the right. Near this junction, a Health Pack sits beneath a unit marked "First Aid Station". Collect the pack. If you need any further health, then wait a few seconds and the health will respawn and you can collect it again. There is no limit on the use of this Respawning Health Pack.
You can look through the turbo-lift door, but the lift is raised and you will be squished if it comes down. So, go to the left out on to the force field bridge and cross to the other half of the broken ship. As you reach the far side, there will be a small ship-quake. Ignore this and look around. You are at a corridor junction; ahead is a turbo-lift in the down position, and there are hatch doors on either side. Step into the turbo-lift first. At the top, you will find that a force field blocks the exit, behind which a MercenaryElite is directing a Mercenary with a hovering carrier.
Ride the lift back down and step out. Turn around so that you stand facing the turbo-lift then go through the door that is now on the left. Follow the corridor. A Mercenary will dart out from a corner ahead; kill it. Continue along the corridor - half way along a panel will spring into life on the left.
"UMS Prometheus - Power Circuits: Warning: Circuit overload detected in Network 1"
Go along to the corner and collect the Health Pack there (remember the Respawning Health Pack over the force field bridge if you need more). Go round the corner and follow the next stretch, but watch out for a gap in the walkway about half way along with molten metal beneath where one of the circuit networks has overloaded. Go through the door at the far end of the corridor. You emerge on a raised platform with a ramp descending to a damaged engine pipe surrounded by molten metal ahead. Watch out for a MercenaryElite which attacks from the right. If you back off into the corridor, mind that broken walkway.
When the Mercenary is dead, descend the ramp and collect the two 50 bullet CAR Clips from the corpse on the floor to the right of the ramp.
Shortcut: You will need to go into the damaged engine pipe. You can do so now if you wish; in the pool of molten metal ahead are pieces of solid debris. Use them as stepping stones to get into the pipe, then ascend to the top of the sloping section. Go to §.
Return to the corridor and follow it back round to the junction (mind that gap). Cross over the junction and go through the other hatch into another similar corridor. Half way along the first stretch, you will find another panel.
"UMS Prometheus - Power Circuits: Warning: Circuit overload detected in Network 2"
At the corner, collect the Health Pack. Then follow the next stretch to the left. There's one final panel.
"UMS Prometheus - Power Circuits: Status: Network 3 normal"
Go down to the end of the corridor and through the door there. You will be on another raised platform and ramp over a floor below. This room continues further back - as you enter there is a small explosion and a ship quake as a Mercenary and a MercenaryElite come running from the back. Kill them both. I would remind you again at this point of the Respawning Health Pack back over the force field bridge.
Descend the ramp and collect the box of 50 Bullets from a corpse to the left. Go to the back of the room and you will find a way through beneath the engine pipe. Go through and double back along the other side of the pipe. Turn right at the end, and you will be at a small control room in the centre of the engineering area.
The far entrance of this room leads out to molten metal. To the right is a lift. To the left is a Health Pack in a first aid station - shoot the glass to access it. Collect the Combat Assault Rifle and 50 bullet CAR Clip from a corpse here, then read the panels on either side of the room.
"UMS Prometheus - Engine 1 Status: Warning: Power level approaching limit ¦ Warning: Pressure level approaching limit"
"UMS Prometheus - Engine 1 Status: Warning: Power level approaching limit ¦ Critical: Pressure level exceeded limit!"
When you're done, go to the back of the room and ride the lift up to the level above. You will be in a raised corridor; to either side metal walkways lead out past the engine pipes. Go to the left and look along the walkway - you will see that it is damaged. A Mercenary snipes from the far end; shoot it, but beware a Mercenary coming round from behind - don't get ditched into the molten metal below.
Go back through and along the undamaged walkway, then go round into a corridor at the far end to find another Health Pack in a first aid station. Then, go out on to the damaged walkway and inspect the engine pipe. There is a breach in the engine pipe here; jump from the fragment of damaged walkway opposite and land inside the pipe.
You are at the top of the collapsed section of pipe mentioned earlier. Follow the horizontal stretch of pipe along, but watch out for the small pools of molten metal inside. At the top, you are in a small chamber. Climb on to the raised section of floor here and go round towards a raised walkway over a tank of molten metal. As you approach, a couple of sections of the walkway collapse. Jump across on to the walkway. Follow it to the right. A round entrance to the right requires you to jump through on to the next section of walkway - watch out because pieces of that walkway collapse too. My advice is to cross it as quickly as possible, jumping as you go.
Repeat the exercise for one more weak walkway. At the far end, jump into the pipe there, and you will find that it slopes upwards before bringing you suddenly up on to the roof of the crashed ship. It's very dark so it's difficult to see where you are going. You don't want to fall off, because you'll die. Look for the upward slope of the hull and climb up it. If you want to get your bearings first, look round from your current position and you'll see the green lights trimming the hull.
Climb the slope of the hull and go over the top. You will soon be sloping downwards again towards the trimming lights on the other side of the hull. Make your target a UMS drop box ahead containing two Health Packs.
Approach the box. In doing so you will attract the attention of a pair of Mercenaries who attack from the right. Kill them both. Follow the edge of the hull to the right from the Health Packs (use the green lights as a guide). When you reach the last green lights you are very close to the break in the ship so be careful. At this point, turn right and climb the hull, heading for a dim blue glow you may see up there.
The dim glow turns out to have been emanating from a pair of small rooms that have had their roofs ripped off. Enter the one on the right and collect the 50 bullet CAR Clip you find there, and also a pack of 10 Rockets in the same room. Then, go through the door from this room into the inside corridor. A Mercenary is lurking there; kill it. Go left and you will reach a crossways stretch of the corridor with a pair of lift shafts on one side. Go along this stretch and open the first aid station there for a Health Pack. As you approach, you find you are at the top of the turbo-lift you investigate earlier. The force field blocking it collapses as you approach.
Go on round, past another lift, into the next stretch of corridor parallel to the first, and kill the Mercenary lurking there. Visit the two small rooms on the left. The first contains a Health Pack. The second contains a Combat Assault Rifle. Now it's time for the lifts. Of the two, the one on the left leads to a corridor that goes out to the break in the ship. Avoid it. Take the one on the right, which leads to the upper force field bridge.
Cross the bridge. You arrive in a corridor junction. To the left, the place is smashed and impassable. To the right leads a corridor marked "Crew Berths". There's a panel ahead:
"UMS Prometheus - Information Terminal - Information Network offline"
Go down the crew berths corridor to the right. Turning a corner, you will be attacked by a Mercenary from a distance while another emerges from the first door on the right, the one marked "5". Kill them both. Visit berth 5 and you will find an Assault Vest in a closet. Then, return to the corridor and go along to berth 6. It is empty. In berth 7, you can collect a 50 bullet CAR Clip from the closet and read a diary.
"Log Andrew G. Jackson, Medical Officer: This has been a smooth ride, no major incidents for almost 2 weeks. And I'm still getting full payment. I think work doesn't get much better than this."
Go through the door at the end of the corridor and enter the next stretch.
There are two doors on the left and three more berths on the right. Go first to berth 8 on the right and open the closet for a Health Pack, then read another diary here.
"Log Oliver F. Russel, Scientific Assistant: I know that we got something in the water tanks again. Peter saw some kind of slimeball through the pipe controls again. Looks like another long night of water analysis. God, I hate space vermin."
Open closets in the remaining two berths for two ASMD Cores and another Health Pack, then go across the corridor and through one of the doors on the other side. You are in some kind of medical bay, with a hole in the floor. There is nothing else of interest here except for some body parts, so jump through the hole to exit the level.
The scene cuts to an intermission with a view of the medical bay. The player records a log entry.
"The Prometheus came down hard in a valley, shedding debris as she dropped out of the sky. There are bodies everywhere. I have to assume that the whole crew was wiped out... a hundred and fifty souls. God, I hate this planet. The ship is a nightmare! The hull is breached in several places, one of the engine cores has melted down, and the corridors are infested with Mercenaries. But I'm close to being done... I just have to find the data cores and then trigger the ELT on the bridge."
When the log entry is complete, press Fire to start the next level.
This is the map where the player completes his mission the UMS (Unified Military Services) assigns to him, but he also finds a transmission there, discovering that they plan to eliminate him when he gets back. Betrayed, he tries to escape the UMS. Several squads of UMS Marines try to stop him on his way through towards the trench, he continues on after defeating them.
You're in the depths of the crashed Terran ship. You can almost taste freedom, yet something doesn't feel quite right. You are about to learn the whole truth.
You start beneath the hole in the floor of the medical bay above. You are in another crew berth, but this one is flooded to about ankle height. Look around the room. The crew berth is of much the same design as those in the previous map. Nothing of interest here, so go out into the flooded corridor.
Make a left. The door at the far end of this stretch of corridor is sealed, but there's one further crew berth at that end. Go in and collect the Bandages from the closet. Return to the corridor and make a right. Go past the room by which you entered this area, and into the first berth after that. The closet is empty but there's an extremely useful Searchlight on a table nearby. Collect it.
Leave this crew berth and make a right again. The door at this end of the flooded section opens on to another flooded section. Beyond, enter the first berth on the right for another set of Bandages in the closet. Continuing down the corridor, you will see that a damaged pipe on the left has caused the flooding. Go on past for now and investigate the remaining two berths. They are empty. Go to the end of the corridor and follow a corner round to the right. You will see your way blocked by a force field which is holding back the flood.
Go up to the force field and collect the Bandages there. As you stand by the force field, you will see a MercenaryElite directing a Mercenary with a hovering carrier. Interesting, but no use to you. Return to the damaged pipe in the corridor. Using your Searchlight to illuminate, enter the pipe and follow it round until you reach a water storage tank. Plunge into the water but beware the three Amoebas that approach from the left.
When the Amoebas are dead (I recommend ASMD secondary fire), go to the far end of the tank from where you entered and go to the last pipe outlet on the left. Unlike the other pipes, it has no grille over it. Enter the pipe and follow it round until it turns into a vertical pipe. It's tricky but you can drop down it. Do so, and you will land level with a glass-covered opening into a room beyond. Shoot the glass open and step out.
There are two 50 bullet CAR Clips available here. Collect them then go to the far end of the room and climb steps there on to a raised area. Follow the walkway round and go through the door at the end. The door takes you out into a corridor that leads off to the right. Ahead is a malfunctioning door that you will probably recognise from the previous level. Follow the corridor round and you emerge in a damaged shuttlebay guarded by a MercenaryElite ahead and a Mercenary to the right. Kill them both.
Explore the shuttle bay. At the far side a door leads to a corridor that takes you nowhere particularly useful. Two doors behind a fallen gantry are locked. So, climb the fallen gantry to get up on to the raised walkway above. On the raised walkway, two exits are useless to you. One is blocked, the other is the sealed access to the flooded crew berths. So, hop through one of the windows from the raised walkway to the room beyond. One of the windows has glass that requires breaking.
This room is some kind of science station or communications centre. Follow it round and climb steps to a raised area. To the right is a Health Pack beneath a first aid station. Go through the doorway ahead and into the next room. Here, a corpse has his diary nearby
Continue through the room. To the right on top of a small box you will see a control pad. Collect it - it's the Weapon Logs you've been looking for! Continue through the room, up some steps and to the right.
As you pass a panel, the scene cuts to an intermission with a view of the player at the panel. The player records a log entry.
By some miracle, the translight communications system on the Prometheus is still working. While I was exploring the comm centre, I came across this... exchange recorded by the computers.
"Deep space warship UMS Bodega Bay..."
"You are to take any action necessary to ensure the success of operation Talon Hunter."
"Oh Bodega Bay one more thing; operation Talon Hunter is classified deep ultra. Once you have finished the mission you must implement measures to eliminate any security risks."
"Please clarify, Starlight Base..."
"Bodega Bay, make sure >prisoner 849 doesn't come back. Terminate the prisoner once the job is done."
"Understood, Starlight Base. We will dispose of prisoner 849 after operation Talon Hunter is concluded. Bodega Bay out."
"I've been betrayed. Why does this not surprise me? I should have known what to expect from those bastards! I guess all I can do is play out this hand; recover the data cores, activate the ELT on the bridge, and then try to hijack the shuttle when they come get me. It's a long shot, but it's all I've got. If I don't make it, and someone ever recovers this log, maybe the truth'll get out.
Once the log entry is complete the scene returns to your control as a door opens and a Mercenary jumps out. Kill the Mercenary then go through the door yourself into the corridor beyond. As you do so, watch out for a MercenaryElite that attacks from a science station on the left.
When the Mercenary is suitably disposed of, go through the science station. A body slumped in a chair convulses and dies as you go past. Beyond, collect the Health Pack from the first aid station there. Note that this is a Respawning Health Pack. Go through to the main corridor; there are doors at the ends to the left and to the right. Go to the right first and through the door there. You will be in another long corridor where a Mercenary attacks from a distance. Kill it.
You are in another crew berths corridor. The first berth contains a Mercenary - watch out - but also a closet with a pack of 10 Rockets. The second berth has a 50 bullet CAR Clip in the closet. The third has a Health Pack in the closet. A door at the far end reveals nothing useful, so return past the crew berths and go back to the main corridor near the science station. Go along and through the door at the other end. Beyond the door, the corridor turns to the left. You will soon realise that you are at the corridor where you saw Mercenaries moving equipment before; the force field sealing the flooded crew berths is ahead.
Go along to the first junction. There's a panel there.
Further along the corridor is a Respawning Health Pack at a first aid station. Continue to the far end for another panel at another junction.
Ahead the force field blocks access to the flooded corridor, so go left down the side route. It doubles back to another Respawning Health Pack at a first aid station and a turbo-lift upwards. Ride the lift and emerge. At the top of the lift, you are in a corridor opposite a door marked "Observation Lounge". Enter the lounge.
The observation lounge is empty, but with a large hull breach to the left leading out on to the roof of the ship. Go out through the hole, and take a look around to familiarise yourself with the territory (you'll need to know it later). Full tour follows.
Going clockwise from the hole (being careful not to fall off), you soon arrive on the gently sloping bow of the ship. Open UMS drop boxes there for two 50 bullet CAR Clips and a pack of 10 Rockets. Carry on clockwise and you will go back past the observation lounge. As you do this, you will see a raised area on the left. With a jump you can get up there and open a UMS drop box for two Health Packs. Drop back down and continue clockwise, going past another hole in the ship's hull. Round the back, you will find another UMS drop box containing two Health Packs.
