Begin Game
Vortex Rikers
Overview:
Make your way through the Vortex Rikers
and begin to gather clues as to where you are and why
you are here.
Walkthrough
You awake in open prison cell. Immediately,
exit the cell, turn right, and head to the elevator
platform. Ride the platform up. When
you step off the platform, you'll find the Universal
Translator. Collect the Translator
and return back down to the first level. Now, walk to the
opposite end of the room, and enter
the dark opening in the wall. Inside the opening, turn right,
and touch the lever to ride the platform
you are standing on down.
Up on the second floor, the wall monitor also holds a message:
"Remember, be kind to your cellmate. Violence will not be tolerated."
When you have completed your search
here, walk to the vent to the right of the locked door and
travel its length. Eventually, you'll
reach the bridge of the prison ship, Vortex Rikers. If you take
the time to examine the computer,
you'll learn the following:
"First Officer's Log: Vortex Rikers.
The prisoners have become more and more restless as we get
closer to the prison moon. Security
says they have the prisoners under control, but several have
had to be taken to Med Lab for treatment."
"Navigator's Log: Vortex Rikers. We
are on route to the prison moon. Long-range sensors are
detecting uncharted magnetic masses
in Gamma Sector 83H. The Captain has ordered a change
in course."
"Captain's Log S. Kroon: Vortex Rikers.
Altering our course may have proven detrimental to our
mission. We are caught in the gravitational
field of an uncharted planet. I have ordered the
engine foreman to divert power to
the drives."
>From the computers, turn around and
cross the room to find a Med Kit. You'll notice that the
Med Kits are starting to boost your
health up toward 100 percent. Next, drop down into the floor
opening to the left and walk through
the door to enter the Med Lab. There's not much to find
here save for another Med Kit, so
continue through the next door. You won't find much in this
red-tinted room either, which leads
to a locked door. NOTE
If you're in search of secret areas,
you need only look for the italic text in the walk-throughs.
You can't miss them! In the basement,
you'll see a prisoner strapped to a chair. However, a force
field prevents you from reaching him.
Walk to the control panel on the right side of the chair,
and you'll find your first Translator
message:
"Prisoner 853, James Cavanaugh ready for electrocution."
Unfortunately for Cavanaugh, this will
also activate the electrical chair. Don't feel bad - you
couldn't save him anyway. From here,
return back up to the prison cells.
The Universal Translator is one of
the most valuable items to possess in the game. In the cells,
take the time to explore each one.
You'll find a Flare and the following diary entries: "Boris
Clauge's Diary, Day 3: I have been
here but three days and already I have two cracked ribs, a
fractured thigh, and fourteen stitches.
I don't know if I'll make it to the prison moon."
"Benjamin Nathaniel's Diary, Day 93:
Today is my birthday. I will celebrate by attempting to
start another prison riot." "Jonas
Gershwin's Diary, Day 204: There was another roach in my
lunch today. I wonder how they make
it on board starships such as this one. If that bitch in cell
4A keeps looking at me funny, I swear
I'm going to rip out her larynx."
Outside the locked door, you can hear
screams and explosions. What could be happening? If you
wait a few seconds, the door will
rise, and you'll find out. The room is littered with dead crew
members . If you're paying attention,
you'll also catch a glimpse of a strange creature retreating
from the room. You won't have to worry
about him for now, though. Keep pushing further ahead.
Down the hall, you'll collect your
first weapon: the Dispersion Pistol. Walking through the hall,
you'll also see some broken-down computer
equipment, but there are no messages to be found.
At the end of the hall, you'll see
an "AREA C" sign over the doorway. Enter the room and use the
Dispersion Pistol to shatter the glass
window on your right. Behind the window lies another Med
Kit. On the far left side of the room,
you'll notice a small yellow tunnel. Pass through the tunnel
to reach more bodies and computer
equipment. Use the Translator to obtain the following
messages:
"Chief Security Guard's Log: Prison
Vessel 254 Vortex Rikers. They've pulled all power to the
drives, to no effect. We're spiraling
towards the planet. I don't know what is going to happen."
"Engine Foreman's Log: Prison Vessel
254 Vortex Rikers. I am juicing up all the power I can to
escape from the gravitational pull
of the mysterious planet. It doesn't seem to be working."
Break the glass to open the floor panel.
Between the two computers, look for the lever and touch
it. This will lower a elevator platform
behind you. Step on the platform and ride it up to the next
floor.
To complete the first level, turn around,
walk down the hall, and enter the room with the Vortex
Rikers sign ahead. Inside, you'll
find a locked floor plate and two more familiar messages.
To open the floor plate, shoot the
glass panel to activate the switch. When the floor plate opens,
jump in to finish the level.
Nyleve's Falls
Overview:
Make your way from the Vortex Rikers
to the opening of the Rrajigar Mine.
Walk-Through:
Now that you've found an exit from
the ship, it's time to explore the mysterious planet you've
crashed on. As you leave the ship,
be sure to grab the Flare, Clip, and Universal Translator in
your path.
Outside the ship, you'll see some large
rocks and a small building. Walk toward the building, and
you'll come across an Auto-Mag and
two dead crewmembers with messages:
"Log: Cook J. Strang: No reply to distress
signal. Vortex Riker's hull is too unstable to use as
shelter. Found an abandoned house
to use as our base camp. Maybe the native population can
help us."
"Log: Guard, R. Bijl: Situation critical:
Last night large, extremely powerful alien forces
penetrated our camp. Fired small missiles
from hand-mounted launchers. We lost five men."
Continue inside the house to find a Flare and another body with a message:
"Log: N. Vos: Made contact with members
of ISV-Kran that was presumed lost three months
ago. They have seen a Skaarj vessel
in operation. We may need to gain control of it to escape the
system."
Just beyond the house is a small lake.
Jump into the lake and collect some extra Clips. Don't
waste time though, as some vicious
fish will nip off valuable health points. To climb out of the
lake, crawl onto the large rock, then
jump safely to land.
>From here, walk back toward the ship
and pass it along the right side. Ahead, you'll see a crate
and two planks of wood. Shoot the
crate to find a Med Kit, then walk along the plank to climb to
higher ground. From here, you'll see
an opening into the mountain. Ignore this opening and walk
to the ledge. It's a long way down,
but if you run and jump for the waters, you can make a safe
landing.
Once you hit the water, swim to your
left until you reach the elevator platform. Climb on the
platform, and it will take you up
to a different entrance into the mountain. However, before,
entering the mountain, turn and walk
across the bridge. This will lead to a landing with some
Nali Healing Fruit. Boost your health,
then return to the entrance.
Inside the mountain, follow the hallway,
and you'll see a red button and gated platform on your
right. Pass these for now and continue
on to find a Lesser Brute. He'll be firing missiles from a
distance, so make sure that you do
not provide an easy target. At this point, a foe like this will be
difficult to kill, so do your best
to stay alive. It can be done with some skillful shooting and
defense. When the Brute is defeated,
continue through the doorway to go back outside to a new
section of land.
Never attack the Nali Priests. They
are peaceful, harmless, and will often lead you to great
treasures. In the distance, you'll
see another small house. Enter the house to find some more
useful items. You'll also encounter
a Nali Priest inside, but he poses no threat to you, so leave
him alone. Search the room to find
a Flashlight, Auto-Mag, and some Bandages. Finally, take the
time to read the book to learn:
"My burden does not end. More minions
have been cast down by the angry gods. I will pray for
their souls, but I fear they are not
heard. I must travel to the Temple of Chizra to seek balance."
Once you've cleared the house, return to the interior of the mountain.
Back inside, return to the red button
and press it to open and activate the gated platform. It will
carry you up to the next level. Continue
down the hall, and you'll come to a room with another
elevator platform as well as a Clip
and Med Kit. Press the button here to activate this platform as
well, but before reaching the top,
jump down to the crate to collect the Assault Vest. Now, ride
the lift up again and exit through
the doorway. You'll come out near the original mountain
entrance you bypassed earlier. From
here, turn right, and be ready to take on another Lesser
Brute. After defeating the Brute,
walk down the hallway and take the lift to reach the exit from
the mountain.