Complete a full circle and go back through the hole into the observation lounge. Back inside, return to the corridor at the top of the turbo-lift and go clockwise round the corridor loop to reach a room with several panels and consoles, inside the second hole you saw just now. Read the various consoles in the room.
At this end of the area you will find an Assault Vest. Once you've collected it, look around. You will see a lift marked "Bridge". Ride it up and step off just enough to be on safe ground, then save your game.
Step forwards towards the consoles at the front of the bridge. As you approach them, the ELT activates. Shortly, you will hear a buzzing sound. Hop out through one of the windows on to the roof of the ship and you will see that some Marines are beaming down.
This battle is very tough. The marines attack in three waves of three each. The first wave has three Marines with Combat Assault Rifles. The second wave has two marines with CARs and one Marine with a Rocket Launcher. The third and final wave has one Marine with a CAR and two Marines with RLs. Watch out when you kill a Marine with an RL because another Marine with a CAR may well pick up the RL of his fallen comerade and use it.
This is a battle you have to figure out your own best tactics for. What I find works best is to gain control of the raised area to the starboard side of the bridge - the Marines on the lower skill settings can only access it from the stern end of the ship and you can thus keep your weapons trained on that point. Use the Rocket Launcher, and when that runs out, the CAR. Don't be afraid to use your Nali Fruit Seeds if necessary - in fact plant some at an early stage.
Remember; each time a wave is defeated, the next beams down, until all three waves are defeated. Good luck.
When the Marines have all been defeated, the action music that started on the bridge will stop. Descend the front of the ship towards the cliffs; you will see another beam appear and seemingly blast a hole in the cliff face. Head for the revealed cave and hop in. You will be in a small mining cave. Follow the cave along and you will soon arrive in a typical Skaarj mine corridor. The idea of Skaarj is almost reassuring after those Marines.
Follow the corridor. You will soon reach a lift. Ride the lift up and head along the corridor at the top towards a small chamber - but watch out for four Spinners on the prowl.
When the Spinners are dead, you may want just out of curiosity to go to the far end of this room. You will see that you're behind the entrance that was blocked off by planks at the start of the previous map. When you're done, take the next corridor out of this room and follow it round. Destroying another Spinner, you arrive in a much older part of the caves. Shoot barrels here open for two clusters of 40 Tarydium Shards, then go through the wooden doors ahead and into the torchlit hall beyond to exit the level.
The scene cuts to an intermission with a view of the navigation centre. The player records a log entry.
I whacked the Marines, but I couldn't find their shuttle. It must have returned to the Bodega Bay. When I realised that the shuttle was gone, I almost gave up. It all seemed so hopeless. But things were even worse the last time I was down here, and somehow I made it. Eventually I decided to keep going. And it's a good thing I did, because there is hope after all; one of the Marines had a radio with a live frequency - there's another squad about ten clicks west of here holed up in some kind of fortress. I don't know how I'm going to get over there, but they've got a shuttle, and by God I'm going to get it!
When the log entry is complete, press Fire to start the next level.
The outlook is bleak. Once again you are all alone on the planet's surface trying to escape. But the Spire Valley is beautiful and it lifts your spirits... a bit.
You start in the torchlit hall you entered at the end of the previous level. Nothing of interest here except for another set of doors ahead. Go through the doors. You emerge on a covered platform at the end of a lake. A Nali stands on the platform praying. Shoot open barrels on the platform for a Clip and a can of 12 Eightballs. Go to the edge of the platform and look out across the water.
This end of the lake curves round to the left. Ahead you can see a Nali structure on stilts in the water that is similar to the ones you saw before night fell. Drop into the water now and swim towards the stilted gazebo. Reaching the stilts, you will see a lift at water level in the center. Climb out on to the lift and let it take you up into the gazebo. Step off the lift at the top.
Up in the gazebo there's an ASMD Core lying loose. Collect it then shoot barrels open for a Flare, a Health Pack and 40 Tarydium Shards. Then, from your high vantage point, look around the valley. The lake continues off to the left. Ahead is a portion of solid ground on which there are UMS drop boxes and a SkaarjInfantry with a Stinger on guard - he won't see you yet. Use the ASMD in primary fire to attack him - that'll wake him up.
When the Skaarj is dead or has run off, drop into the water and climb out on the solid ground. Go first behind the plant on the left for two Nali Healing Fruit, then shoot the three UMS drop boxes open for a 50 bullet CAR Clip, 10 Rockets and a Rocket Launcher. Climb the slope of the land here and spy out the environment ahead. You will see a large expanse of flat ground on which there is a Titan that does not see you. You may also see a Skaarj on patrol, but leave it alone if it does not spot you.
Retreat to the water's edge and drop back in. Follow the lake as it continues through the valley. Underwater as you round a corner, you will see the Skyelevator from the Sunspire half buried in the mud, evidently crashed. Two dead human bodies lie sprawled on the floor of the lake nearby. Collect the half-buried Automag between them then read their logs.
Continue swimming along the valley. Passing a tower near the crashed Skyelevator, you will soon see another slope of land ahead. But ignore this and continue through the lake. Passing another tower, you will soon sight another gazebo. Swim to the gazebo and ride the lift to the top. In the gazebo, a Nali Priest prays. Leave him alone and open barrels for a Health Pack, a Nali Fruit Seed and a box of 10 Flak Shells. Look around.
The lake continues further on round the winding valley, but don't go that way yet. Instead, go to the edge of the gazebo facing back the way you came and you will see that the sloping path you saw just now that winds round the cliff in this area drops to water level as it heads for the flat expanse of land you saw earlier. Jump out of the gazebo and head for the flat ground.
Climb out and head along the flat ground. Look out for a SkaarjTrooper with a Dispersion Pistol on patrol. When the Skaarj is dead, continue towards the large rock ahead. Collect a Nali Healing Fruit from beside a large plant to the right. You will soon find yourself approaching the large flat plain you saw earlier. Although the large rock partly blocks your view, you will see the Titan to the left of the rock, so yourself go to the right of the rock.
You will emerge back at the base of the slope down from the place where you first emerged from the water and destroyed the drop boxes. It's time to tackle the Titan now, so ready your Rocket Launcher (oh for an Eightball...). A rocket up the backside will soon attract the big monster's attention, so fire away. Then, using that large rock as cover from the Titan's boulders, fill it with rockets and then grenades until it moans and collapses. Be careful when strafing round the rock, because you may attract the attention of a SkaarjTrooper with a Dispersion Pistol in a nearby gazebo. Be it during or after the Titan fight, dispose of the Skaarj too.
Now that you've dealt with the immediate threat, go over to the pool containing the gazebo from which the Skaarj jumped down. Go first underwater and open a UMS drop box there for a 50 bullet CAR Clip, then use the lift to rise up into the gazebo and open barrels for a Clip, a Health Pack and an ASMD Core. There are two more aspects of this part of the valley that you have not yet explored. Look out of the side of the gazebo that faces away from the large rock you emerged from behind to enter this area. You will see a pair of Nali huts. Drop out of the gazebo and head for the huts. The huts are dark, so using your Searchlight, enter the first.
A useful Assault Vest lies in the corner with a barrel that contains a Health Pack. Collect the gear then open other barrels for a Clip. Leave the hut and approach the second one. Go in - inside you will find two cans of 12 Eightballs and barrels containing a Clip, 40 Tarydium Shards and a Health Pack.
Leave the hut and head round to the right of another large rock at this side of the valley. Near the foot of the cliff further round, you will find a SkaarjInfantry with a Stinger lurking by wooden crates. Kill the Skaarj and take the Stinger he drops, then open the crates for 40 more Tarydium Shards. Collect a Nali Healing Fruit from beneath a nearby plant.
Continue round behind the rock. Eventually you will emerge at the back of the flat expanse of ground at the base of a canyon that slopes upwards. There's a UMS drop box here which you can shoot open for a 50 bullet CAR Clip. You will see more drop boxes up the canyon, so head on up the canyon, opening a drop box on the way for 10 Rockets. There's a Nali Healing Fruit on the right at this point. Shortly you will reach a point where two more drop boxes reveal a Combat Assault Rifle and another 50 bullet CAR Clip. Collect these but then STOP - haven't you missed something?
There is a strange structure ahead that looks significant, but don't approach it yet. Think back to earlier in the map... you saw the lake continuing round and a footpath sloping up round the cliff. You didn't explore that area. So, turn around (trust me, this is the best order to do things in) and go back down the canyon. Veer to the right around a medium-sized rock at the bottom and shoot open a UMS drop box that you missed earlier to retrieve its Grenade Launcher. Continue to stick to the cliff on the right and you will pass the large rock you used as cover from the Titan, before returning shortly to where you climbed out of the lake for the second time.
From this position, the footpath slopes up and winds round the cliff as it follows the edge of the lake. Climb the sloping ground, following the path's curvature. At the top of the slope, you can collect a Nali Healing Fruit from the base of a torch before the ground slopes down again. Follow the path right down to the bottom. You will be at a junction where a tall narrow canyon leads back up to the right while a water-level plateau spreads out to the left. Go to the left on to the plateau but beware a SkaarjInfantry with an ASMD lurking by a torch whom you should kill. Once the Skaarj is dead, keep a look out for a group of six Pack Hunters that patrol this area.
Once all threats have been neutralized, drop into this end of the lake to find a UMS drop box containing a Combat Assault Rifle. Then climb back out and approach the wooden crates the Skaarj was guarding and open them for an ASMD Core. You will see that the plateau opens out and extends for a long way, but is divided here into two routes by a large rock. Take the route on the left and follow the rock round - you will soon see a building in the distance. Keep your eyes open for those Pack Hunters.
Approach the building. You will be in front of the main entrance, but don't go in that way, go round to the right of the building and follow its walls round to the back. Soon, as you arrive round the back of the building, you will see a ramp up to a balcony. Go beneath the ramp to collect of two Nali Healing Fruit you find there. Climb the ramp itself now to the balcony. The balcony runs round the end wall; in the end wall you will see a doorway behind which a SkaarjTrooper with a Dispersion Pistol is crouched.
Surprise the Skaarj with a Flak Shell up its backside - but expect to be surprised yourself as from a balcony round the corner appear another SkaarjTrooper with a Dispersion Pistol and a SkaarjInfantry with a Flak Cannon. Kill them both and be sure to collect the Flak Cannon dropped by the SkaarjInfantry at some point. Look around.
You are on a balcony inside the building. Below, the building is clearly being used by the Skaarj as a storage facility of some kind. There are various items on top of the storage crates and on the floor but ignore them for the moment. Instead, step on the beam that leads away from the balcony into the room. Follow it until it turns into a cross beam in the next part of the building. Follow the cross beam to the right to access the balcony where the other Skaarj were lurking. Shoot wooden crates there open for a box of 10 Flak Shells.
From here, ostensibly the items available on top of the crates are a can of 12 Eightballs and a Dispersion Pistol Powerup. However, drop instead on to the stacks of crates nearest where the crate that had contained the Flak Shells was positioned. On the crates, go into the corner under the balcony for a Shield Belt.
Before going out and back up to collect the other items from on top of the storage boxes, drop down to the floor and follow the red carpet to the left. You will reach an Eightball Gun at the end of the room (which was evidently some kind of chapel originally) between two monk statues.
Return to the main part of the room with the torch in the center. The exit should be on your left. Go to the right into the back part of the room. Behind the Shield Belt crates are two ASMD Cores, and two barrels opposite reveal a Clip and a Flare. Almost time to leave. But first, collect 40 Tarydium Shards from the left of the exit. Then, go outside and go back round to the ramps behind the building. Re-enter the building from the balcony so that you can drop down on to crates on the left for a can of 12 Eightballs. If you're good, you can jump round the corner to the next crate which carries a Dispersion Pistol Powerup. If not, then go back round via the ramps once more.
When you've left the building for the last time, it's time to press on and leave this part of the valley. If you need health though, first make a hard right from the building and walk such that you are heading towards the Sunspire mountain (which can be seen beyond the cliffs). You will approach a torch and soon see two Nali Healing Fruit at the base of a rock to the right.
Time to get going. You need to return to the area by the lake. If you've lost your bearings, then the route you want is pretty much straight on from the exit of the chapel then off to the left when you reach the cliff.
Once back at the lake's edge, head up the tall narrow canyon you noticed earlier (straight on as you return to the lake). It slopes uphill, taking you gently back to the right. There's another Nali Healing Fruit to the right of a rock at the bottom of the canyon if you need it.
As you ascend the slope you will encounter a SkaarjTrooper with a Dispersion Pistol. Make sure it is suitably disposed of. Near the top of the canyon (which in itself reveals nothing of great value) you will spot another Titan. While you are still at a distance and the Titan hasn't spotted you, load up six rockets and fire them in a tight circle to get first strike. Then, do the usual job of dodging boulders and backing off until the Titan is dead.
When you have finished the Titan off, go up to the top of the canyon (there's another Nali Healing Fruit to the left of a rock near the top). Once the canyon opens out you will realize that you are back near the strange structure you saw earlier. The other canyon you came up leads down to the right.
You're ready to proceed. Approach the structure and go to the right of a rock at the very top to surprise a crouching SkaarjOfficer carrying an ASMD. Kill him and collect the ASMD he drops. If you need any health, go to the far right of the structure and collect the Nali Healing Fruit in the corner. Then, go round to the front of the structure and go through the doorway there into a small forecourt. There's another Nali Healing Fruit on the left in the forecourt. Approach the door to the structure which has inscriptions either side that read.
The doors open as you approach. Step through. Within the structure, go through another set of doors ahead to exit the level.
The scene cuts to an intermission with a view of the structure. The player records a log entry.
Life was hard, then it got harder. I hate Titans!
When the log entry is complete, press Fire to start the next level.
You're still on the run. Escaping from the Spire Valley intact, you arrive in the sacred land of Nagomi - a moonlit network of canyons and valleys that have been defiled by the Skaarj and their minions.
You start in the hallway you entered at the end of the previous map. Ahead lie double doors. Go through the doors and you emerge at the head of a night-darkened canyon. There are some inscriptions to either side.
Ahead are some obviously out of place Skaarj boxes. Go past the boxes; to the right beyond is a Nali Healing Fruit and a wooden crate containing a can of 12 Eightballs. Follow the canyon round; soon you arrive half way up the wall of a medium height canyon. Over the other side of the small canyon a SkaarjWarrior crouches in the pool of light from a high-tech lamp post on a ledge. Beneath you lie the floor of the canyon and a water pool.
Kill the Skaarj with your ASMD or a similar weapon. Then, jump down from your raised vantage point; try to land in the pool so that you don't take falling damage. In the water, kill the two Devilfish lurking in the corners. You will see some fallen timbers, as if there was once a bridge above that has since been destroyed. The bridge was not destroyed in the Unreal Beta though.
Climb out of the water and collect the Stinger you find at the base of a lamp post there. Shoot wooden crates a little further along for a box of 50 Bullets. There are two ways you could go from here; up the slope to where the Skaarj was lurking, or along the base of the canyon. Stick to the base of the canyon for now and walk along it, opening another wooden crate on the way for an ASMD Core.
As the pool ends, the canyon narrows off. You will see that it opens out ahead; go along to the corner where it opens out, then kill a Brute on patrol beyond the corner. There, you will see an Assault Vest on top of a box and an ASMD on the ground in the light from another lamp post. Collect the ASMD and go behind the lamp post for another Nali Healing Fruit. Then, back off a bit and look at the cliff to the left. You will see a narrow slope of land that climbs the cliff quite steeply. Don't go all the way up it, but use it to gain enough height to drop down to the Assault Vest on the box.
Drop off the box. Ahead up the canyon you will see that the left wall of the canyon is interrupted by a large valley. Go to the edge and look out over the valley; you will see some kind of small pointed roofed building attached to the cliff, a water pool, a Skaarj or two and a ledge following the cliff above to the left. Stay in your own small canyon for now though.
This canyon carries on, but there's some other stuff to attend to first. Do an about turn and go back the way you came. Go past the water pool where you dropped down, and start up the curving slope round the end of the canyon. At the top, you will find two wooden crates which reveal 40 Tarydium Shards, and also a Nali Healing Fruit. You will also see that a small pass goes through between boxes to the left. The pass is guarded by a Brute - kill the Brute then follow the pass; between the boxes, you will find a box of 10 Flak Shells and also a Flak Cannon by a corpse. Read the corpse's log.
Continue through the pass. Shortly, you will emerge on a plateau above the large valley. To the right, wooden crates reveal two cans of 12 Eightballs, and there's a Nali Healing Fruit nearby. Look at the two exits from the plateau. To the right you will find a plank bridge crosses the previous canyon - kill a SkaarjWarrior that charges you from the bridge as you investigate. To the left on the plateau is the start of the high ledge that runs along the side of the large valley. You don't want to go right along the ledge yet, but follow it for part of the way. When you come to a recess behind a rock to the left, kill the SkaarjWarrior who ambushes you within then collect an Eightball Gun you will find there. Open wooden crates as well for two clusters of 40 Tarydium Shards.
Return back up the ledge to the plateau and go across the plank bridge. At the far side, you will find some kind of temple building entrance in the cliff. The temple entrance is guarded by two Spinners. Kill the Spiders then go behind boxes nearby for a box of 50 Bullets. Collect a Nali Healing Fruit from to the left of the entrance, then investigate the entrance itself. Barrels in the entrance area reveal an ASMD Core. If you go through the entrance and down the steps, you will find a hefty stone door that will not budge. So, emerge from the entrance and return to the great outdoors.
From the entrance, a canyon continues downhill. Follow it. At the bottom, you will see that you have rejoined the starting canyon just beyond the opening to the large valley. You don't want to go back there again, so go to the right and follow the next canyon up its slope.
After a short stretch of gently sloping canyon, you will reach a ledge above a chasm. At the base of the chasm is a water pool - it's not worth going into the water, because you'll find nothing useful, so stay on dry land. You'll also see up against the cliffs to the right the frontage of some kind of Skaarj installation.
The ledge goes two ways from here. Up to the right, or down to the left. The ledges meet up at the far side of the chasm. Take the ledge that goes up to the right. At the top, you will pass the wall of the installation. There, a SkaarjAssassin is crouched on guard. Kill it. When it is dead, you will be able to collect a useful Rifle with a box of 8 Rifle Rounds and two individual Rifle Rounds lying on the ground there. Collect the weapon but watch out for a SkaarjWarrior that comes running up the ledge ahead. When the Skaarj is dead, look around from your high vantage point.
From here you get a good view of the ledge below. Directly beneath you, you can see a metal bridge that crosses the chasm to a door in the cliff below. A Brute is guarding the bridge. Use the rifle to kill the Brute, then proceed down the ledge and follow it round on to the ledge below to investigate. You will pass another canyon entrance on the way that you will be coming back to afterwards.
Note: If you accidentally fall into the water, there's a lift in the middle of the pool that will take you back up to the bridge.
Some Skaarj boxes are located on the ledge just beyond the bridge. Approach them. You will pass a corpse with an Automag and two Clips, then retrieve an ASMD Core and a can of 12 Eightballs from by the boxes themselves. Read the corpse's log.
Investigate the entrance; cross the bridge. At the far side you will find that the entrance is blocked by bars. So, return across the bridge and make a right, heading for the canyon entrance you have not yet explored. Enter the canyon. Follow it round a corner to the left (there's a Nali Healing Fruit near this corner if you need it). Shortly, you will find yourself back at the large valley with the small pointed-roofed building in it, but at the far end from where you saw it from before. At this end, a slope leads down into the valley. Follow it to the land below.
At the bottom of the ramp you arrive opposite the doors of the small pointed-roofed temple entrance building. Disregarding the entrance for now, make a hard right and double back past the ramp. Kill a SkaarjWarrior lurking behind boxes in the corner to gain access to two Nali Healing Fruit nearby. Go back up the valley past the temple entrance again, and kill the SkaarjAssassin you find at the far end beyond the water pool. Once it is dead, you can collect another Nali Healing Fruit from behind its boxes. One last thing to do before leaving; from this end of the valley, go behind the temple entrance building. You will find two more Nali Healing Fruit in a corner.
All done now, so approach the structure. Go through the doors in the front to reveal a tunnel of steps going downwards. Descend the steps and go through the large gold door at the bottom to exit the level.
The scene cuts to an intermission with a view of the temple entrance building. The player records a log entry.
The trek to the other shuttle has become a real endurance test. I don't have much to record right now - just staying alive takes all my energy.
When the log entry is complete, press Fire to start the next level.
Stepping inside from the Nagomi Passage, you reach a dingy underground temple. It is not clear what kind of god Velora is, but this temple is nothing short of a death trap!
You start between two large golden doors at the entrance to the underground temple complex. Approach the door ahead, which opens on to a hallway festooned with trailing roots and cobwebs, lit dimly by a torch on the left.
This hallway leads to the junction of two flights of steps downwards. Shoot barrels there to reveal a Flashlight, a Health Pack and a box of 50 Bullets. Collect the gear. Go down either staircase. For the sake of argument, let's go down the one on the left. As it curves round to the right, you will be spotted by a pair of Spinners at the bottom. Lob some grenades to dispose of them. Descend the staircase to the bottom. You will be in a dark hall with an angular sculpture of a face to the right. Two spiders will charge you from this room - blow them up and enter the room, but watch out for another Spinner that drops down off the sculpture.
You can look at the other staircase from here up to the start, but all you'll find is another spider that drops down from above. Looking at the face, you'll see a barrel to the right. Destroy it for 40 Tarydium Shards. Then, turn around and use a light source to illuminate the rest of the room, which is in darkness interrupted only by a blue glow from some strange fluorescent carvings. At the back of the room is a pair of huge stone doors. To either side are barrels which reveal an ASMD Core and two Health Packs - collect the gear. There is also a lever in the middle of the hall. Press it; the huge stone doors open. The doors reveal a large lift. Step on to the lift as the stone doors close behind you. Press a button in the shadow at the back and the lift descends, after which you come out on one side of a rickety looking bridge over a pool of water.
A Krall patrolling a hall at the far end of the bridge will see you and attack. Kill it with the Stinger or another weapon. Then, take a brief sideline to drop into the water. Kill a Devilfish that comes at you from a corner, then collect the Stinger and two clusters of 40 Tarydium Shards from near a corpse lying face down on the floor of the pool. Read the corpse's log.
In the center of the pool, there's a deeper section. Go down into the deeper section for a Nali Healing Fruit, but beware the Devilfish lurking in the shadows. You will also see a tunnel leading out of the deeper section but I'd advise you to leave it alone for now. Instead, return to the shallow section and climb out of the water via a collapsed plank near the corpse. Cross the bridge towards the hall the Krall was guarding, but watch out, because the bridge is weak and some planks will collapse as you cross it. Once safely in the hall beyond, destroy chests there for a box of 50 Bullets and a can of 12 Eightballs.
Once again you have two symmetrical flights of steps that you can go down. Take either, emerging in another small hall at the bottom. Here you will find an Eightball Gun which is guarded by a SkaarjWarrior. Kill the Skaarj. Collect the gun and the can of 12 Eightballs and 40 Tarydium Shards nearby. Open a barrel for a Health Pack. Watch out also for a SkaarjScout and another SkaarjWarrior who will probably see you from the next room. Kill the two Skaarj, then enter the room from which they came.
The next room is a tall hall with pillars, a water pool in the middle and a bridge over said pool. Entering, you will probably be spotted by a Krall and a KrallElite, so kill them both. Explore the pool in the center; it contains two Devilfish, two Nali Healing Fruit and a Clip. There's also the other end of the underwater tunnel you saw earlier. Climb out of the pool again and look around the tall water room. From where you came in, barrels between pillars to the right reveal an ASMD Core and a Health Pack. Two clusters of 40 Tarydium Shards can be found between pillars to the left. There's an exit straight across the bridge ahead, and a side exit to the left.
Make your way across the room. You can take the bridge, but it is rickety and parts of it will collapse under you. At the far side of the room, go to either side of the exit structure for an ASMD Core and a can of 12 Eightballs. Then, go through the exit itself into the small hallway beyond, where chests reveal another ASMD Core and another 40 Tarydium Shards. Two flights of steps lead down into the next room. Take either, and load several Eightball rockets or grenades into the gaggle of two Krall and a KrallElite playing dice in the center of the next room. Destroy barrels between the two staircases for a Clip, a Nali Fruit Seed and a can of 12 Eightballs.
Go to the end of the room. There, you will see that the floor turns into a deep drop down to a lava pit below. Centrally, a bridge is retracted that evidently extends to cross the gap. You will also see in the path the bridge will take a large chopping device.
If you approach the edge, the cutting device will rapidly open and close. Clearly one way to cross the lava would be to extend the bridge, but you would have to avoid the chopping blades. Maybe there's a way around it. Anyway, nothing more to do here for now so return to the tall water room and go through the side exit you saw earlier.
The side exit takes you through to a small corridor. Destroy barrels there for a Clip and a Health Pack, then follow the corridor and emerge at the far end. You will be in a tall room with ramps ascending round the sides, where a Gasbag descends from above. Kill it with a couple of ASMD Combos.
Before ascending the ramps, explore the ground floor. An ASMD lies beside a dead Nali. Collect the ASMD and open vases nearby for an ASMD Core and 40 Tarydium Shards. Following that, shoot open barrels in the back left corner for a Health Pack, then go under the lowest section of the ramps for two boxes of 10 Flak Shells. You're ready to move on, so climb the ramps. After the first two sections, you will see an alcove in the wall to the right. Enter the alcove and go to the right for a Super Health Pack. Emerge and climb the remaining ramp to the corridor at the top - you will have to kill a Krall that comes running from ahead. Soon you will find that you reach a bridge suspended high above the tall water room.
Cross the bridge. If you look off to the left as you do so, you will see some gear on a ledge, but you can't reach it from here. Cross the remainder of the bridge. On the other side, you will be in another short corridor. Ahead it turns a corner; shoot barrels on that corner open for a Health Pack and a box of 50 Bullets. Follow the corridor round the corner, then follow it along the next stretch, turning another corner again at the other end. You will find yourself in another tall room where two Krall guard a lever ahead.
Kill the Krall and enter the room. Approach the lever and kill another Krall that attacks from the right. Pressing the lever, you will see through a hole in the floor in the center of the room that you have extended the bridge through the death trap below. Resist the temptation to jump down and cross the bridge, because you don't want to risk getting squished and there's more to do up here still. Look at the wall near the lever. You will see a hole between two torches down to the ledge with gear that you saw from the raised bridge. Drop down through the hole on to the ledge to grab a Flak Cannon and two boxes of 10 Flak Shells. From there, you'll have to drop down to the room below, which is the tall water room from earlier. Go through the side exit from the tall water room. You'll be back in the tall ramp room. Climb the ramps again and cross over the raised bridge once more. Soon you'll be back at the room where you pulled the lever to extend the bridge.
Explore this room more fully. In the corner directly to the right from the entrance, a Spinner guards a can of 12 Eightballs. Cross the room from that corner; as you pass a corridor entrance to the right, destroy barrels for two Health Packs. On the far side of the room, the remaining corners reveal a spider, a can of 12 Eightballs and two ASMD Cores. Go back across the room and enter the corridor that runs straight above the death trap in the room below. It will take you round a corner then to a balcony where a SkaarjBerserker guards an Assault Vest. Kill the Skaarj and collect the armor.
Look off the balcony to the room below. You will see a carved sculpture ahead, and two raised ledges to either side of a central floor area. There's a Krall on the floor area. Jump down to the floor (you might want to go via a ledge to minimize falling damage) and kill the Krall.
Look around the room. A corridor slopes up from the back, and if you go back up it and through the door at the top, you will see that you have managed to get past the crushing trap without having to risk those slicing blades.
Return to the room with the carved sculpture. Destroy barrels on the right for a Health Pack. Then, approach the mouth of the carving and it will open, allowing you to climb through. If first you need any Stinger ammo, there is a cluster of 40 Tarydium Shards on the raised ledge to either side of the sculpture. You can use the ramps to either side of the mouth to get up there if you want. Go through the mouth of the carving. You arrive in a low-roofed sloping corridor. Descend the corridor and you arrive on a narrow beam over a lava pit with rooms level to either side. Once you're on the start of the beam, jump off into the room to the left.