Once outside again, you'll find two dead soldiers with messages:
"Log: P. v. Heel: I was attacked by
a flying beast. It uses its tail as a weapon. I was able to kill it,
but not without taking a beating.
I discovered that the orange berries have a healing effect on me.
I feel strong enough to proceed."
"Log Guard B. v. Wely: I can't get
past the 'Brutes' to go back and help my brother. My ammo
supply is running low. Here are 'Brutes'
patrolling the complex at all times."
Just ahead, and you'll see a sloped
structure in the mountain. Climb along the top of the structure
to find some Clips, but look out for
the Manta patrolling the area. After grabbing the ammo,
drop down, and head toward the door.
If you need some health, bust open a crate to find a Med
Kit, then continue into the mountain
to complete the level.
Prajigar Mine
Overview:
Enter the mine in search of answers
and be on the lookout for secret rooms.
Walk-Through:
From the opening hallway, walk ahead
to the mine entrance. To your left, you'll see a Lesser
Brute in the far room. When he spots
you, he'll charge. Begin to target him from a distance and
take cover from the corner wall when
he attacks. After he is defeated, walk down the right
walkway and throw a Flare. This will
let you see in the dark and find Clips and an Assault Vest.
Return back into the mine entrance
area and drop into the mine cart to find a Med Kit and Clips.
Then, walk to the room on the left
where the Lesser Brute came from.
This room leads to the force field
control area. Press the button, and when the elevator platform
arrives, take it down. At the new
path, walk down slowly and look for Tentacles perched on the
ceilings. You'll also find some Clips
on the path. After killing the second Tentacle, shoot the
crates in this area to find a Med
Kit and Shield Belt. Keep walking down the hall to reach the
force field controls. The computer
panels here say:
"Force Field Power Source One Status is active."
"Force Field Power Source Two Status is active."
Before pressing the two red buttons
on the wall, look behind the two columns to grab some more
Clips. After you press the buttons
and begin to return back, the lights will turn off, and a wall
will form to bar your exit. Turn around
and listen for the roar of a Skaarj. When you hear it,
immediately begin to fire down the
hall where you came from, as he will quickly close in on you
in the dark. When he is defeated,
walk straight back down the hall to find an open secret panel
that contains two Flares. Return and
enter the secret panel near where the wall blocked you to
find a Med Kit and a Flare. With all
these items, return back up to the mine entrance area.
Back upstairs, head down the only room
you haven't tried yet to the right of the force field
controls area. This path will lead
to some more Clips and another Lesser Brute. When he is
fished, jump up to the ledge with
the red barrel and shoot the barrel to blow open a secret panel.
Inside you'll see a dead soldier and
Nali Priest. Get a Med Kit and a diary that says:
"Harobed Village is on the other side
of the mountains. I will set and proceed through Rrajigar
Mine. It is the only way."
Exit via the secret panel and check the control panel near the next doorway to the left to see:
"Warning Force Field de-activated.
Intruder detected in Section C-6. Eliminate any unauthorized
presence."
Continue into the hall and grab the Tarydium Shards, then take the next platform down.
On the next floor down, be ready for
more Tentacles, and a Lesser Brute. When you reach the
walkway by the lava, be ready for
a quake that will destroy a section of the bridge. To the left
end of the walkway are some Bullets.
Grab them and walk right until you're back on solid
ground. Continue ahead to find more
Clips. When you see the Nali Priest, do not shoot him. He
will lead you to a secret room behind
the iron door that holds a Stinger and Tarydium Shards. To
the left of the secret room, you'll
reach a chasm that has a red flashing button on the other side.
Shoot the button to raise the thin
wooden walkway. You'll get more Clips once you cross over.
Follow the path until you reach the
next major room.
In the operations room, you'll encounter
another Skaarj and Lesser Brute. Take them down, then
push the lever on your left. This
will lower the walls of the pillar in the center of the room
revealing a red arrow button on each
of the four sides. Press each button to open the two other
doors in the room, and a Skaarj will
rush in to greet you. Welcome him with some gunfire, then
enter either door, as they both lead
to the same place. In the next hall, shoot the Tentacles and
collect any Clips you find. At the
end of the hall, ride the elevator platform up, then walk
straight ahead to a small chamber
with a Shield Belt. From here, turn left and continue to the
next area to find a Stinger and Tarydium
Shards. There's only one path to continue on, but it is
littered with Tentacles and Skaarj,
so keep that Stinger handy!
In the next room, touch the red lever
and walk right to the platform that will carry you to the
next floor. A Tentacle will be shooting
from the opposite corner, so dodge his shots, then move
in to kill him. When you reach the
next ledge, grab the Auto-Mag and continue around the left
corner. There, you'll find two Lesser
Brutes, so keep the Stinger firing and hope for the best.
After they are defeated, you'll see
another Nali Priest. Protect him from the Skaarj nearby, and
he will lead you to another secret
panel to the right of the mine carts that contains an Assault
Vest. Exit the secret panel and walk
to the left. Another Tentacle will be waiting right around
the left corner. When he falls, collect
the Tarydium Shards beneath him. Ahead is an opening in
the floor. Drop into the opening and
turn right to find Med Kits, but quickly spin around to nail
the Skaarj dropping into the opening.
When he is dusted, continue down the right hall toward the
bridge.
Before crossing the bridge, target
the Lesser Brute to the left on a platform across the lava. When
he is gone, quickly run across the
bridge, as it will break as you cross. On the opposite side of
the bridge, a Lesser Brute awaits
to your left. Defeat him as well, then look for the Nali Priest
hiding in the shadows of the corner.
Again, do not shoot him, and he will open another secret
panel. This one holds a Dispersion
Pistol power-up. Exit the secret room and follow the bridge
to your left. Again, run across, as
it will also break. On the other side, follow the path until you
reach the room with an elevator platform
and an upper walkway. Some Skaarj will be waiting
here as well. Ride the platform up
to reach two ASMD Cores, then drop to the walkway below.
Straight ahead will be a locked door,
so follow the path to the right. Here, you'll see Tarydium
Shards and a button for the elevator
platform to the left. When the platform descends, a Lesser
Brute will be on it. Take the platform
up and walk straight ahead. At the end of the walkway,
shoot the glass door and enter the
control room. Inside, grab more Tarydium Shards, and press
the three yellow + buttons. Now, exit
the room, hop off the walkway, and return toward the
elevator platform. Here, you will
see a box of Bullets in a hidden compartment. Grab them and
crawl through to the elevator shaft.
When you are back down, walk to the previously locked door
to complete the level.
Depths of Prajigar
Overview:
Continue through the mine in your
quest to survive the nightmare you are trapped in.
Walk-Through:
As you walk around the level's first
bend, you'll be greeted by a Lesser Brute. Unload on him and
stay on the move. When he is dead,
stand on the elevator platform and ride up. Now,
immediately hop back down and step
underneath the platform to enter a secret room that holds
an ASMD. With it in hand, step on
the small platform against the wall to ride up, then jump
across the gap to get back to the
main level.
>From here, cross the walkway, touch
the red button, and jump into the mining cart lift. Inside,
you'll find loads of Tarydium Shards.
As the cart begins to move, face right, and blast away at
the Lesser Brute on platform ahead.
Once you are off of the cart, grab the Med Kit and walk
ahead to the stack of crates. On top,
you'll collect a Super Health Pack and an ASMD Core.
Ahead on your left is the next red
button. Touch the button and hop into the next mine cart to go
up one floor. Again there will be
a Lesser Brute waiting for you, so take him down, and collect
the Med Kit.
Next, walk down the hallway and turn
right. This path will lead to more Tarydium Shards and a
red switch. Touch the red switch,
and the bridge in the center of the room will rise. Cross the
bridge and prepare yourself for another
Lesser Brute in the next room. Follow this path down a
long hallway and at the intersection,
turn right to reach a large storage room. Collect the Med
Kit, then walk up the ramp to reach
the next hallway. Eventually, you'll reach some green-tinted
machinery with pumps. There are some
Tarydium Shards behind the pumps. Use the Translator
to learn:
"Gas Re-routing Station Status: Doors are pressurized and locked."
Touch both red valves on the pumps and then check the computer panel in the center to find:
"Door depressurized. Access permitted."
Return back up the stairs and turn
right. At the end of the walkway, you'll see a Skaarj Assassin
working on some machinery. Shoot him
from behind, then press the green button. Turn to your
right and drop down to the crates
below. On top of the crates is a Shield Belt. From the crates,
continue through to the doorway on
the left. On the short stairway ahead, shoot the crate to
unveil an ASMD Core, then walk down
the hall on the left to complete the level.
Sacred Passage
Overview:
Explore the Sacred Passage to find
the entrance to the Nali Water God Temple.
Walk-Through:
To begin, turn around and grab the
two Med Kits, then open the door to begin the level. As you
make your way up the path, you'll
see Nali Healing Fruits along the way before reaching a
structure to your right that seems
to have no entrance point. To enter, walk to the pool, where
you'll face a Skaarj. Fight him or
simply avoid him by diving in the pool. Beware of the Biter
Fish, though, that lurk within. Inside
the pool, you'll see a tunnel. Follow the tunnel to the
opening, where you can enter into
the mysterious structure. If you have trouble exiting the water,
use the ledge on the right edge of
the pool.
Inside the structure, you'll see the
entrance to a temple. When you walk in, you'll find a dead
Nali Priest as well as some pesky
Cave Mantas. Clear the enemies, then shoot the vase to find a
Clip. The wall here holds a message:
"You must have a keen eye, so that you may bathe in the sacred waters".
Behind a gate, you'll see the pool
it refers to. To open the gate, walk back near the temple
opening to the off-color column with
a face. Jump up to touch the button that opens to gate, then
proceed. In the pool, you'll find
a Super Health Pack. Don't waste time though, as there are more
pesky fish nipping at you here. Before
leaving the temple, collect the Tarydium Shards along the
pool edge.
Enter the temple to find a Super Health
Pack. Outside the temple, walk straight ahead to the
door with the faces and step on the
plate to open the door. Be ready, for as you step inside, a
Lesser Brute will charge you. When
he is defeated, turn and walk to your right, and you'll receive
another message:
"Only the purest of heart may pay homage to the God of the Good Lore Chizra."
Continue to the stone gate and turn
around to see the lever. Press the lever, and you'll hear the
sound of water that fills the pool,
which opens the gate. Continue through to reach the next level
Chizra - Nali Water God Temple
Overview:
Inside the temple, you'll learn more
about the Nali and their prophesized savior.
Walk-Through:
As you walk in, you'll find an Auto-Mag
in your path. However, the door from the entrance room
is locked. To open it, dive in the
pool and shoot the chains that bind the wooden platform. When
it rises, stand on the platform and
jump up to touch the switch. Now the doorway will open.
Drop into the opening, and you'll
find a Clip and Flare.
From here, dive into the next pool
and search the water floor to find a Stinger, Tarydium Shards,
and Nali Healing Fruit. There's also
an opening into a secret room that holds an ASMD Core, a
Flashlight, and two Clips. Return
back to the main pool and climb up the diagonal platforms that
line the room. At the top, you'll
see a Nali Priest who'll open a secret room that holds a three
Flares and Tarydium Shards. Exit the
secret room and turn left. Inside, push the button and ride
the platform up.
In the next room, shoot the various
vases to find extra Clips, then jump to the center platform to
collect the ASMD. Look into the opening
to the left of your entrance here, and you'll see another
button. Press the button, and a chamber
will open below you. Drop down to reach some Nali
Healing Fruit, then turn to your right,
and you'll see three stone blocks on one wall. Press the
center button, and the golden gate
to your left will open.
Behind this golden gate lies the Temple
of Chizra. In the Temple of Chizra, you'll see a stairway
leading down and a passage to your
right. Walk down the stairway, and you'll find Clips, Nali
Healing Fruit, and a message:
"Only a warrior who has touched the face of the water god idol may enter this temple."
For this reason, you can't proceed
through here. Return back up the stairs and walk down the
passage. When you reach the stone
blocks that obstruct your path, simply jump over them.
At the end of the passage, you'll find
another Nali Priest. Follow him across the bridge to find
two more messages:
"Only a warrior who wields the stick
of six fires may enter the inner ceremonial chambers. Once
the stick of six fires is in your
grasp, the stone seal will rise."
"Beyond the stone seal lie the inner ceremonial chambers of the Nali water god."
From here, turn around and jump to the waters below.
In this pool you'll find a few Slith
roaming the waters. Deal with them, then power back up with
some Nali Healing Fruit. When you
are done, exit the water and travel along the edge of the pool
until you reach the walkway to the
center button. Before walking to the center though, you'll
receive a message on the wall, that
reads:
"The Nali Water God Chizra and his
holy temple have been overrun by the water serpents and
the demons who came from the stars.
Only the messiah can purify the temple now."
Cross the walkway and press the button
to open the passage across the waters. This passage
leads to some Tarydium Shards, but
watch out for the arrows that will be fired from the end of
the hall.
Once you have the Shards, continue
down the hall and ride the platform up to reach another Nali
Priest. To reach him, you must jump
across to the ledge. A swarm of Horseflies are lurking here,
so be sure to clear the way for the
Priest. At the end of this hall, he'll show you a room with more
Tarydium Shards and another button.
Press the button, then cross the room to ride the blue
platform back up. This will return
you to the room where you found the ASMD. Turn left and
return back down to the Temple of
Chizra.
This time, you'll find a Skaarj waiting
for you. Take him out, then follow a Nali Priest down the
stairway, where the passage is now
open. He will cross the chasm, but you'll want to jump in and
explore the waters. In the chambers
below, you'll gain Bullets, Tarydium Shards, and an Assault
Vest. To exit the water, swim along
the surface until you reach a set of stairs. These lead to a
new room. Here, press the button in
the mouth of the stone head and turn right. An elevator
platform will appear to take you up
a level. When you arrive, collect the pair of ASMD Cores
and walk until you reach the opening
of the Temple once again.
Return back down the stairway, and
the Nali Priest will still be waiting for you. Jump across the
chasm and cross the bridge to your
left. Here, you'll find a Flare and a large wooden lever. Push
the lever and fend off any Horseflies
that may attack. Now, return to the Nali Priest and walk
across the right bridge. Here, a Slith
will be waiting. Take him down, then push the wooden
lever here as well. If you need health,
use this opportunity to collect the Nali Healing Fruit here,
then walk to the opposite end of the
room and exit on the bridge to your left. Soon, you'll see a
button on your left. Press the button,
and the door behind you will open. On the other side, you'll
find another dead soldier with a message:
"1400 Hours - Commander Mac Harrison:
SITREP: These local natives have a six-barreled
rocket launcher on an altar, but it
is heavily guarded by those salamander things. 'The stick of six
fires' is what the Nali keep calling
it. I'll try to sneak in tonight."
Obviously, he never made it. Just ahead,
you'll find a Super Health Pack across a small chasm.
Jump to get it, then when you return,
turn right and follow the hallway.
The hallway will lead you to a long,
winding wooden walkway. Follow the path and be sure to
grab the Tarydium Shards along the
way. You'll also find a dead Nali and a dead soldier with an
ASMD. At the end of the path, you'll
find a small room with an ASMD Core and Bullets. There's
also a lever here by a water tube.
Press the lever and return back up to the dead Nali where you'll
arrive just in time to meet a newly
activated lift. Step on to ride to a new golden gate.
Behind the gate, you'll find a long
pool with an Eightball Gun on an elevated-platform in the
center. This is the "stick of six
fires" that has been mentioned throughout the level. There are
also two messages at opposite ends
of the pool:
"The pyramid is the key to the chamber
of death. Here you shall find more power for the stick of
six fires."
"The stick of six fires can only be
reached by a warrior who has bathed in the pool of thunder,
past the obelisk of the clouds."
You won't be able to get the Eightball
Gun yet, so walk to the opposite end of the room, and
enter the golden gate furthest from
you.