A doorway leads off this antechamber. Go through it and you will be in a hallway with a ramp climbing up to the left. A Krall comes running out from beside the ramp; kill it, then collect the ASMD Core and 40 Tarydium Shards from its cubby hole. Climb the ramp and follow the corridor at the top. Shortly, you will reach an entrance on the left to a balcony over the beam and lava pit. A Krall guards the balcony; kill it with the ASMD or another weapon. When the Krall is dead, go down on to the balcony to collect a Shield Belt.
From the balcony, you are directly above the beam over lava. Drop down from here via a can of 12 Eightballs on a cross beam so that you are once again on the beam over lava. Jump off into the room to the right this time. There, go through the entrance and you will be in another ramp room. Kill the Krall that comes out from beside the ramp, then open barrels in its cubby hole for two Health Packs.
Follow the ramps once more up to the balcony and drop down again to the beam over lava. This time, follow the beam to the far end and climb off into the next area. Ready a powerful weapon such as the ASMD. From your position at the end of the beam, you have two symmetrical slopes down into the next room. Take either.
You come out in a tall room with a pillar in the center. The room is guarded by four Spinners - kill them. Then, scout around the room for gear. By the base of the pillar, you can get two clusters of 40 Tarydium Shards and two ASMD Cores, and there are two barrels at the back of the room that reveal a Health Pack. There's also a secret area in this room that I'll come back to shortly. First, though, go to the back of the room and go through the exit there. You will emerge in a crossways corridor where a corpse lies by two Flares and an ASMD Core. Read the corpse's log.
Go to the right end of the corridor and look out into the room beyond. You will see beyond a large room with a water pool and two large stone walkways crossing it. You will see a LesserBrute guarding this walkway; kill it. Duck out and to one side of the entrance for a can of 12 Eightballs, then return to the corridor. Do the same for another LesserBrute on the other walkway (accessed from the other end of the corridor) and collect a can of 12 Eightballs there too. When you're done, return to the room where you fought the spiders.
Returning to the tall room, go to the far end until you reach the steps then turn round and face the central pillar. Fire some explosives at the left side of the central pillar, and it will collapse, smashing a hole in the wall to the left.
The pillar has landed in such a way that you can get up on to it. So, hop up on to the pillar and climb it, then look through the hole in the wall. You will see that you have emerged half way up the wall of a hidden sleeping chamber. A Spinner attacks from one of the bunk alcoves - kill it. Then, drop down into the room and shoot open chests at the back of the room for a box of 50 Bullets and a can of 12 Eightballs.
You may think now that you're trapped in the room with no way out, but look carefully at the floor. You will see that the central stone section is cracked. Back into a corner and fire some explosives at the floor in the center of the room - it collapses, revealing a water-filled sump below. Drop down into the water. You will land in the sump and will be attacked by a Devilfish from below. Kill it, then look around. You will see that the sump continues along a tunnel. Follow the tunnel and kill the Devilfish that comes from the other end.
You are heading for another sump beneath what is presumably another hidden sleeping chamber. However, there's nothing interesting in that direction. Instead, stop in the room half way between the two sumps and look down under the surface. You will see that this central sump is deeper. Swim down here - watch out for another Devilfish lurking in the shadows - into the deeper part of the sump where you can collect a Nali Healing Fruit and a can of 12 Eightballs.
If you use a light source, you will see an underwater tunnel leading out from here. Follow the tunnel and you will pass through another sump where there is a Devilfish, another Nali Healing Fruit, a Rifle and a box of 8 Rifle Rounds. Collect the gear and continue through the tunnels. Shortly you will emerge in a much larger water pool. In this pool, watch out for two Devilfish and a lurking Slith.
Surface to recharge your Marine SCUBA Gear. You will realize that you are in the pool beneath the large room with the walkways where you killed the LesserBrutes. Submerge again, and go to the left of this room's large central pillar to collect two Clips. Go to the back of the pool on this side for a Nali Healing Fruit. Cross the pool, and you can collect two clusters of 40 Tarydium Shards from a similar position.
At last it's time to return to dry land. Surface and look at the central pillar. Diagonal supports lead up to the raised walkway. On one side, the walkway is damaged such that you can jump from the diagonal support on to dry land. So, climb out on to the base of the central pillar and climb said support. Hop off on to the walkway at the top.
At the top of the support look to either side. To the left would be backtracking, so go to the right and follow the walkway to the far end of the room. You will enter another crossways corridor to the other walkway. Half way along is another corridor leading off to the left. Shoot barrels at the junction open for two Health Packs then head for the corridor entrance, but beware the SkaarjWarrior that jumps out from the junction.
Descend the sloping corridor from the junction when Skaarj is dead. At the bottom of the slope, you will reach a crossroads. A broad hall leads off ahead, while small corridors head off to either side. A Gasbag approaches from one of the side corridors, so kill it, but watch out because doing so will attract the attention of a large SkaarjBerserker at the other end of the broad hallway.
Stay out of the broad hallway - it is booby trapped - but look down it. You will see that it is blocked at the far end by a golden door. So, collect the two clusters of 40 Tarydium Shards from either side of the corridor by which you entered the crossroads, then go down the side corridor to the left. You will come out in a room with a wide cascading water feature on the left. Press a button you will find at the far end, killing a Gasbag that emerges from above the water. Visit the water itself for two Nali Healing Fruit. Then, return to the crossroads and go across to the other side corridor. Following it, you will arrive in another water feature room similar to the previous one. Press the button in here too and kill another Gasbag, then visit the water for two ASMD Cores. Return to the crossroads and look down the broad hall; the gold door at the far end has opened.
Now, time to negotiate the broad hall. Shine a light down the sides of the hall; you will see some evil looking rows of spikes. Edge your way slowly down the hall, and you will see that the spiked bars suddenly shoot out from the walls and meet in the middle. As soon as they meet, run forwards so that you are passing through the hall whilst they are retracting and do not have time to slam shut again and squish you.
Once beyond the mashing trap, you will be in a small hall from which you can see a large SkaarjBerserker lurking in the next room. Collect here a Razorjack and two packs of Razor Blades, then use the device to decapitate the Skaarj. Whilst backing off, be careful not to reverse into the spike trap!
Enter the tall room the Skaarj was guarding. There is a lift shaft to the left. Go first to the back of the room, and you will find two boxes of 10 Flak Shells. When you have collected the ammo, go to the lift shaft. There's a small lever to the right there that calls the lift; press it and wait for the lift to descend.
Step on to the lift and ride it to the top. At the top, you will be standing before another pair of huge stone doors. Step forwards and the doors open; you will emerge in a room similar to the one near the start which had the carved angular face, but this one is guarded by a meaty SkaarjLord. Flak the Skaarj; watch out also for two Spinners coming out of a staircase to the right. When the threats have been neutralized, open barrels for two Health Packs, and collect a can of 12 Eightballs from a corner to the right. Then, go to the other end of the room and collect a Dispersion Pistol Powerup from beneath a wall painting.
There are two flights of steps leading up from either side of the room here. Take the one to the right. At the top, you will reach a hall similar to the starting one, where you will be attacked by two spiders. Another Spinner may also come out from the other flight of steps. When all the spiders are dead, shoot the barrels in this upper hall for a box of 50 Bullets, an ASMD Core and a Nali Fruit Seed. Then, go up the hall. At the far end, large stone doors open to reveal a passage beyond. Step through and go up steps to the left to exit the level.
The scene cuts to an intermission with a view of one of the water feature rooms where you pressed the buttons. The player records a log entry.
I'm glad I made it out of there. I'm used to being bitten, hacked, shot, stabbed or blown up, but in there I could have been crushed, sliced, diced, or... skewered! Whoever built that place must have been a real sadist. I'm still slogging along... this is a Marathon, not a sprint.
When the log entry is complete, press Fire to start the next level.
As you return to the sacred Nagomi Passage, you soon realize that your visit to the hazardous Velora Temple has been largely pointless, achieving little more than the passing of time. As dawn breaks over the beautiful land, you make your goal the mining facility you saw during the night.
You start on the stairs you started to climb at the end of the previous level. The stone doors have sealed behind you. Turn the corner ahead and climb the remaining steps. Shortly, you will emerge from the upper temple entrance you saw when you were last at the Nagomi Passage, but it is daylight now.
As you step out of the entrance, you will be attacked from the side by a Spinner. Kill it. Go to the right from the entrance for a Nali Healing Fruit which has grown back since you were last here. Re-gain your bearings. To the right, a narrow canyon slopes down the hill. Ahead is the old plank bridge over the old starting canyon. Three UMS drop boxes are on the bridge; go on to the bridge and destroy them for a Combat Assault Rifle, a 50 bullet CAR Clip and a pack of 10 Rockets. Collect the gear but don't go right across the bridge. Instead, return to the temple exit and go down the canyon.
At the bottom of the curving canyon you will reach a junction. You can collect a Nali Healing Fruit here. You may remember that the canyon to the right leads to the Skaarj installation - but don't go that way yet, because there's plenty more of the map to explore first. Take a left instead and follow the canyon in that direction - you will pass the view over the large valley to the right.
You will slope down past the view to a point where the canyon closes up again. There, watch out for a SkaarjBerserker on guard. Kill the Skaarj and collect the Nali Healing Fruit from near a lamp post to the right. Beyond the lamp post is the box that carried the Assault Vest before. Now, it carries a Dispersion Pistol Powerup. So, go round behind the box and, like before, use the narrow slope of ground leading up the cliff as a way up to on top of the box. Collect the Dispersion Pistol Powerup.
Time to move on. Drop off the box and continue along the canyon. Soon you will reach a familiar water pool - drop into the water and open UMS drop boxes there for a pack of 10 Grenades and a pack of 10 Rockets. Then, climb out and continue along to the end of the canyon. There, two Nali Healing Fruit lie behind a stack of boxes. From that location, climb the slope of ground round the end of the canyon to the rock pass above. Expect to meet another SkaarjBerserker coming the other way.
At the top, collect the Nali Healing Fruit from near a box then go through the small rock pass there between the boxes, to emerge beyond on the high plateau above the large valley, over the bridge from the temple exit. There's another Nali Healing Fruit by a plant to the right. You'll see a Titan down in the valley; ignore it for now and just go to the left along the long ledge that follows the cliff. Follow the ledge right to the far end of the valley so that you stand at the top of the ramp of ground that slopes down to the valley floor. Now it is time to launch your assault on the Titan.
Use your Eightball Gun and Rocket Launcher. Using the ledges and ramp as sniping ground, pummel the Titan continuously until it dies. With a bit of luck you'll have assistance from a group of three Pack Hunters on the valley floor who'll attack the Titan and distract it from attacking you. When the Titan is dead, kill any Pack Hunters that have escaped its attacks. Look down into the valley; the ground should be clear now for you to descend the rock ramp and raid the valley floor.
Go down the ramp and, like you did before, double back beside the ramp and go behind a stack of boxes for two Nali Healing Fruit. Then, go back up the valley past the temple entrance (which incidentally is now locked). As you ascend the valley from there, you'll find three UMS drop boxes that reveal a Rocket Launcher, a pack of 10 Grenades and a 50 bullet CAR Clip. At the end of the valley, go behind boxes and a rock to the left for a Nali Healing Fruit. Then, head to the right and destroy a pair of UMS drop boxes which reveal a Grenade Launcher and another 50 bullet CAR Clip. Then, when you're done, head back towards the rock ramp. Remember the two Nali Healing Fruit behind the temple entrance should you need them for some reason.
Climb the rock ramp and head up the canyon that leaves the valley at the top. Curving round to the right and passing a plant with a Nali Healing Fruit, you'll soon come out in the chasm with the entrance to the Skaarj installation. As you emerge you'll meet a Brute on guard at this end of the area. Kill it, but beware because you'll attract the attention of a large Behemoth guarding the bridge. This must be the guy in charge of the doors, if you believe the log entry you read when you were last here.
Descend the ledge to the right and flak-bomb the Behemoth before it can do you any serious harm. You're almost ready to enter the installation now but there are just a couple of loose ends to tie up first. Drop off the ledge into the water at the bottom of the chasm (try not to land on a rock). Head for the center of the pool beneath the bridge, and you will find UMS drop boxes that reveal a 50 bullet CAR Clip and a pack of 10 Grenades. Then, head for the platform to one side of the bridge. Climb out on to the lift and ride it to the top. Once on the bridge, head to the left and approach the entrance to the installation. Go through the doors to exit the level.
The scene cuts to an intermission with a view of the installation. The player records a log entry.
I'm tired of doubling back so often! Every time I make some progress it seems I have to jump through hoops just to stay even. I know I'm getting there but it's tough going. Two steps forward, one step back.
When the log entry is complete, press Fire to start the next level.
Your continuing search for a means of escape has brought you to a dreary Skaarj Tarydium processing facility. The facility is densely guarded by Skaarj forces; passing through will not be easy.
You start in the entrance to the Skaarj installation. Ahead is a metal door. To the right is a panel which reads Tarydium Processing and Purification Plant. Approach the metal door, which opens before you. Step through into the large room beyond.
You are in a tall chamber with large tanks of moving water to either side. Directly ahead, a lift to a floor above is in the raised position. Approach the tank to the right; in front of it you will find a box of 50 Bullets. Then, go round to the right of the tank. There, you will find a Minigun which is useful (in secondary fire) for killing the Brute that approaches from ahead. Kill said Brute. Then, watch your back for another Brute that arrives on the scene and kill that too. Continue round this tank to the back of the room and collect another box of 50 Bullets from behind the tank there.
Look to either side. At this end of the room on this side is a doorway. On the other side is the other tank with supplies round its base, and another doorway. For your first move, enter the doorway on this side of the room. You will arrive in a foyer where your passage into the room beyond is blocked by some hefty electric beams. A panel here gives you some information.
Leave this foyer and cross the main room to the other large water tank. At this end you can collect a box of 50 Bullets. At the other end, you can collect another box of 50 Bullets. Round the wall side of this tank, you can collect a useful Assault Vest. You will also see a box of 8 Rifle Rounds raised on a storage box, but you can't reach it yet. So, stick with the Minigun and go through the doorway on this side of the room opposite the one through to the electric beams.
One short corridor later, you are in a control room. Ahead are two large hinged electrodes. To the right, a SkaarjScout operates a control panel. Kill the Skaarj with the Minigun then read the panel. It says the same as the previous one.