In the next room, you'll immediately
be assaulted by five Sliths, so be ready to rumble. If you are
running low on ammo, try to grab the
other ASMD that lies in the shallow waters. If you survive
the assault, examine the stone pillar
in the center of the room to get to following messages:
"This is the obelisk of the clouds. Beyond here lies the pool of thunder."
"Powerful strength comes from those
who let the waterfall wash over them at the pool of
thunder."
"To reach the pool of thunder, one must climb the loose stones."
"Beware those of impure thoughts who
enter the pool of thunder shall face the demon from the
stars."
When you are ready, walk down to either
side door. They lead to the same place: a stone
stairway of sorts. Climb the stones
and collect the Tarydium Shards, then jump across the chasm
to reach the pool of thunder.
At the pool, be prepared for a Skaarj
Assassin, but use care to avoid shooting the innocent Nali
Priests. When the Skaarj is defeated,
hop into the pool and grab the Scuba Gear in the center and
the Super Health Pack at the base
of the waterfall. Next, exit the room and return back to the
Obelisk of Clouds, then continue through
to the stick of six fires pool.
Upon entering the room, walk along
the left pathway. On the left side of the room, you'll now
find a small chamber that holds a
lever. Press the lever, and a walkway will appear to let you
cross to the Eightball Gun on the
platform. Collect the gun, and the barred-golden gate in front
of you will open. Pass through the
gate and follow the wooden walkway to a blue flashing light.
Step into the light, and you'll teleport
to a new location. From here, turn around and walk down
the hallway. You'll find yourself
back at the original golden gate and the entrance to the Temple.
Cross to the opposite side of the
room and enter the other hallway. At the end, you'll find the
stone seal that previously blocked
your path gone, so climb through the opening to complete the
level.
The Ceremonial Chambers
Overview:
Proceed through the maze of interconnecting
passages to cleanse the holy place of the alien
invaders.
Walk-Through:
As you begin, you'll find a message
at the level start position that reads:
"The inner ceremonial chambers. Here
the water god's serpents reside to accept the flesh of the
weak to be devoured. Only a warrior
who swims like the serpent shall escape their clutches."
From here, walk into the chamber ahead
and enter the first doorway. Here, you'll want to turn
left and walk two chambers ahead,
where you'll find a thin wooden walkway that stretches along
the edge of the room. Follow the walkway
to reach the Eightball Gun and four rounds of
Eightballs in the center of the room.
Then return to the previous chamber and travel down the
sloped wooden walkway. At the bottom,
a Skaarj and Slith will be waiting. Defeat them both,
then jump into the water.
In the water, swim underneath the chamber
to find a small opening to a secret room. Here you
will gain an Auto-Mag, Scuba Gear,
and Nali Healing Fruit. From the secret room, swim ahead
and down to reach a lever. Push the
lever, then turn around and swim to the lever on the opposite
end of the passage and push it as
well. Return to the wooden platform you dived in from and
travel down the left hall until you
reach the chamber with two Slith. Kill them both, then collect
the Stinger. Return back to the wooden
walkway and head back up to the upper floors.
>From here, cross to the opposite side
of the level until you reach a wooden platform where two
Skaarj threaten two Nali Priests.
Defeat the Skaarj and turn right to walk through a golden gate
that leads to a Nali Priest and the
Super Health Pack. Now, exit the room and walk all the way
back across the walkway toward the
next golden gate. Here, you fill find an Assault Vest, and at
the end of the path, a Slith is waiting.
Kill the Slith and turn right to find a ASMD in the corner,
then enter the room behind the golden
gate.
Inside, you'll witness a horrific sight:
Nali Priests are being crucified. Defeat the two Skaarj here,
then run up the ramp to find a new
hallway. If you need some Nali Healing Fruit, grab some
before heading out.
The hallway leads to a room with another
Skaarj torturing a Nali. Take him out, then press the
lever and walk to the window. If you
look down and right, you'll see a lift on its way up to you.
Step on the lift and ride it down
to another walkway with a Skaarj. Kill the Skaarj, then swim
out toward the island with pillars
and torches. Out on that small island, two Slith are devouring a
Nali Priest. Defeat them as well,
then swim behind the island to find a Super Health Pack. Back
on the dry land, press the lever,
and a harpoon will shoot from the cannon. Your job now is to
walk on the rope like a tightrope
up to the thin wooden walkway. Now, walk from this walkway
to the next thin wooden walkway. Eventually,
you will be safely back in a room with another
Nali Priest. Again, don't shoot at
him, and he'll lead you to a dock.
Unfortunately, you can do nothing to
save these Nali Priests. At the dock, you'll encounter
another Skaarj Assassin. Fortunately
for you, he will be resting and give you an opportunity for a
sneak attack. So equip your best weapon
and make your first shots count! When he is finished,
step on the wooden platform to your
right and ride it down the river. When the raft reaches its
destination, step onto the new dock
and press the button on the small column. This will open the
door behind the button. Enter the
door to complete the level.
Dark Arena
Overview:
Face the powerful Titan in combat
reminiscent of the ancient gladiators.
Walk-Through:
To get going, swim through the opening
passage and exit the water. When you drop down from
the ledge here, collect the Med Kit
under the ladder and be ready for a Skaarj to attack from
behind. When he is gone, walk ahead
and press the stone face idol to your right underneath the
barrel. This will open the stone doors
ahead. Walk into the next room and descend the stairs. At
the bottom, you'll find two rounds
of Eightballs and another doorway.
Once through the next door, continue
down more stairs to reach an open area outside. Here, you
will find some Nali Healing Fruit,
and if you explore along the right wall after the clearing, some
Tarydium Shards. A bit ahead, you'll
find some stairs to a new structure. Before entering, pass
the structure and walk down the left
side to a Nali Healing Fruit garden. There will be a Skaarj
here torturing some Nali. Kill him,
then grab the Assault Vest. Unfortunately, you cannot help
the Nali. To the right is another
small opening in the mountain. Walk down, and you'll find a
Flashlight and a dead Nali Priest.
You'll learn:
"I escaped from my cell but can't find the strength to go on. Remember me to my family..."
From here, return to the front of the structure.
Obviously this is a place of great
pain and suffering for the Nali. Enter the structure through the
front doors. Inside, there is a message
at the foot of the stairs:
"The weak shall be struck down by the hand of the beast."
Turn and walk to the elevator platform
behind you to reach the second floor. Upstairs, you'll be
accosted by a pair of Skaarj. Defeat
them and enter the doorway to your left. Inside, you'll find
ASMD Cores, Eightballs, Tarydium Shards,
and some Skaarj.
Continue down the hall until you reach
a room on your left with three levers. Press the levers,
and the gears in the room will begin
to turn. These will open the doors that lead to the arena in
the interior of the structure. Exit
the room and walk straight ahead to the stairway to the arena.
Outside, you will be on a ledge overlooking
the arena. Walk to each end of the ledge to find two
ASMD Cores and two Med Kits. Now,
return back out to the area where you found the dead Nali
with a Flashlight and shoot the brick
wall to reveal a secret passage. Follow the path down to
reach the interior of the building.
Here, you'll be in a cell block. Continue to your left until you
reach a door to your left. Step inside
and defeat the Skaarj, then press the two switches. Next,
open the other door across from the
switches and search under the stairs to find Med Kits and
extra Clips. Return back out to the
cell block and explore the various rooms to find a variety of
goodies, then enter the double doors
to reach a new staircase. Take it up, and you'll find a new
lever that, when pressed, drops the
cage into the center of the room. Quickly, drop from the top
of the stairs and hop onto the cage,
or you'll have to start the process over. The cage will take
you up to a new hallway. Follow the
hall until you reach the Dark Arena.
The Arena is a place of death for many
who enter. Will you be the next one placed on the rack?
In the Dark Arena, you'll find an
Eightball Gun. Equip it and get ready. As the rack in the center
of the Arena rises, a Titan will emerge
from an opening in the wall to fight you. Continue to lob
Eightballs at him because he is a
tough foe. When you need some more, duck into the openings
around the Arena. Inside the three
openings are two rounds of Eightballs, a Shield Belt, and
some Nali Healing Fruit. When the
Titan is finally defeated, climb in the opening with smoke
emerging from it to find a passage
behind the wall. Follow the passage around to reach the final
area. Here, you can shoot the barrels
to uncover Med Kits, then flip the switch opposite the
staircase that heads down. When the
door opens, hurry down the stairs to complete the level.
Terraniux
Harobed Village
Overview:
Search the Harobed Village to replenish
your inventory as you head for Terraniux.
Walk-Through:
Upon exiting the Dark Arena, you'll
see a great expanse of open land. There's also some Nali
Healing Fruit if you are wounded.
To start, walk to your left and enter the small village beyond
the walls. In the front section, you'll
find some abandoned houses. Search through each one to
find an Eightball Gun, Bandages, Med
Kits, a Flashlight, Clips, an Auto Mag, Tarydium Shards,
and some diary entries that say:
"Sadness fills my soul. The sky demons
came and took many of us to work in the mines. If we
don't obey, we'll be slaughtered.
The sky demons know about our secret in the abbey, but haven't
found it."
"I'll not stay here any longer. With
the next passing of the two suns, I'll try to reach the Sunspire.
There I will be safe. Before I go
I will retrieve the sky demon's weapon from the abbey."
After clearing the house, continue
deeper into the village to find the abbey. Within, you'll see a
number of dead Nali Priests as well
as a host of Skaarj Assassins. It is advisable to unload with
your Eightball Gun here. Once you
have cleared the Assassins, follow the lone Nali Priest, and
he will reveal a secret panel. Climb
the stairs within the panel, then jump across the gap to reach
a walkway. Continue though this walkway
to reach the top chamber of the abbey, where you will
find the Flak Cannon and Flak Shells.
With this major firepower in hand,
return back down to the first level of the abbey and search
behind the altar to find the Assault
Vest. Next, read the diary in the pew to learn:
"We shall pray before we set off for
the Sunspire. We will find refuge there. Praise be to the God
of the Good Lore for giving us sanctuary.
The journey will be treacherous but we will prevail."
Outside the abbey, walk around the
right edge to reach the cemetery. Here, you will find lots of
goodies. Be careful however, as some
rogue Skaarj Assassins may still be lurking here. When
you have fleeced the cemetery, walk
to the opposite end and look behind the right tombstone to
find a button. Press the button, and
the tombstone to your right will slide open to reveal a secret
underground chamber.
Within the cemetery, you'll find some
items as well as a secret passage. In the secret
underground chamber, you'll be greeted
by a Slith from the murky waters. Blast him down, then
walk along the right edge of the room
to find Nali Fruit Seeds, Flares, and Taryidium Shards. At
the final arched-doorway, you'll find
a passage submerged in water. Jump in the water and swim
to the end of the passage to find
a Super Health Pack. With this in your possession, return to the
abbey.
From the abbey, travel back outside
the walls of the village and turn left. Along the way, you'll
find another dead soldier and some
Clips. Continue ahead to the large lake beneath the ship.
Jump into the water and swim to the
far left section to find a wooden plank, then climb up. From
the plank, jump to the shore and walk
to the structure's entrance to complete the level.
Terraniux Underground
Overview:
Power up the lift to enter Terraniux.
Walk-Through:
From the level start position, turn
right and collect the Eightball Gun and Eightballs. Next, walk
across to the far end of the room
and collect the ASMD Core, then press the button. This will
bring the lift down to you, but be
prepared to face a Mercenary. A few shots from the Eightball
Gun should do the trick.
Power up the lift to reach Terraniux.
Now, if you walk to the lift, you'll see that it doesn't raise
you up to Terraniux yet. That's because
it hasn't been properly powered. To do this, step off the
lift and turn right. You'll want to
enter the door between the lift and the button you previously
pressed. This will give you access
to a hall that stretches to a computer room.
Inside the computer room, you'll find
two more Skaarj Mercenaries. Since you will surprise
them, they may try to run and take
cover behind a crate. This works nicely if you use the
Eightball Gun, as you can launch explosives
their way that will damage both. When they are
toast, push the two buttons on opposite
sides of the room, and you'll receive the following
message:
"Lift activated. All personnel are reminded to complete assigned tasks."
Now that the lift is ready, grab the ASMD Core and Eightballs before heading back out.
Back at the lift, step on and ride
to the top. There will be another Mercenary up here, but you
should be adept at dealing with them
by now. In the corner, collect the Med Kit, Stinger, and
Tarydium Shards, then step onto the
walkways over the green slime to reach Bullets and
Eightballs. From the rightmost overhead
walkway, you can see another Mercenary below. Pick
him off from above, then drop down
to his area. Here, you will gain another Med Kit and a
Toxin Suit. At the computer, you'll
also get a message:
"Security Status: Intruder detected
at entrance. Activating security screens on Scientific
Research Lab and Hydroponics Section.
All security elements deploy access points in Sections
A, B, and C to deny intruder access
to Lift 1."
From here, turn right, enter the far
hallway, and the door will open. Inside the door, walk to the
end of the room to reach the button
that completes the level.
Terraniux
Overview:
Explore the alien ship in search of
a way off this horrific planet.
Walk-Through:
From the start position, check the
computer panel to your right to find a message:
"Pump activated, BioWaste transferred in Section B."
Exit the room and walk to the next computer panel to see a familiar message:
"Security Status: Intruder detected
at entrance. Activating security screens on Scientific
Research Lab and Hydroponics section.
All security elements deploy around access points in
Sections A, B, and C to deny intruder
access to Lift 1."
From here, drop into the now-empty
tank and continue through until you find the
hexagonal-shaped doorway. Pass through,
and a Slith will immediately descend down after you.
Gun him down and continue through.
Eventually, you'll get a chamber with another Slith and a
Flashlight. He will be unaware of
your presence, so use this to your advantage. After he is gone,
go through the next hexagonal doorway
to exit the tank.
Find and press the three red buttons
to activate the elevator to the Greenhouse. In the next room,
search the grounds to find two ASMD
Cores and Tarydium Shards before riding the elevator
platform to the right up. Be aware
that many Mercenaries are patrolling the grounds here, so be
prepared for anything. Continue along
the platform here to reach Section C. Outside the section,
the computer console here informs
you:
"Section C: Status Empty, this containment
room is damaged, please avoid sending BioWaste
here until we can fix it."
Walk to the back of the section, and
you'll find a glowing red button. When you press it, the
button turns blue. Do the same thing
in sections A and B. Before leaving the section, search the
small passages along the sides to
find some Tarydium Shards and an Amplifier here. Exit section
C and turn left to find a locked Control
Room. Continue along the walkway until you reach
section A. Upon entering section A,
you'll find a computer console with this message:
"Section A: Status Full. BioWaste redirect to Section B active."
Here, you'll find the second button,
some Flak Shells, and two ASMD Cores. Exit section A and
turn left to find section B. Here,
you'll find a computer console with another message:
"Section B: Status 48 percent Full."
Next to the third button, you'll also
find Eightballs, Tarydium Shards, Jump Boots, a Shield Belt,
and a Med Kit. Behind the Jump Boots
and Shield Belt, walk to the door and open it. Inside,
you'll find more Tarydium Shards and
another console that states:
"Lift 2 Status: A broken pipe was reported."
Now, walk behind the console to find
an elevator platform and ride it up. At the top, activate
your Flashlight to illuminate the
situation and jump up onto the pipe. Walk to the end of the pipe
and drop to the walkway behind the
large columns to find hidden Eightballs and Flak Shells.
Once you have these items, return back
to section B and enter the other door in the passage
across the section. Inside, you'll
find an ASMD Core on your right and another console on your
left that says:
"Lift 1: Status Working. Access to Hydroponic Garden permitted."
Walk behind the console and ride this
elevator platform up. At the top, a Mercenary will be
waiting, so have a good firearm handy.
At the top of the elevator platform,
walk into the room on your right and check the computer
console on your left to see:
"Greenhouse B: Please verify that the
BioWaste is being pumped through the Control Room
filters and that no foreign objects
are blocking the flow."
Walk to the right and ride the lift
up onto the central platform. Here, you will find an Assault
Vest, Med Kits, and some Tarydium
Shards. It will also give you access to greenhouse A and C.