There's a large lever by the panel. Press it and look round at the hinged electrodes to the left. They move into a junction box and you will see the electric field reroute through the mechanism. The message on the panel changes.
A SkaarjScout comes running in through the corridor. Kill it, then go back outside to the main room. Cross the room to the entrance that was blocked before. The beams are deactivated, the panel reading a familiar message.
Go through the opening and into the room beyond. There, you will find a large lever and two boxes of 50 Bullets. Collect the ammo then press the lever; make your way back out to the main room, and you will see that the large central lift between the two tanks has come down. Step aboard (you'll have to go round the other side) and collect the Flak Cannon you find there, then select said weapon. After a short pause, the lift will rise. You will be in an upper area above the main room below. Here, you will be attacked by a pair of SkaarjAssassins that come from either side, so kill them, then step off the lift and look around.
Two walkways run on either side of the tanks. Four UMS drop boxes have fallen in through this room's open roof and have landed around the top of the lift. Open them for two 50 Bullet CAR Clips, a pack of 10 Grenades and a pack of 10 Rockets. Then, make sure you are on the walkway on to which the exit from the lift faces. There is a Health Pack in either direction on this walkway. Collect what you need, then go down to the end of the walkway that was to the right as you exited the lift. You will find wooden crates there that reveal a box of 10 Flak Shells and a box of 8 Rifle Rounds. Try not to fall through the window in the floor here.
Return to the lift and cross over to the far side of the room on to the other walkway. Look in either direction; to the right you will see a corridor entrance. Go to the left for now. At the end of the walkway, you will find wooden crates that reveal a Health Pack.
Now for the fun part. Look through the floor window into the room below. You will see the box on top of which was the ammo you couldn't reach before. So, jump through the glass window (which smashes under your weight) such that you land on top of the box and collect the box of 8 Rifle Rounds there.
Once you have the ammo, return to the higher lift control room to reactivate the central lift. Ride the lift then at the top go back round the sides of the lift on to the second walkway. There, go to the right and head for the corridor entrance.
Enter the corridor. It leads you round to the left and out on to a clockwise curving balcony above an empty horseshoe-shaped room below with a large structure in the centre. Step on to the start of the balcony and collect the box of 50 Bullets there, then head off round the balcony.
Follow the balcony round. About half way round, you will see or be seen by a SkaarjWarrior guarding the balcony. Take it out with the Minigun or Combat Assault Rifle, then collect a Health Pack from near a metal panel on the wall at the half way point. From near the metal panel, drop off to the floor of the room below.
The floor follows the whole of the area round, but the only area of interest is at the central point below where you collected the Health Pack. There, you can collect two boxes of 50 Bullets from between the balcony support pillars. Collect the ammo and continue through between the pillars, arriving on a wide lift which takes you up behind the metal panel, which opens. Before going back out on to the balcony though, go into a recess on the other side of the lift from the panel to collect a Super Health Pack. When you're done, step back out on to the balcony. The panel soon closes again. Continue clockwise round the balcony. At the far end, you will find another box of 50 Bullets, then you will go round a stretch of corridor and find yourself on a conveyor belt. The conveyor belt leads you towards a panel that a SkaarjScout is operating. Follow the belt and use your Minigun to kill the Skaarj. As you reach the corner where the Skaarj was operating the panel, you will see that the conveyor is about to lead off towards some hefty mashing jaws. Step off the belt and read the panel.
Save your game now. The next section is awkward. You could be forgiven for saving several times to avoid the frustration of having to do it all again.
Let the conveyor belt lead you towards the first two pairs mashing jaws. As you approach, they will open and close slowly. These ones are easy enough to go through without being squished. However, after an S-bend in the conveyor you will have two more that are tougher to get through. Make your way through these and follow the belt's next corner round to the right. A straight section and one more corner later, you are at the last two pairs of mashing jaws. These ones are extremely tough. Go through the first and step off the conveyor to the side - if you approach the last pair of jaws you will reveal a SkaarjScout lurking beyond. With a bit of luck, the Skaarj will chase forwards and be mulched by the jaws. If not, then kill it normally. You could also try and jump off the conveyor to the area near the lava. Watch out for a Brute that comes out from alcoves to the left in the corridor beyond and approaches. If you jumped off and saw it before crossing the trap, it's likely that the Skaarj and the Brute will start fighting each other.
Kill them or wait for them to die, then save your game and negotiate the final pair of jaws. In the corridor beyond, destroy a wooden crate on the left for a can of 12 Eightballs. Follow the corridor; soon you will arrive on a raised walkway that follows the back of an open room to the left which has three large unbreakable windows to the great outdoors. Hop down into the room and you can collect an Eightball Gun from beneath the central window, plus two Health Packs from near gratings at the far end. Collect what you need of the gear then climb up some steps at the Health Pack end to return to the raised walkway.
Follow the walkway as it turns back into a corridor. Go into the corridor and follow the next corner round to the right; you will emerge in a control room inside the large structure you saw from the curving balcony earlier. A SkaarjScout attacks from a raised balcony round the edge of the room. Kill the Skaarj then look around; in the centre of the room is a large glass window recessed in the floor. Two cans of 12 Eightballs sit on the floor beyond the window. Go round the window and collect them; then, as there's nothing else productive you can do in here, jump through the floor window (which smashes under your weight) into the room below.
Look around. You are in a low-ceilinged room with grids in the floor that look down into a room full of molten metal. In one direction, this room is a dead-end, so proceed through it in the other direction. As you approach a Stinger lying in the centre of the floor, there will be an explosion to the left as a Behemoth blasts its way out through the wall.
Collect the Stinger then use your recently re-supplied Eightball Gun to smash the Behemoth. Enter the Behemoth's little alcove for two cans of 12 Eightballs. Leave the alcove and cross this end of the low-ceilinged room; you will emerge in a walkway space beside a huge noisy pipe within a much larger room. Continue along past the noisy pipe, and round with the curve of the pipe into the area where the walkway space opens out beyond. Be prepared to meet three Pupae there; Eightballs seem fairly effective.
There is a lift at the back of the area you are then in. Step on and ride it to the top. One short low-ceilinged corridor later, and you are on a raised platform above the area with the huge pipe. From here is a bridge across the room to another platform, but a SkaarjScout that sees you here usually presses a plunger at the far side of this platform that destroys the bridge. That might not happen though, if you're quick.
Kill the Skaarj then go to the right following the wall to collect two boxes of 10 Flak Shells from behind some large storage boxes. Emerge back on to the platform and look around.
To the right is the broken bridge. Ahead, the entrance to a corridor. Ignore the corridor, and go to the broken bridge. Take a run jump and you can make it across the gap. Once on the other side, look around again. To the right is another, darkened corridor entrance. To the left are two boxes of 50 Bullets by some storage boxes and a door. Collect the ammo and try the door; it is locked. So, go to the darkened corridor entrance.
Follow the short corridor. The corridor turns into a vertical shaft to another corridor below; drop down and kill the Pupa that attacks from the left. To the left is the only way that you can go from down here, towards a door at the end of this corridor. Approach the door and go through it.
You will emerge in a minor control room. There's a Nali in the middle of this room - he may summon you or he may be afraid. Either way, watch out for a SkaarjAssassin that drops in through the left of the two glass ceiling windows. Kill the Skaarj (try not to kill the Nali in the process).
Follow the Nali if it is willing. If not, what it would show you towards is a corner of the room to the left under an overhang where there is a Shield Belt beneath a light fitting. Collect the belt and also the Toxin Suit from the raised area to the right, then go towards the exit at the back.
Go through the double doors there. Beyond, you will find a lift. Step aboard and ride it to the top; you will come out in a corridor that leads out between boxes into a pump room operated by a SkaarjAssassin. Kill the Skaarj. Leave the pump room to the left down a wide corridor; follow its corners and you will soon emerge through the previously locked doors back out where you jumped across the broken bridge. This time, run jump back across the broken bridge and enter the brightly lit corridor entrance that you ignored before to the right.
You will arrive at the top of a short lift shaft downwards. Drop down and into the corridor below. Go along this corridor, passing an entrance to the right, and poke your head round the next corner to Flak bomb a Behemoth patrolling a flight of long, shallow steps that lead down to the floor below where the large pipe is. You don't want to go down there yet, so go back round into the corridor and through the entrance near the bottom of the lift. You will emerge on a low platform beneath the broken bridge with a lever and a strange readout to the left. You have a view of the large pipe ahead. Activate the lever. The slider needle will move from black through purple, red, and orange, finally reaching yellow. An alarm will sound. The ground will shake as the pressure builds up then with considerable force a section of the large pipe will explode. Drop to the floor below and grenade two Pupae that attack there. Your next aim is to enter the damaged section of pipe, but first go under the balcony where you activated the lever to collect two boxes of 10 Flak Shells.
Enter the pipe. You could go either way along it, but to the right would reveal nothing useful, so make a left. The pipe will curve round a number of times, before leading you out into a larger mechanism chamber with molten metal below gratings in the floor.
Steep steps climb the sloping side of this otherwise empty chamber to the left. Jump up them one by one and go through an opening at the top to emerge on a conveyor belt that will try to push you back upwards. The conveyor system winds down round to the floor of a large storage room. Descend the ramps but watch out for a Behemoth that attacks from the right as you reach the bottom.
There are plenty of nooks and crannies down here but they reveal nothing. So, head straight for the two exits ahead. Go first to the one in the far right corner, past a tank of molten metal. You will find that it is barred off. So, go back across the room and approach the other exit. Climb the short ramp to this exit, which is open, but as you do so, an alarm sounds and bars slam down over the doorway. A Brute blasts a hole in the wall to the right of the door and attacks - kill it then jump in through its hole.
You are in a short stretch of corridor that joins up with the corridor leading from the newly barred exit. Collect the Assault Vest here, then go through past the passage to the door into the furthest corridor. Go to the right and press a lever at the end of the corridor there - a lift descends at the other end of this section of the corridor. Step aboard and the lift rises automatically to an upper corridor, whereupon you will be attacked by a SkaarjAssassin whom you must kill.
Step off the lift into the Skaarj's little alcove for two Clips. Then go back across the lift and step off at the oher end. You will find a room off to the left where two Pupae drop off ceiling beams and attack.
Enter the room of Pupae. There, you will find a locked door with a mechanism to one side. Press the large square button on the mechanism and it activates, opening the locked doors. Step through the doorway - watch out for four Pupae that attack you from ahead and to the right. Look around; you are on a raised area above the conveyor and storage room below. Go round to the far right for two Health Packs. Then, go to the back of the raised area and head to the right - two more Pupae will jump down off the roof of the lava chamber, so kill them.
Visit the corner here and look down through the hole in the floor in this area. It looks down upon the other exit from the storage room, which is no longer barred. Drop down and head through the exit. Enter the dirt-floored maintenance corridor beyond and follow it round to the right. You will arrive in a slightly fogged room where a group of four Pupae drop out of a ceiling vent. Kill them all. This room has a large pipe full of flowing molten metal, and several consoles. Go to the right towards the lava pipe and enter the deepest part of the room in that direction - you will find a crawlspace under the pipe that contains a Pupa. Kill the Pupa then go through the crawlspace - you enter a large room behind the pipe where you can grab a GES Biorifle and two 25kg cans of Tarydium Sludge. Return through the crawlspace back into the foggy room. Head through the room in the other direction, then take either route, they both go to the same place - head to the right at the end, and kill a SkaarjWarrior that ambushes you in this area (the GES Biorifle seems fairly suitable).
You will come out in another small foggy area by the lava pipe. Go to the back of this area and you will find another crawlspace under the pipe to the right, this one also guarded by a Pupa. Go through it. You arrive on a walkway near a pool of molten metal that has spilled out of a broken pipe. You are actually beneath the low ceilinged room you entered after the mashing conveyor earlier, just as a curiosity... you can see it through grids in the ceiling. Anyway, follow the walkway round the edge of the pool of metal and you will find that the mouth of the shattered pipe is accessible by crossing a fallen girder. Cimb inside.
Follow the winding pipe. Rounding a corner, expect to be unpleasantly surprised as the section of pipe you are in collapses into the molten metal behind you, leaving you trapped with three Pupae ahead. Slime the Pupae, and try not to be incinerated!
Get out of the newly sloping section of the pipe and continue round its winding course. As you follow the last straight, part of the pipe wall ahead to the left explodes, revealing a hole out into another room. For now, go past the hole, and into the very last dead end of the pipe for an Eightball Gun and a can of 12 Eightballs. Return to the hole in the pipe and jump out. You are in a basic storage facility. A SkaarjScout attacks from a recess behind as you emerge; kill it, then go into its recess for a Health Pack.
Step out into the facility and look around. There are doors to either side (the one on the right is damaged). Go into the four corners of the central part of the room and behind pillars in said corners for four cans of 12 Eightballs, then approach the undamaged door (the one with the red sign over it). The door opens as you approach, to reveal a Behemoth that charges you. Kill the Behemoth, then watch out for a Brute that blasts its way out through the damaged door at the other end of the room as you do so. Kill the Brute too.
Go across the storage facility to the alcove the Brute came out of. It's a small store where you can pick up a Super Health Pack and two boxes of 10 Flak Shells. Then, go back across the room and go through the undamaged doors to the corridor beyond.
The corridor leads you round to the right into a room full of water pools. In the room, there's a lift by a yellow post to the right, and at the far end of this room there is an Assault Vest behind a barrier which you cannot jump over. You want that armour though. So, jump into the water storage tanks. Follow the tanks round so that you enter the area beneath the entrance corridor. After killing a Slith prowling there, you will see a grating in the wall to the right. Use the Dispersion Pistol to destroy this grating and reveal a duct beyond. Enter the long narrow duct. You will be led along for a while and then to the right, after which you can surface and climb out into area containing the Assault Vest.
Collect the armour and use the supports for the barrier on this side to jump back out to the main room. You're done here now, so head for the lift by the yellow post and climb aboard. After a short ride, you will be in a large low-roofed room containing vertical pipes and pumping machines. The room is guarded by a pair of SkaarjWarriors whom you should kill. Then, you can look around the room and admire the machinery, but there's nothing useful so head to the far corner from where you entered this area to find there another lift by another yellow post.