Read the various consoles in each greenhouse to find:
"Greenhouse A: Section A is full. BioWaste
flow must be redirected from the Control Room.
Section B of the waste facility has
free capacity. Please be sure to monitor the water supply for
impurities."
"Greenhouse C: The night is coming
soon, please maintain careful control of the Hygrometric
Level and Air Temperature. Constant
monitoring is necessary to keep them within appropriate
levels."
Enter the Control Room to find the
GES BioRifle. To the right of the control console in
greenhouse C, look for and press the
button that opens the next door. Inside the room, grab an
ASMD Core, then jump into the tank
of BioWaste and swim through the pipes. It gets dark in
here, so a Flashlight will come in
handy. At the end of the pipe, you'll enter the control room.
Shoot the Mercenary waiting here,
then grab the GES BioRifle by the energy field and press the
two red buttons. Now, swim back up
the pipe you entered and exit the pool. Outside the pool,
turn right and enter the next room.
Press the two red buttons in here, then ride the lift down to
the game's next level.
ISV-KRAN
Noork's Elbow
Overview:
Negotiate this small stretch of land
to reach the Temple of Vandora.
Walk-through
From the beginning of the level, open
the blue door in front of you and enter the small room.
Inside, you'll discover an Eightball
Gun, Eightballs, a Flashlight, and an Auto-Mag. Before
grabbing them, however, be prepared
for the Mercenary who will ambush you from the door to
your right. Once he is eliminated,
collect the goodies and walk out the door where he attacked
you.
Outside, you'll find yourself on a
sloped walkway. Walk down to the midpoint and collect some
more Eightballs, then turn and lob
some down on the Skaarj patrolling the village. Once you
attack, they will begin to fire back.
However, your superior position will be the deciding factor.
After they are cleared out, continue
down the walkway and head toward the small two-house
village. If you sustained any damage,
be sure to consume some of the Nali Healing Fruit around
the area.
Activate your flashlight and enter
the house on the left. Inside, you'll find a host of dead Nali
Priests as well as a severely injured
Priest chained to the wall. You'll also see a number of useful
items such as a Super Health Pack,
two Flares, Eightballs, and two Clips. Collect all you can,
then enter the other house.
In the second house, have your Dispersion
Pistol ready to gun down any Horseflies inside.
There's not as much to collect here,
but you will find an Assault Vest and a Force Field. After
clearing the house, exit and venture
down the road behind the village. In the distance, you'll see
another Mercenary. Blast him, then
continue on toward the Temple of Vandora.
This is the Temple of Vandora. At the
moat surrounding the Temple, step onto the bridge, and
the opposite half of the bridge will
lower. Now, dive into the water and swim to your left around
the far side of the Temple. Below
the surface of the water, look for an opening into the Temple
and swim into it. This will lead to
a secret room that contains a dead soldier, a Flak Cannon,
Flak Shells, two Flares, and a diary
that holds the following message:
"Log: L. Goeranov: We've been stuck
here for days. There are plenty of fish to eat but they taste
kinda funny. I never liked fish."
From here, swim back to the shore and
cross the bridge over the moat. Outside the front gate, a
Nali Priest may be meditating. Ignore
him, as he has nothing to offer you, and shoot the barrels
to your left to find some extra Med
Kits and Eightballs. Finally, walk down the left hallway to
reach the inside of the Temple and
complete the level.
Temple of Vandora
Overview:
Learn more about the Nali gods as
you venture through the Temple of Vandora.
Walk-Through:
To begin, climb the stairs and enter
the room on your left. When you walk in, the gate will close
behind you, and two Mantas will swoop
in to attack. Fight them off to reopen the gate, but
before leaving the room, continue
to the room ahead. Inside, you'll see a dead soldier with a
Stinger. Now, quickly turn right and
shoot the Brute that will begin to advance toward you.
When he is finished, walk down the
stairs behind you to find a Nali Priest. At the bottom of the
stairs, you'll see a small pool of
water with a pole in the center. Ignore it for the time being, but
grab the Eightballs across the pool.
Next, follow the Nali Priest, and he'll take you to a secret
panel with a Super Health Pack. As
the Nali Priest leads you, be sure to defend him from the
Skaarj who will try to assassinate
him along the way. In the room just ahead, you'll find an altar,
but watch out for the Skaarj sniping
from the balcony behind you. When he is finished collect
the Tarydium Shards and Eightballs
in the room.
>From here, return back to the secret
panel where you found the Super Health Pack and turn left.
The next room on your right holds
a Skaarj Gunner. Gun him down and collect his GES
BioRifle, then grab the Eightballs,
Flak Sheels, and Tarydium Shards stored throughout the
room. Exit this room and descend the
stairs straight ahead. At the bottom of the stairs, turn left
and enter the next room to find Tarydium
Sludge, a Flare, and, in one of the upper nooks, an
Assault Vest. Exit this room and walk
to your left. Ahead, you'll find a Skaarj patrolling an upper
walkway. Take him down and descend
the stairs. At the bottom of the stairs, turn right and shoot
the Skaarj on the small staircase
here. At the top of the staircase is a gate with a sign that reads:
"The Way is filled with darkness. The
Torch of Tranquility must light the path of the worthy.
Spiritual progression is achieved
by those who set the Torch of Thunder aflame."
Collect the Tarydium Shards here, then walk to the boat on your left.
Once in the boat, it will begin to
float through the water. When it does, be ready for the two
Gasbags who will move in for the kill.
Pop them like balloons, and soon you'll reach your next
stop. At the shore, grab the Razor
Blades and Eightballs here, but ignore the bridge that leads to
the Torch of Tranquility as the gate
is locked. Instead, travel down the hall opposite the bridge.
At the end of the hall, you'll find
some Tarydium Shards and a button. Press the button, then
fight off the Skaarj who ambushes
you. When he is dead, climb the ramp and search the two
rooms. You'll face a Skaarj Gunner
in each, but collect items such as an ASMD Core, Bandages,
a Nali Fruit Seed, and a Flashlight
for your efforts. Now, return to the bridge and cross it.
In the next room, you'll find the Torch
of Tranquility. Step on the off-color platform, and the
Torch will light. Next, search the
small nooks behind the Torch to find a Med Kit and a Force
Field. With the Torch lit, swim back
through the water to the place where you originally found
the boat and climb the small staircase
where you previously faced a locked gate with a sign. It
will now be open, so continue in.
Light the Torch to continue your journey.
In the next hallway, look along the right wall to find
some bullets, then turn right at the
intersection. You'll face a Skaarj here, and when he dies, he'll
drop some Eightballs. Continue up
the stairs here until you reach the Flares, then proceed along
the path. Note the location of the
stairs to the right of the nooks with Flares, as you will return
here soon. The next room you reach
will have another Skaarj.
After he is dispatched, collect the
Stinger, then walk outside the room and read the wall to your
left to learn:
"And Vandora came forth, with fire
from the Sky upon her lips, and sanctifying the sacred
fountain with her kiss. Thus, she
said, he who follows me shall cast off the bonds of flesh and
become as elusive as the mist."
From here, walk back to the room on
your left and throw a Flare into the fountain against the
wall. This will open the door to your
left, and you'll see an Invisibility power-up inside.
For your next move, walk back to the
stairs to the right of the Flare nooks and proceed up. You'll
be on the balcony of the room with
the altar from earlier. Walk straight ahead, and you'll collect
an Amplifier . This will open the
gate in front of you. Step outside, and you'll be back in the area
where the Mantas ambushed you previously,
but this time two Brutes will be waiting. Gun them
down, then exit on the door to your
right, immediately turn left, and walk up the small walkway,
where a secret panel has opened. This
leads to the roof of the Temple, where you'll collect some
extra Eightballs. From here, walk
back down to the small pool that you bypassed earlier and
swim down to enter a small opening.
Follow this tunnel until you are close to the bars ahead,
then turn right to reach a secret
room with a Super Health Pack and a Dispersion Pistol
Power-up.
Swim through the tunnels in the small
pools to reach these hidden items. When you exit the
pool, climb the stairs and walk straight
down the hall until you reach the outside of the Temple.
Continue through the valley until
you reach the next building. Inside, press the button and
continue down the hallway until you
see the Behemoth. Take him down, and you'll next meet a
Titan. You'll be in for another tough
battle here, so do your best, and upon his defeat, the level
will be complete.
The Trench
Overview:
Descend into the Trench to find the
entrance to the ISV-Kran starship.
Walk-Through:
From the beginning of the level, turn
around and walk to the right corner to collect some Flak
Shells. Now turn around, continue
back down the hall, and turn left. In this small area, you'll
find a pair of dead soldiers along
with an Auto-Mag, an Eightball Gun, a Flak Cannon,
Eightballs, and Bullets. Load up your
inventory, then you'll get the following message:
"Log: M Mottobanov: We've set ISV-Kran
so that it will scan for human activity outside the bay
doors. As soon as one steps into the
red light, the bay doors will open. The platform will only be
down for a short period of time."
Next, climb to the ledge, and you'll
see a number of Gasbags circling through the Trench. As
they see you, they'll move in to strike,
so have a weapon ready and take cover in the cave.
Attempt to pick off as many as you
can before venturing down below.
When the coast seems clear, head down
into the Trench and walk to the ramp ahead. Here, you'll
find some more Eightballs. Now, turn
to your right, and you'll see the Titan in the distance.
Move a bit closer and target him from
afar. When he spots you, he'll begin to close in throwing
rock projectiles along the way. Blast
the rocks with your Eightball Gun, being sure to target the
Titan between his attacks. With some
sharp-shooting, you should finish him off before he
reaches you. When he is dead, continue
ahead to the next ramp where you'll collect some more
Eightballs and a Nali Healing Fruit.
>From here, proceed to the ship, where
you'll encounter a Skaarj. You'll have to stay alert here
because this enemy moves quickly from
side to side to close in for an attack. After finishing him
off, follow the directions of the
message and step into the red light. This will activate a lift into
the ship. Be careful however not to
stand to close to the edge or you may find yourself smashed
along the way up.
Inside the loading bay of the ship,
collect the various items including the two Eightball
power-ups, two Health Packs, and Bullets.
Next, walk to the opposite side of the computer
system to the right of the giant BioSuit.
Touch the computer, and the crane across the room will
begin to move toward you. From here,
step on the small lift to your right to rise up and meet the
crane. When the crane stops, jump
across to the small platform, ride the crane back to the
walkway, and proceed to the level
exit door.
ISV-Kran Deck 4
Overview:
Inside the human spaceship, make your
way to deck 3 in your search for survivors.
Walk-through:
Entering the ISV-Kran, you'll begin
on deck 4. In the first hallway to your right, you'll see a dead
soldier with the message:
"Corporal Pelli Onsov: If you're reading
my log entry I am probably dead and our ship has been
overrun by aliens called 'Skaarj.'
Your only hope is to destroy the Gold Containment Cores,
Re-activate the engines and get to
the Deck 1 Transporters."
Walk straight ahead to the next chamber.
Here, you'll see a walkway flanked by two storage
bays. Continue straight ahead and
walk behind the computer to find two Med Kits and an
Eightball Gun. Next, travel down to
the left storage bay and walk to the computer to get the
message:
"AFT Loading Station: ISV-Kran: We've
been wedged in this mountain ridge for two months
now. Each night these four story tall
dinosaur type beasts come and beat on the rear hull of the
ship. They appear to be relatively
unintelligent and slow-moving."
On the shelf to the left of the computer
is a Toxin Suit. When you reach the upper walkway later,
drop back down to grab this. For now,
search behind the crates to find Eightballs and Tarydium
Shards, then stand to the side of
the green-gated vent panel. As it swings open, jump in to reach
a Stinger, Bullet, and another dead
soldier with the message:
"Corporal Anders Kerig: They're coming!
I can hear them in the ventilation ducts. I'm going to
activate the security locks to the
warehouse and implant a Human DNA code so only another
terran can bypass the lock systems."
Return back to the left storage bay,
and cross over to the right storage bay. Here, you'll collect
more Tarydium Shards, Med Kits, and
another Stinger. There's also one more dead soldier here:
"Petty Officer: Yuri Andromov: The
alien war party has blasted a hole through the hull and are
accessing the ship through the ventilation
shafts - Kerig, Onsov, and myself are going to make a
stand with Stingers here in the loading
area."
Walk back up to the computer on the
center walkway, touch it, and turn around. Behind you, an
elevator platform will lower. Hop
on and ride up to the next floor.
Here, there are two paths, but each
lead to the same place. Walk around to find Eightballs and an
Auto-Mag. Be wary of the Skaarj who
patrol this floor. When you have cleaned it out, walk to
the computer panel down the left hall
to get the message:
"Panel rewired to trip alarm-system accessed by unauthorized users."
To your left is a locked door, so turn
around and walk back down the hall to the new opening in
the floor. Drop into the opening,
making sure to veer toward the ledge. If you don't, you'll drop
below the ledge to the fans - not
pretty. From the ledge, explore the ventilation shaft. First, you'll
come across a dead Skaarj with a Razorjack.
At the end of the shaft, ride the elevator platform
up to another dead Skaarj with multiple
boxes of Razor Blades.
In the next shaft, avoid dropping into
any new holes and keep following the winding path around
to reach a new control panel that
says:
"Ventilation processing Mezzanine ducts:
Maintenance personnel only: Warning engine coolant
leak in Mezzanine."
Now, to your right, jump down to the platform below and the next control panel:
"Security lock bypass station: All locks open access permitted to warehouse."
Drop down to the next platform beneath
you and pass through either of the green-gated vent
panels. This will lead you back to
the opening room. Ride the platform back up and travel back
down the right hallway to reach the
previously locked door at the end. It is now open. The
computer panel here now reads:
"Intruder security locks disengaged."
In the next room, you'll be in another
large storage area. Search the broken-open crates to find
three Med Kits and Bullets. As you
proceed deeper into the room, be ready for the Skaarj lurking
here. When he is gone, walk to the
far right corner of the room and enter the red-tinted hallway.
This leads to a room with a dead soldier,
two cans of Tarydium Sludge, Eightballs, and a GES
BioRifle. Exit back into the storage
room and cross the room. Here, you'll see a barred doorway
with the message:
"Warehouse safety bar override in upper warehouse loft."
Turn left and walk to the next elevator
platform. Press the button and ride up to find another
Skaarj working at a computer panel.
Shoot him from behind, then touch the panel. To your left,
you'll see a new sloped walkway emerge
in the storage room. Return back down and climb the
walkway. From the walkway, drop onto
the crate tops to collect two more ASMD Cores, then
walk back up.
Unlock the barred-doorway to complete
the level. At the new area, grab the Assault Vest on your
left, then be ready for a wave of
Skaarj to emerge from the ventilation shaft. If you line up
outside it, you can pick them off
while they emerge. After all four are killed, walk to the
computer panel and touch it to find:
"Warehouse safety bars disengaged: Access to dock permitted."
Collect the Clips to the left of the
computer, then return to the sloped walkway. As you begin to
descend, turn left and jump into the
opening here. At the end of this secret passage, you'll find a
small room with four more Med Kits.
Now, return back down the walkway and walk to the
now-open barred doorway. Inside, touch
the button to complete the level.
ISV-Kran Decks 3 and 2
Overview:
Continue through decks 3 and 2 on
your way to deck 1 where the survivors may be hiding.
Walk-Through:
To start, press the button to open
the initial doorway. Inside, walk straight ahead to the next
button to open the door to the next
room. A Skaarj may drop down from the upper walkway, so
keep your defenses up. In the next
room, turn right, and press the next button. This will lower an
elevator platform. Step on and ride
it up to the next floor.
Upstairs, follow the walkway to reach
some crates holding Taryidum Sludge and Med Kits.
Walk to the end of this path and touch
the computer panel. This will open the large red door to
the right on the lower floor. Jump
down and pass through the door before it closes. Inside, you'll
encounter another Skaarj and a computer
panel that reads:
"This panel requires bypass to activate."