Proceed to he next tier of this multi-levelled structure. The next floor has a bunch more machinery and a SkaarjAssassin on guard - kill the Skaarj - but once again there is nothing useful, so cross the to the far side of this third level and ride the lift by the yellow post there. This lift will take you up to the top level. Entering this room and approaching a lift to a balcony ahead, you will be attacked by another SkaarjAssassin that drops down from the rafters. Kill it.
Approach the lift at the back but go past it, entering the area under the balcony. By going to either side of a large central pipe, you will be able to procure two boxes of 10 Flak Shells. Now, ride the lift up to the balcony. There, you will see a valve hatch on the floor above the pipe beneath the balcony, and a double red switch on the wall to the left. Activate the red switch. The valve hatch opens and is clamped into position by a pair of mechanical arms. Approach the open valve and drop through it, landing with a splosh in the water pipe below. Ready your Combat Assault Rifle or Minigun at this point, if you have the ammo.
The pipe leads off on a straight for a while. Follow it, and you will eventually curve round to the left. Entering the next straight, you will be approaching a tank where a Slith is circling. Kill the Slith and enter the tank - you will see that the pipe continues vertically downwards from the floor of the tank. So, submerge and follow it. The pipe curves round in a U-bend, bringing you back up into another similar tank also patrolled by a Slith.
Kill the Slith and enter this second tank. From there, the pipe leads off horizontally again. Follow it, going round the next curve to the right. There, you will see that you are coming to the end of the pipe at a water pool ahead. A Behemoth has seen you from a ledge and attacks; kill it with your Rocket Launcher or Eightball Gun.
Enter the pool. You will find a ramp out on to the Behemoth's ledge, so climb out and collect the two cans of 12 Eightballs from either side. Continuing back into this area, you can collect two Health Packs from either side of a short corridor entrance.
Go through the short corridor. You will emerge on a genuinely huge octagonal lift with a button ahead. Go forwards and press the button, and the lift starts to descend rapidly. After what seems like a very long journey, during which time you will be kept busy by a SkaarjBerserker that drops down from above, you will eventually stop at the bottom of the lift shaft. If you can't see it immediately, use your Searchlight to find doors leading off one of the dingy walls here. Go through the doors and enter the corridor beyond to exit the level.
The scene cuts to an intermission with a view of part of the foggy maintenance area with the lava pipes. The player records a log entry.
A Tarydium processing plant... operated by the Skaarj! They must have another colony around. There are Skaarj everywhere. But this time, I'm hunting them... they didn't seem to know I was coming. I figure I'm about half way to the shuttle.
When the log entry is complete, press Fire to start the next level.
Reaching the fringes of the Tarydium processing and purification plant, you arrive in a waste treatment facility for Tarydium byproducts. Pools of sludge make this hazardous terrain for you... but you have to press on regardless.
You start in the corridor leading from the exit of the previous level. The corridor leads round to the right, so follow it. Going round a corner to te left, you emerge in an outdoor area on a walkway above a pool of hazardous sludge.
Follow this walkway. You will approach a raised section of walkway blocking your path. You will also see a Super Health Pack high up above a buttress to the right, but you can't reach it from here. To lower the raised section, press the lever attached to the right support pillar for a gantry above the walkway. The obstruction lowers, completing the walkway and revealing a large Behemoth. Flak bomb it until it dies, then continue along the walkway, following in as it corners round to the right. You will soom go through a door and enter a corridor within the facility.
Follow the corridor. You will see glass windows to either side behind which are useful items. As you continue down the corridor, the last pair of windows smash open and a Brute comes out. Kill it. Visit the alcoves revealed by the breakage of the last two windows for a box of 10 Flak Shells and a Health Pack. Then, return down the corridor and smash the other four windows to obtain a Health Pack, another box of 10 Flak Shells, a box of 8 Rifle Rounds and an Assault Vest.
Back at the starting end of the corridor, look up at the roof in the direction of the entrance. You will see a hole in the ceiling and a button on the wall beneath it. You may wish to use your Searchlight to illuminate the wall if you don't immediately see the button.
Shoot the button. A panel opens in the corridor wall to the right. Entering the revealed passage, you can climb the steps within to obtain a pair of Jump Boots at the top. Now that you have the boots, you can obtain the Super Health Pack you saw earlier. Return down the steps and go outside. Stand on the main straight of the walkway facing the buttress. Using your Jump Boots, do a run jump from that position. You will land on the intermediate level of the buttress. Do another jump, and you land on top where you can collect the Super Health Pack.
Collect the pack then follow a hole in the wall from your position. Turning left, you will follow a short passage before dropping back down into the corridor through the hole in the ceiling by the button. Follow the corridor into the facility. Go the full distance this time. Turning right out at the end, you will arrive in a room above a waste tank below where sludge flows up an unbreakable glass pipe to the right.
Go on into the room. A ramp at the back leads up onto a low balcony. Go beneath the ramp and into the recess there for two Clips. Then, step back into the room and climb the ramp onto the balcony. Follow the balcony round to the right. It turns a corner round the outside of the room, leading you past a doorway, towards a panel. Near the panel, a Toxin Suit is stored behind a glass window but you can't break it. So, return along the balcony and go through the door instead.
You are lead on an anticlockwise curve round a corridor. At the half way point, you will pass a lift shaft and a large red button on the left.
Leave the lift for the moment and follow the corridor on round. You will shortly emerge on a low balcony in another tank room that is symmetrical with the previous one. Watch out here though for a Pupa that attacks from the side. Kill the Pupa then go along the balcony towards the panel to the right and open a wooden crate there for a box of 10 Flak Shells. You will see a second Toxin Suit behind another unbreakable glass window here too.
Drop to the floor of the room and kill the Pupa that attacks from under the balcony. Then, go under the balcony ramp for a box of 8 Rifle Rounds. You're done here, so return to the room and climb back onto the balcony. There, go back through the door and return to the lift you saw earlier.
Press the large red button. The lift will descend. Step aboard and ride it up to the top; you will be in a small foyer guarded by a particularly nasty SkaarjAssassin. Kill the Skaarj - you may end up going up and down the lift several times in the process. In the foyer: there are two boxes of 10 Flak Shells available to either side of a corridor that goes straight out of this area. Collect the ammo, then follow this corridor through to the next area.
This next area turns out to be a balcony room raised above the two tank rooms, which are to either side. The balcony is guarded by a SkaarjWarrior that you should kill. Then, at this end of the area, go to the balcony edges to either side to retrieve two ASMD Cores. Go to the back of this area and destroy two sludge barrels there. In the shadows there is a door which opens as you approach, revealing a T-junction with corridors leading off to either side beneath a madly flickering light.
Enter the junction and kill the SkaarjWarrior and Pupae that attack from the sides. Then, take a left along the corridor from the junction, entering the next area which is a kind of control room.
Read the large slanted panel on the left in this control room for some information.
A corridor leads out of the control room to the left. Follow it, killing another Pupa lurking at the end. You will find a large control wheel at the end of the corridor; activate it. Return through the control room to the T-junction and go straight across. You will enter another control room - this whole part of the plant is symmetrical. Read the panels here.
Proceed through the corridor to the right here and you will find the other pump control area. This one is guarded by three Pupae - kill them, then activate the second pump wheel. The ground rocks and you hear an explosion. Warning lights and alarms activate above you. Looks like all hell has let loose...
Return through the control room and approach the T-junction. Upon arrival, you will be charged by a Behemoth. Kill the Behemoth then return from the junction to the balcony area above the tank rooms. Drop off the balcony edge to the right such that you land on the raised area of the first tank room.
The glass pipe to the sludge tank has been smashed by the explosion, and you're going to take a swim. First, though, heed the warnings of the panels and collect the Toxin Suit from the alcove to the side - the glass winow has been removed. Now, drop to the floor of the room and approach the pipe, then dive into the sludge.
You land in a short submerged section of curving pipe. Follow it down and you emerge in the sludge tank proper. In the tank, you can go in either direction to your sides - go first to the left. Following the tank round a corner, you will reach a dead end where you can collect a Super Health Pack from the floor. Switch to your Combat Assault Rifle, Stinger, ASMD or another good underwater weapon, then head back through the tank. Kill a Slith that attacks you as you return to the main part of the tank. Remember that the Toxin Suit will protect you from the Slith's saliva attack but not from its claws - and that taking damage will compromise your Toxin Suit.
When the Slith is dead, proceed through the tank, collecting a Clip from the recess opposite the pipe by which you entered. At the end of the tank, you will pass through a sludge tunnel, shortly emerging in the other part of the tank beneath the other room.
This part of the tank stretches on ahead. If you have taken damage and your suit has been weakened, you might want to go through the pipe on the right which leads out into the second tank room so that you can collect the second Toxin Suit you saw earlier. When you're done, proceed through the second part of the sludge tank. Turning round to the left at the corner ahead and following the tank to the end, you can surface and climb out of the gunge into a corridor.
Follow this corridor loop round in either direction from where you surfaced. At the other end, you will reach a doorway and a short corridor that lead to an outdoor area where a LesserBrute snipes from a raised balcony to the left. Kill the LesserBrute. This outdoor area has a central passageway that leads to another door ahead, and there are ramps to either side that lead up on to the raised balconies. Climb the ramps onto the raised balcony to the right to find a UMS drop box that reveals a Rocket Launcher>.
Go to the back end of this balcony. There's a hole there down to a sludge tank. Toxin Suit permitting, drop down into the ankle-level sludge. You are in one of four such small tanks connected by a ring of dry tunnels. Go clockwise round the ring - the first two tunnels contain a 25kg can of Tarydium Sludge each. The tanks themselves contain damaged lifts. The third tank will contain a UMS drop box that reveals a Grenade Launcher. The fourth tank contains an undamaged lift - step on it and ride to the top to emerge on the opposite balcony above.
Step off the balcony and approach the other entrance from this outdoor area. There, you can collect a GES Biorifle and two further 25kg cans of Tarydium Sludge. Proceed into the corridor from the entrance here to collect an ASMD, but watch out as you do so because doors open ahead to reveal a SkaarjWarrior right in your face.
Kill the Skaarj and follow the corridor beyond. Curving round to the right, you emerge in an outdoor area where a SkaarjLord ambushes you from the left. Back off and kill the Skaarj, then return to the outdoor area and look around.
You are on a walkway raised above the ground level below. Supports placed periodically on either side hold the walkway in place. Go to the point ahead where the walkway corners to the left, on the way visiting one of the supports on the left for a can of 12 Eightballs, and open a UMS drop box at the corner for a pack of 10 Grenades. Then, drop off the walkway onto the ground area below.
Explore the ground area. It is an L-shaped piece of grass with metal causeways around the edges. If you visit the corners at the far ends of the area, you can collect a total of four ASMD Cores. You will also find a UMS drop box that contains another pack of 10 Grenades. When you're done collecting gear, go to the turning point of the L-shaped area. You will see a corridor entrance; go inside and you will find that it leads to a lift.
Enter the corridor but don't go up the lift yet - you can hear Pupae hissing at the top. So, lob a couple of Grenades up the lift shaft to dispose of them. Then, step aboard the lift and ride it to the low corridor at the top. Collect the Health Pack there then follow the corridor round to the right. A wall will open and you can descend one of the supports back on to the raised walkway.
Follow the walkway now towards the door at the far end. Visit an intermediate support on the right for a Health Pack. When you reach the far end, visit the supports to either side for two boxes of 10 Flak Shells. Open the door at this end of the walkway. Kill a SkaarjAssassin that ambushes you from beyond. Entering, follow the corridor inside round to the right and kill the two Pupae that crawl out from a recess on the right. Then, go to the end of the corridor and through the doors there to arrive in a large room.
This room is some kind of hangar. There are some large garage-type doors on the left and a large crane mounted on roof beams. First things first, you will probably hear something coming through doors behind you, so go back out into the corridor and dispose of the incoming SkaarjWarrior.
Return to the hangar. You are on a slightly raised balcony. Step forwards on to some boxes for two ASMD Cores. Then, go to the far end of the room. On the way check the huge door - it is locked. At the far end of the room go beneath the balcony for an Assault Vest. There are steps back up to the balcony here, so go up them and collect the replacement Toxin Suit from on top. Follow the balcony to the left, going via a Health Pack on a box nearby if you need to, and approach the large lever at the end with a picture of the crane above it. The lever does not activate - you get this message.
Drop back down to the floor of the hangar and look to the right of the balcony steps. A ramp slopes down to a corridor full of sludge. Ahead at the far end you will see a room with a control wheel.
First, submerge and go down into the tank beneath the room with the control wheel. You are in a tank with barred entrances through to another tank - the bars are locked, but you can take this opportunity to safely dispose of a Slith beyond. Return to the corridor and surface, climbing out into the room with the control wheel. Look to either side - you can collect two ASMD Cores from near two sets of small sealed doors. Activate the control wheel and the sealed doors open; go through the ones to the right and collect the Health Pack beyond, but watch out for a Slith in the room to the left.
The doors have sealed again behind you, so go on into the room. There, you will find a red button on the left wall beneath a panel with a picture of the crane on it. Press the button. Now, if you continue on round to the left, you can collect a Health Pack but you are just back at the other sealed doors and they won't open. So, return to the area by the control button and drop through a hole in the floor there into a sludge tank below.
This tank is the one you saw barred off just now. Approach one of the sets of bars and it opens, allowing you to pass through. Return through the sludge to the ramp up to the hangar. Climb back out into the hangar, but beware two Pupae which drop off the balcony from behind.
Use the steps to climb back onto the balcony. The crane controls should be active now, so go along the balcony and press the lever. The crane swings into action, swivelling around the room and smashing into the huge garage-type door.
With explosions, part of the door smashes open. Drop to the floor and go through the gap into the room beyond - beware a Pupa that attacks from ahead. Go into the room and round the next corner - you'll have to kill a SkaarjAssassin and another Pupa, so be ready. Further into the room is a door on the left which is locked. Continue round the room. Shortly you'll reach steps onto the raised area to the right. If you're short of Eightballs, go up onto that balcony and follow it right round to its end, where you can open wooden crates for a can of 12.
Continue round to the end of the room. Turning left, you'll emerge in a large room with a huge raised storage tank in the middle. There's a balcony above you. Look up and around until you see a Behemoth on patrol. Kill it while you have the element of surprise.
Go to the far end of this large room. Ahead to the left is a doorway into a corridor. As you reach the end of the huge tank on the right, two Pupae attack from beyond some control panels. Kill them. Then, go to the right past the control panels. You'll find a lift in the corner onto the balcony the Behemoth was patrolling. Ride it up and look at the tank from above - it is sealed shut. Follow the balcony right round the room. At the corners you'll find two Health Packs, and at the far end wooden crates reveal an Eightball Gun and two cans of 12 Eightballs.
Drop back down at this end of the room. Go through the corridor entrance you saw before. Following the corridor clockwise, a SkaarjAssassin attacks out of an alcove to the right which also contains a Toxin Suit. Kill it but don't collect the Toxin Suit yet.
Go on round the corridor. In the next straight stretch, a Pupa attacks from behind conduits to the left. Kill the Pupa, then go between the two verticals and round behind for two 25kg cans of Tarydium Sludge.
Go along the corridor. At the end, press a large red button on the right to call a lift ahead. As the lift descends, kill the SkaarjWarrior that comes down with it. Step aboard and ride the lift up - if necessary, call it again. At the top, turn off to the right and enter the control room there with a view of the huge storage tank.
Collect the two boxes of Flak Shells you find to either side in the control room, then press the lever ahead. Look through one of the viewing windows ahead, and you will see the large storage tank open.
Return to the lift and press the large red button there to descend. Step off and follow the corridor back round to the tank room, collecting that Toxin Suit on the way. Go across the end of the tank room past the panels, and ride the lift onto the balcony again. Select a good underwater weapon (CAR, ASMD, Minigun, Stinger etc.) and jump across to the tank. Plunge in - immediately you will have to deal with a Slith - don't let it destroy your Toxin Suit, or you're scuppered.
Look at either end in the tank. At one end is a can of 12 Eightballs - collect the ammo. At the other end is a pipe - enter it. It leads you downwards, and you emerge at the other end in a large tank of sludge beneath the main room above. Kill a Slith lurking here with your ASMD. Go first to the right. At the end, you'll reach an extension of the tank to the left. Eliminate a Slith that comes from the far end, then go down to the end yourself to get an Energy Amplifier plus two Clips on top of a support. Return to the main tank and go through it to the other end. Collect an ASMD Core from the centre of the floor on the way. At the end, head off to the right down an extension of the tank there. Collect an ASMD Core from the floor by a low entrance to the left and destroy a Slith that sights you from down the tunnel there. Go through the tunnel beyond the entrance and collect another ASMD Core from the floor at the far end.
Stay facing in that direction and surface. You will come out at the end of a shallow pool of sludge. Head immediately across it and climb the ramp at the far end of it onto a raised walkway, because a SkaarjAssassin has seen you and launched an attack - and you don't want to be caught in the Sludge without a suit.
If you still have your suit when the Skaarj is dead, there's a Health Pack in the shallow pool between balcony supports to one side. When you've collected the pack, climb out again and follow the balcony round to the left. You'll reach a door and a button. Press the button to open the door, which leads back out to the room beyond the hangar should you wish to backtrack at all. You however probably don't, so go back out onto the balcony.
Pressing the button has also opened alcoves further round the balcony. The alcoves contain wooden crates - shoot them open to reveal an ASMD Core and a useful Shield Belt. Collect, then go on round the balcony past the ramp out of the sludge. You'll enter a short curving corridor. Follow the curving corridor round to the right. You'll enter the next room and there will be the sound of an explosion from somewhere as a SkaarjAssassin drops down from a hole in the ceiling. Kill the Skaarj and enter the room a bit further. Ventilation grilles at ground level burst open and two Pupae will attack - kill them both.
Go across the room. You'll cross a metal panel in the floor as you approach a lift at the back. Reaching the lift, it descends and you can step aboard to ride it to a raised balcony at the back. Open a wooden crate on the lift for a Health Pack.
At the top of the lift you are on the balcony. Go to the right to find wooden crates that reveal two ASMD Cores, then turn round and go to the other end of the balcony to enter a corridor there. Following the corridor round an anticlockwise curve, you'll reach a small control room. Press a lever here - you'll also get the following message.
Once you have pressed the lever, return along the corridor. Expect to be met outside by a SkaarjWarrior. Kill the Skaarj, then look down at the main floor of the room. You'll see that the floor panel has been removed. Drop to the floor and look down the hole.
The hole is a shaft down to a lift at the bottom. Drop down and land on the lift, which spins you rapidly back up into the room above, then up through a hole in the ceiling, shortly arriving in a corridor T-junction. There are three ways you can go from here. The corridor heads off in either direction. The third goes to an outdoor area - take this route now, but expect to be attacked from the right by a SkaarjAssassin.
This outdoor area is some kind of dock, with a small control building in the centre. There's a Skaarj skimmer shuttle here, but it is inoperative. Head along to the left; you'll find an UMS drop box that reveals a pack of 10 Rockets. You'll also be able to look down on to the L-shaped outdoor area from earlier - don't fall in! Here, you can cross one of the support gantries over the gap for a box of 10 Flak Shells.
Continue clockwise round the outdoor area. Jumping over at the next corner, you can go for another UMS drop box that reveals two 50 bullet CAR Clips and a Combat Assault Rifle. A support gantry in this vicinity carries a Health Pack. Go on round and cross the last support gantry for a box of 10 Flak Shells, thereby arriving near the entrance to the control building. Kill a Pupa lurking inside, then open wooden crates to reveal an ASMD Core, a box of 10 Flak Shells and another Pupa. Nothing else that you can do out here after that, so return to the corridor entrance and the T-junction.
From here, the corridor leads off to the left and right. There are also viewing holes ahead down to the room with the balcony below. One of them contains a Health Pack. Both holes have below them ASMD Cores placed on roof beams if you need them, but if you'll get them you'll have to coma back up via the spinning lift.
Take either of the corridors from the T-junction - one of them has a Pupa behind a crate, the other has two, but both lead to the same place. You'll be taken round a curve to a room at the back with a transport cart at the centre.
A SkaarjAssassin guards this room - kill it. Before stepping on the cart, two ASMD Cores raised on boxes in this room can be collected by jumping via a pipe at the back. Shoot the wooden crate on the cart open for a box of 10 Flak Shells, then step aboard and collect the ammo. The cart will take you down a sloping tunnel, before emerging in a room at the bottom where you will be attacked from the left by a Pupa and from above or behind by a SkaarjAssassin.
Look around the room. To the left is a door which is locked. To the right, a doorway leads into a corridor. Boxes here have on top of them a Super Health pack and, over the other side of the room, a box of 10 Flak Shells, but you can't reach them from here, so head off through the open door to your right and enter the corridor.
As you follow the corridor, you will pass a switch bank on the left. Press a lever there and go on round the corridor - you have called a lift at the far end on which there is a LesserBrute. Kill the LesserBrute then ride the lift as it goes back up. You emerge on a balcony above the room. A crane ahead is controlled by a lever on the left. Ignore that for now and go to the edge and look down. You can just see the edge of the boxes carrying the Super Health Pack. With a little bit of nifty control, you can drop down on to the boxes and grab the pack.
Go back round the corridor and activate the lift again, returning to the balcony. Press the lever on the left this time, and watch as the crane swivels across from a balcony on the far side of the room. When the crane reaches your balcony, jump up onto its lower ring and ride it as it swivels back across the room to a similar balcony on the far side.
There's a switch on this balcony and also two wooden crates. Destroy the crates for a Health Pack and an Assault Vest, then press the switch. The locked door on the floor below opens to reveal a corridor. There's a Skaarj in the corridor - snipe it, then drop down to the floor via the box of 10 Flak Shells on the box below.
Enter the corridor and follow it round. As you reach the end, the ground turns into a lift which takes you slowly down. Stepping off to the right at the bottom, you will be in a large dark tunnel lit only by emergency beacons. Go along this tunnel, collecting a box of 10 Flak Shells on the way, until you descend another lift at the end. You will be taken down further into a similar tunnel where you can collect a can of 12 Eightballs. Follow this tunnel to the end and descend another lift. You will arrive in a foggy, fume-filled room with a hole in the centre of the floor. Prepare yourself for a fight, because as you approach the hole, a lift rises up it bringing with it a gigantic mutant SkaarjLord. Take it down as best you can - try not to take too much damage.
When the creature is dead, the lift descends, revealing a dank tunnel at the bottom shallowly filled with sludge. Follow the tunnel. It winds round several times, until you reach a room full of sludge waterfalls. There, climb on to a lift in the centre and ride it up to the top to exit the level.
The scene cuts to an intermission with a view of the starting area. The player records a log entry.
It took everything I had to get through the rest of that miserable Tarydium processing plant. At least I killed a whole bunch of Skaarj and left the place a real mess [laugh]... the Skaarj won't be using that place for a while. I thought I had it made when I saw the small alien ship in the middle of that seemingly endless plant... I thought I could use it to get off-planet... but it's busted. The shuttle is my only escape.
When the log entry is complete, press Fire to start the next level.
Your travels through the Skaarj plant have led you high up into the mountains. Now, you emerge in an icy wasteland far above the lush footlands of the planet. But you must ignore the cold - you have to press on and find that shuttle.
You start at the top of the lift from the waste facility. Ahead is a door. Step through and you emerge on a slippery icy plateau. As you arrive outside, a Skaarj scout skimmer flies overhead.
Look about you. The foggy plateau continues on ahead. To the left, a Mercenary stands in the shadow from a large torch. Kill it before it sees you.
Note: This map behaves differently on the hardest skill settings - you'll meet a single SkaarjLord and two Stone Titans instead of several Mercenaries and one StoneTitan.
Head on round the plateau. You'll approach three UMS drop boxes before a rock. Head for the boxes and kill a Mercenary that spots you from beyond another large rock to the right. Then, destroy the partially buried boxes. The contents of two are buried but you can get a pack of 10 Grenades from the other. Go on round the plateau, passing to the right of the flat rock ahead. You'll also then attract the attention of a Mercenary from beyond the rock and a MercenaryElite from further down the plateau. Kill them both - Flak Cannon and Combat Assault Rifle recommended.
When the Mercenaries are dead, jump up onto the boxes to retrieve a Super Health Pack, an Assault Vest and three cans of 12 Eightballs, then go down the curving valley towards the next torch to collect your fourth Dispersion Pistol Powerup.
From that torch, you'll see on round the valley to where a StoneTitan lurks beyond the next rock. Prepare yourself for the fight. Switch to the Eightball Gun or preferred weapon, then go in on the attack. Use the space available to dodge boulders, and use rocks as cover. Eventually, the StoneTitan will moan and collapse.
When the StoneTitan is dead, head on down the valley. Eventually you'll reach the final torch, nearby which are two wooden crates and a hole in the ground. Open the crates for an Energy Amplifier and a Health Pack, then jump down the hole to exit the level.
The scene cuts to an intermission with a view of the first torch. The player records a log entry.
After escaping from the Tarydium plant I wound up outside... on a freezing, ice-filled plateau. The contrast with the lush climate from before was startling. Anyway, while on the surface I was surrounded by jagged cliffs and sharp peaks, so I'm thinking I'm high in the mountains. I must have covered some distance underground, and gained some serious altitude! The good news is that I'm still headed in the right direction.
When the log entry is complete, press Fire to start the next level.
You are up in the mountains. Having dropped through a hole in the ground, you have landed in an underground cave. Your travels are continuing to lead you through increasingly hostile terrain... but you must be nearly there by now!
You start in the cave beneath the hole you entered at the end of the previous level. It stretches down a slope ahead; step forwards and descend the tunnel.
At the bottom of the slope, the cave rounds a corner to the right. Follow it and destroy crates in the tunnel for two ASMD Cores, then collect them and continue round the corner beyond. Doing so, you will find that the caves become icy and foggy again. You must be approaching the open air.
Enter the icy cave ahead, collecting the two Nali Healing Fruit on the right as you go if necessary. In the cave, the corpse of a UMS Prometheus crew member is slumped against a pit prop to the right. Read his log.
Continue through the cave, collecting two cans of 12 Eightballs from the left of the mouth of a tunnel ahead. Follow the tunnel, readying your ASMD or another good weapon. Descending the tunnel, you will reach another icy cave which is guarded by a Mercenary. Surprise it and kill it. Enter the small cave. A tunnel leaves this cave to the right. Collect the Health Pack from on top of a box to the left, then head up the tunnel. It is guarded by two Mercenaries; kill them. A wooden crate on the right reveals a box of 50 Bullets.
Continue up the tunnel. Approaching the mouth of the tunnel at the far end, you can collect two clusters of 40 Tarydium Shards from the left. Do so. Then, go to the mouth of the tunnel and look through to the outdoor scene beyond.
Out here, a long icy zig-zagged causeway ascends a slope towards a building on a plateau at the top. To either side, an abyss drops down an impossibly long way. Select the Combat Assault Rifle or another hitscan weapon, and start heading up the torchlit precipice. It is extremely slippery and thus deadly - very easy to fall off. Climbing up past the first corner, you will see a MercenaryElite on guard near a torch ahead. Kill it, then collect the Nali Healing Fruit and can of 12 Eightballs from beside said torch.
Carry on up the causeway. Don't waste any time now. Approaching the main plateau with the building, you can collect a Nali Healing Fruit on the fly. Once safely at the plateau, kill the Mercenary there that is guarding a bunch of UMS drop boxes.
You are at the foot of the building. Open the drop boxes here for a Grenade Launcher and two 50 bullet CAR Clips, then look around. The plateau continues in a ring around the building; start heading round it in an anticlockwise direction. You will soon reach an entrance on the corner of the building to the left with a ramp up to a foyer inside that is guarded by two Mercenaries. Kill the Mercenaries.
Enter the foyer. There are doors inward from here, but let's scout around outside first. Leave the foyer by the other ramp and continue along the side of the building following your anticlockwise loop. Passing a rock, you will find a Mercenary on guard, so kill it. When you reach the back end of the building, go on round the corner and continue anticlockwise.
Round the back, you will see a rock ahead. UMS drop boxes are beyond to the left of the boulder. Go to the right of the rock first and you can collect two cans of 12 Eightballs from beneath a torch. You will also see that a ledge descends round the plateau cliff from here. Leave it for now - you'll be going down there later.
Go back round the rock and open the two UMS drop boxes there. In doing so you will alert a gaggle of two Mercenaries and a MercenaryElite on guard - I found the Rocket Launcher quite effective here. When you have disposed of the three, collect the Rocket Launcher and 50 bullet CAR Clip the boxes have revealed. Then, head on round the side of the building. Turning the corner, you should be heading back along the building's longer side towards the front. Watch out for a MercenaryElite on guard.
As you approach the corner at the front of the building, you will see a ramp and foyer similar to the one you visited before on the other side of the building. Enter it and kill the single Mercenary on guard. Now, look at the two doors into the building. Take the rightermost of the two; you will arrive in an indoor chamber guarded by a Mercenary. Kill the Mercenary and look around; you will see a barrel that you can shoot for an ASMD Core.
A corridor leads out of this room to the left. Take it. Passing an entrance to the right, you will be met by a Mercenary. Kill it then go into its chamber. This chamber is similar to the previous one but has wooden crates that reveal a Health Pack and a can of 12 Eightballs. There's also a door off to the left behind which you can hear Mercenary voices. Leave it for now.
Go back out of this room into the inner corridor you just left, then follow it on round. A corner later and you are led to another junction. Kill another Mercenary that attacks from the entrance to the right, then go straight on out of the corridor into the chamber at the end. Here, containers reveal a Flare, a box of 10 Flak Shells and a Health Pack.
A door to the left just leads back outside, so return to this end of the inner corridor and take the junction to the left into the chamber where the Mercenary attacked you from just now. Here, containers reveal a box of 50 Bullets and a Health Pack. There's also a door to the right - you can hear behind it the Mercenary voices you avoided earlier. Select a powerful gun like the Flak Cannon and go through the door - you will find yourself in a large hall guarded by a gaggle of two Mercenaries and a MercenaryElite. Kill the guards then look around.
This hall has in its centre a huge teleporter device. Open barrels to the right of where you came in for a 25kg can of Tarydium Sludge and a Clip near a door (which is the inner door you ignored earlier). Go to the centre of the hall and step on the teleporter; you'll get a message.
This won't work yet then. Before leaving the hall, go round the edges of the hall clockwise getting goodies from wooden crates. The first lot reveals a box of 10 Flak Shells. A single crate further round reveals an ASMD Core. On the third side of the room, you will find a crate that reveals a Health Pack. You'll return to the front end of the room at the far side from where you entered. There are two further doors here. Near the leftermost door is a barrel that reveals a Clip. Collect the Clip, then go through said door.
Entering another small chamber much like the ones you raided before, you'll run into a Mercenary. Kill the Mercenary then open containers for a Clip and 40 Tarydium Shards. Head to the right, and you'll be in another access corridor that leads to either side.
Go left first into another chamber for a barrel that contains a Health Pack. A door here leads outside but there's more gear to collect yet, so go back into the corridor and go along the access corridor in the other direction. It'll head round to the left and you'll be attacked by a Mercenary from ahead. Kill the Mercenary then continue along the corridor and go through a door to the right. Kill another Mercenary that intercepts you here, then open containers for an ASMD Core and a Nali Fruit Seed.
A door here only leads back into the large hall, so return to the corridor and go to the right into the final chamber. Chests behind a cross at the far end reveal two boxes of 10 Flak Shells. From there, go through the door to the left to return outside to the first entrance foyer you saw earlier.
The teleporter message referred to an underground control unit. Do you remember that ramp that lead down round the plateau cliff? That's where you want to go now. So, go straight on from the door and out of the foyer. Turn left and, once again, follow the plateau round anticlockwise. At the back, approach the top of the sloping walkway near a torch to the right of a rock.
Make your way down the causeway. It is very slippery so hug the cliff - use your strafing keys to do so - at times it looks as if it is coming to an abrupt end, but stick to it. Eventually, you'll be on a torchlit section beneath the main access causeway above.
At this point, a tunnel leads downwards and into the plateau cliff. Step down the tunnel and you will be in a small cave where a MercenaryElite operates a panel. Kill the Mercenary and operate the panel yourself. It displays a message.
The big teleporter will be active now. Go back up the tunnel and left onto the walkway outside. Follow it on round the cliff. Climbing up again, soon you will be back on the plateau round the right hand side of the building - go back along to the front.
Your destination is the large central hall of the building, so find one of the entrances and follow the chambers into the hall. You will see that the teleporter is online. As you approach the teleporter, two huge Spinners may drop down. You can shoot them, but they are hard to kill, so avoid them and step on to the teleporter to exit the level.
The scene cuts to an intermission with a view of the underground control unit. The player records a log entry.
The ice caves and that nasty snow-covered ridge were leading me in the wrong direction, away from the shuttle... but I had no choice. When I fought my way into the fort and saw the teleporter, I didn't know what to think. Where would it take me? Closer to my goal, or to some other part of the planet? My experience with these teleporters suggested that it wouldn't take me too far... and I had no choice but to step on and find out.
When the log entry is complete, press Fire to start the next level.
The teleporter from Gala's Peak has taken you to a dark mountain fortress. Infested with Krall, this fortress holds the key to your escape... but it also holds something a lot nastier than anything you've dealt with since your return to the planet.
You start in a dark chamber on a teleporter landing pad. There is a set of double doors ahead. Step through into a foyer beyond where a Nali Priest summons you. Approach the Nali Priest and he gestures, causing panels to open in the walls to either side of you, revealing alcoves containing an Assault Vest and two ASMD Cores. Collect the gear from the alcoves, an ASMD lying on the floor of the hallway, and also two Health Packs by destroying the nearby barrels. Then, go on through the hallway and through the double doors at the far end.
As the doors open and you step out, you will find that you are in some kind of Nali castle. You are attacked by a Krall from the right and a Krall and KrallElite from ahead. Kill them - the Automag is sufficient for this. This area of the castle is a long approach walkway to a door ahead with water below; as you approach the door (which is inside a covered area), it opens and a Krall comes out. Kill the Krall and go through the door yourself. Here, your progress is barred by a barred mesh gate, but you can collect here an Automag and a Combat Assault Rifle from near a corpse. Read the corpse's log.
Evidently they didn't manage to do that. Go back through the door to the covered area. There are doors to either side. One of them is barred off with another gate, but the other is passable - open it and step through. You will step out on to another platform, and be spotted by a Krall and a KrallElite. While the KrallElite attacks, the Krall will jump over the side of the platform into the water. Kill the KrallElite.
This platform continues round to the right. Follow it along. After a while you will reach an area where a Krall runs out of a structure in the centre of the platform and slips over on a smear of blood on the floor. Take advantage of this opportunity to kill it, then look around.
The main exit from this platform is further off to the right, but first look at the doors into the central structure. Go inside, and you will find a series of ramps going down into a room below. Kill a Krall that comes up the ramps, then go down yourself and collect the Eightball Gun from the room at the bottom. There's a can of 12 Eightballs here too - you can also open a barrel for a Health Pack.
Two doors lead out of this cellar room. Take the one on the right and you will be on a platform at water level guarded by a Krall. Kill the Krall then jump into the water and follow it beneath the surface towards some UMS drop boxes to the left. Use your beefed up Dispersion Pistol to kill a Devilfish that attacks from an extended area to the right as you go. Then, go ahead and destroy the UMS drop boxes. Doing so will reveal a Grenade Launcher and two 50 bullet CAR Clips, but as you collect them watch out for another Devilfish ahead.
Before returning from the water, go on round to the right and to the most distant corner of this area. Surface and you will see an entrance in the wall; climb out and enter the hidden area. This secret area continues round to the right. First though, destroy barrels at the entrance for a Flashlight and a box of 50 Bullets, then enter the area proper. There's a Flak Cannon on the floor, and containers here reveal a Flare, two Health Packs and two boxes of 10 Flak Shells. There's also the skeleton of a dead Nali lying by a diary.
When you're done, return to the water and make your way back round to the platform where you first entered the water. Climb out and go through the doors back to the room with the ramps, then go through the other doors (to the right as you return). After a short corridor, you will reach another platform at a different section of the pool. This too is guarded by a Krall, so kill it, then drop into the water and look around with your Searchlight.
A Devilfish attacks from the left. Kill it. Head off to the right, following the water as it goes round with the shape of the cliff to the left. Soon you will come to three UMS drop boxes that reveal a Combat Assault Rifle, a Grenade Launcher and a Rocket Launcher. Kill a Devilfish here. There's nothing more to do in this area, so return the way you came. Climb out at the platform. If you want to explore the water more fully in the other direction you can, but all you'll find is a bunch of Devilfish, the Krall that bailed out earlier and at the furthest extremity a dead Nali Cow, so it's not really worth it because there's nothing useful.
Instead, leave the water at the platform and return to the ramp room. Climb the ramps and go back out on to the large stone walkway, then continue round to the other exit (beyond the structure from which you just emerged). Go through the exit and kill a Brute you meet coming the other way. Enter the hallway beyond.
You are in a short hallway with doors at the far end. Shoot barrels to collect a GES Biorifle and a 25kg can of Tarydium Sludge, then go along the hall and through the doors at the far end. You emerge on another long outdoor platform; two Krall and a KrallElite jump out from the far end and charge. Decapitation with the Assault Rifle seems effective here.
Proceed along the platform and pass through the doors at the far end. You are at a junction with gates to either side. The gate to the left is locked, so go first through the one to the right and through the doors beyond that. There, you can collect a Shield Belt and press a lever which unlocks the other gate at the junction just now. Gates ahead lead back to the start of the map but they are locked. So, turn around and go through the gates you just unlocked.
You arrive on a very long open stone walkway. A chair to the right acts as a step up on to the low wall there, but before using it go forwards until two Krall and a KrallElite jump out from some chamners leading off the low walls to either side. Head shot them. Then, return to the chair and use it to jump up on to the wall (not into the water beyond), then follow it along until you reach the Krall's alcoves. The two on this side reveal a can of 12 Eightballs, and an Assault Rifle plus two Rifle Rounds.
More gear is to be had from the two alcoves opposite. To get to them, drop down to the walkway and continue along until you find a similar chair on that side of the walkway. Use it to jump up on to the other wall then follow it back and enter the alcoves for another can of 12 Eightballs and a Stinger with two clusters of 40 Tarydium Shards.
Time to move on, so drop down and carry on along the walkway. As you approach the doors at the far end, a very nasty SkaarjInfantry with a Flak Cannon comes rushing out. Decapitate it from a distance. Collect rhe Flak Cannon dropped by the Skaarj then go through the doors into the next hall. There, barrels reveal a Health Pack and a box of 50 Bullets. Nearby, a Minigun lies near a corpse. Collect the gun and read the corpse's log.
Go along the hall and through the door at the end. You'll be on the lower floor of a two level area where a SkaarjTrooper with a Dispersion Pistol attacks from the right and a SkaarjLord lurks ahead. Kill both the Skaarj, then traverse this open-roofed area to the far end where you will find further doors. Go through them and along a short corridor into the tall room beyond which has ramps going up round the sides. Here, a Krall sees you and runs off up the ramps. Give chase and kill it, then do the same for three more Krall and a KrallElite that descend from above. Return to the ground floor. On the floor of this room is a Razorjack and a box of Razor Blades. There's also a Nali skeleton with a diary.
Climb the ramps. At the top, a slope to the left leads to a door. Go to the door, first if necessary collecting the two Nali Healing Fruit from ledges to either side of the slope and two cans of 12 Eightballs from either side of the door.
Go through the door. You are on a balcony above the area where you fought the Skaarj below. If you look down, you will see an intermediate roof ring on which there are UMS drop boxes. There's also a hole off part of the roof. There's a door on the far side of the balcony ring, but first drop down onto the intermediate roof and open the drop boxes for a Combat Assault Rifle, a Rocket Launcher and two 50 bullet CAR Clips. Then, go through the hole in the wall and you collect a Super Health Pack, then dropping down to the lower level below.
Find the ramps again and climb them, returning to the balcony. This time, cross to the far side and go through the doors there into a short corridor guarded by two Krall. Follow it to enter a room at the far end with two Nali Healing Fruit, two cans of 12 Eightballs and a lever. Collect what you need then press the lever. Be prepared, because this is about to get nasty. Go outside again, killing the SkaarjLord that attacks from the far side of the balcony ring.
Get down to the lower level and go to the outer walkway, making sure you're not standing on the central stone floor. You'll find if you try to leave the area that you're locked in. Returning to the two-levelled area and walking around, there'll be a brief unpleasant wait, then you'll hear wing beats and the central stone floor will burst open, revealing a Warlord that soars from a fiery pit.
Fight the Warlord. Use your Flak Shells, Eightballs and Rockets. When the Warlord finally dies, look for the hall by which you initially entered this area (there are some easter eggs in the pit of the Warlord though - you can use the fly cheat and read what the Nali down there had to say). Go down the hall and you will find that the doors at the far end have become unlocked again. Go through the doors and follow the stone walkway beyond. Keep going straight on - gates and doors will open as you go - until you reach the junction right back at the start of the map with the alcove to the right containing the corpse. The gate within has opened, revealing the much sought after shuttle in a tower beyond. Go through the gateway to exit the level.
The scene cuts to an intermission with a view of the ramp room with the skeleton at the bottom. The player records a log entry.
At last! I've reached the shuttle and prepped her for take-off. The last battle with the Warlord was gruelling... and the Krall before that were no picnic. I barely made it to the ship. And after all that, I still have to deal with the Bodega Bay in orbit. A shuttle against a UMS Freeman class cruiser. What a joke! The odds aren't good, but the shuttle has a trans-light drive. If I'm very, very lucky, I can find some way to outsmart or outfly the Bodega Bay. They sure as hell won't be expecting me! What's the alternative... stay on the planet? [laughs] I'll take my chances in space.
When the log entry is complete, press Fire to proceed to the ending sequence.
You see various views of the castle. Then, you witness the shuttle rise slowly out of its tower. The shuttle flies up into space. The Bodega Bay in orbit challenges the ship.
- "Bodega Bay to shuttle craft... please authenticate"
The prisoner, in the shuttle, flies it closer to the ship, giving no reply whatsoever.
- "Authenticate immediately, or we will open fire"
Still no reply.
- "You were warned... we are opening fire!"
A missile flies out of the ship's torpedo tube. The shuttle dodges. Then, the shuttle fires a missile in response, hitting the Bodega Bay square on the bow. The shuttle flies out of orbit as the Bodega Bay explodes, free at last. The credits roll.
Congratulations, you have finished the Unreal - Return to Na Pali mission pack single player campaign!
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