Cross the room and ride the next elevator
platform up, but be ready for action. There will be a
Skaarj waiting, and more will pour
in from the various entry points into the room. Quickly, walk
to the control panels on each side
of the room to learn:
"Primary Shuttle Bay: Log entry by
Dockmaster Ivan Romanov, Second Officer ISV-Kran. I have
sealed the main iris hatch with a
laser welding team. No alien bastards are going to get in my
shuttle bay."
"The dock doors control panel can be reactivated with the override in one of the access tubes."
Now, cross the walkways to explore
the various entry points into the room. The first has a
control panel that reads:
"Main Engineering has been sealed with
a containment field. Containment field generator must
be destroyed prior to accessing engineering."
It also has two Med Kits. The second entry point has a control panel that reads:
"Main Shuttle Bay Door Override Controls"
It also has a Super Health Pack. The
third entry point holds Bullets. Incidentally, under this room
is a ledge with a Shield Belt. The
fourth entrypoint holds two cans of Tarydium Sludge and a
control panel that says:
"The first wave of Skaarj have been
isolated within Deck 4. I doubt they will be able to get
through the ductwork and enter the
main ship. We will retreat to Deck 1 and seal Engineering
with a containment force field."
The fifth and final area holds a control panel with one message:
"The Skaarj have infiltrated the dock
area. We will retreat to Deck 1 and set up a makeshift high
voltage barrier. We should be safe."
From here, return back down the elevator platform and exit the room.
In the next room, return back to the
second floor and press the button to enter to the next area.
Continue through these halls until
you reach the cooling system controls room. As you enter, a
Skaarj will attack from your left.
Take him down, then grab the Stinger near the dead soldier in
the next passage. Continue past the
cooling system controls room and enter the right-hand door.
Inside, you'll meet another Skaarj
working. Touch the control panel here to find:
"Cooling system emergency pump activated."
Now, exit the room and cross to the
other side of the cooling system controls room to find the
next room with a control panel. Touch
it to learn:
"Cooling system emergency drain valve activated."
Before leaving the room, grab the Toxin
Suit behind the panel. Exit the room and continue down
the hallway until you find the containment
field generator room. Inside the room, you'll find
another control panel that reads:
"Engine coolant emergency pumps active.
Containment field systems being re-routed by alien
intruders."
Continue into the connecting chamber to find two more panels that say:
"ISV-Kran engine status - Offline.
Damage report minimal. Life support systems online. Deck 1
power levels full. Ship's hull breached
at observation lounge."
"Containment Field Generator Online.
Gold power cores unstable due to excess stress from
sealing Engineering. Main Engineering
containment force fields may be disabled by destroying
gold cores."
From the central platform in the room,
jump to the top of the crates to reach the Tarydium
Sludge, Eightballs, and Bullets. Walk
to the door behind the control panel and ride the platform
down one floor.
From here, venture around the walkway
on each side of the room to reach the Gold Cores that
are blocked by force fields. Touch
the control panel behind the Gold Cores, and the force fields
will drop. Now, blast the Cores to
disable them. Continue back to the platform, drop down to the
next level, and walk to the next control
panel that says:
"Warning: Engine coolant leak on lowermost floor of this area."
Drop into the coolant, swim into the
room underneath the platform, touch the control panel, and
then cross the room to ride the lift
up. Here, you'll find an Assault Vest. Step out of the room,
drop down a level, and walk ahead
past the machine with the pulsating blue energy. On your
right, you'll see a button. Press
the button and ride the platform up.
Exit the containment field generator
room and continue through the halls to the engine power
core control elevator platform. Ride
it up, challenge the two Skaarj Gunners, and then check the
computers to learn:
"ISV-Kran Deck 3 Status: Engine systems
attempting to be re-routed by unknown intruders.
Engine power capacity at 75 percent."
"Planet Scanning Station: Alien starship
detected entering and exiting the atmosphere. Alien
mothership in northern valley near
atmospheric electrical storms."
"Main engine diagnostic panel. 75 percent
engine power available. Coolant leak in Containment
Core Generator area localized. Last
attempt to re-route power unsuccessful."
Grab the two ASMD Cores here, then
walk to the elevator platform in the corner. Ride it up and
follow the path to reach two more
control panels. Touch the panels, and the power cores will
retract into the wall. Now, head back
to the elevator platform. To your left, you'll see a blue
energy field. Jump to the field, then
proceed across to the other ledge.
Here, you will find a new room with more computers. Check them out to see:
"Scanning Station 1: Short range surface
scans indicate location of large alien spacecraft on the
planet surface that matches the description
of the same ship viewed entering and leaving the
planet's Tarydium fields prior to
orbital decay."
"Scanning Station 2: Surface scan indicates
indigenous primitive structures on the planet
surface. A higher technology town
detected on a rock suspended in the sky by some unknown
force. Huge power sources emanating
from an obelisk within this town."
"BioSuit Control Station: System Failure: Power is being re-routed by intruders on Deck 1."
Grab the Shield Belt here, then exit
all the way back to the primary turbo lift near the cooling
system control room. Finally, ride
the lift up to complete the level.
ISV-Kran Deck 1
Overview:
Reroute the ship's power supply to
reach the bridge and escape from the ship.
Walk-Through:
Start out by walking down the hall
and through the first door. On each side of the next hall are
computer panels that say:
"ISV-Kran Deck 1: Log Entry: Captain
Mikhail Leatham. There's no possible way to kill them all
- there are just too many Skaarj,
and we don't have enough ammo."
"ISV-Kran Deck 1: Log Entry: Captain
Mikhail Leatham. Skaarj attacks have forced us to retreat
to the Science and Research Lab. We
set up a makeshift electrical field barrier that destroyed 40
of them, but 20 still remain."
Hopefully, you've got some ammo stocked
up because you'll need it ahead. Equip your best
weapon and walk ahead to the intersection.
Immediately, some of the remaining Skaarj the
Captain spoke of will begin to pour
in from the side tunnels, so run to the room ahead. The
Skaarj will follow you in here, but
you can gun them down as they rush in. When they are dead,
grab the Med Kits to regain some precious
health, then push the button. Before leaving the room,
you'll get the following message:
"ISV-Kran Deck 1: Warning 85,000 volt
electrical field barrier in place at Science Research Lab.
Power distribution from three transformer
control rooms active."
Well, you just disabled the first,
so exit the room and walk down the hall to your right until you
find transformer room 3. Walk inside
and grab the Eightball Guns and Med Kits, then press the
next button. From here, exit the room
and turn left. Along the way, you'll pass a door on your left
blocked by blue energy bars. Continue
past it until you find transformer room 2. Touch the final
button here and return to the door
previously blocked by blue energy bars. It will now be open.
Behind the door is the science research
lab, but the door to the inside is locked. Continue around
the side of the lab to the back where
you'll see a ramp that stretches up. The bridge is
inaccessible because of a force field,
but turn and continue up the ramp. Along the way, grab the
Bandages and Auto Mag behind the barrels.
At the end of the ramp, press the control panel, then
drop down off the ramp to enter the
doors of the science research lab as they open. If you're not
quick enough, you must retrace your
steps and try again.
Inside the science research lab, check the control panels to learn:
"Warning: Lab doors and specimen holding
fields are malfunctioning. 30 second release delay
will engage after activation."
"ISV-Kran: Science Research Lab Specimen
Monitor: I have found these amorphous amoebae to
be highly acidic. It's incredible
the architecture of their basic genetic structure. Tatiana Zimna -
Chief Medical Officer."
Finally, hit the rightmost control
panel, rush up the small ramp, and hit the button. This will
release the amoebae, but also temporarily
open the doors of the science research lab and crew
berths to the left as you exit. If
you don't make, it, you must retrace your steps and try again.
Inside the crew berths, walk straight
ahead to the elevator platforms that takes you to the
observation lounge. Check the control
panel to your left to find:
"ISV-Kran Deck 1: Alert engine coolant
overflow: Main engine rupture: Evacuate ship
immediately."
From here, dive into the water and
touch the yellow switch. This will open a panel in the floor
that leads to more controls. Touch
the far control panel and then read the closest panel to get:
"Bridge Security Forcefield Override: Status Deactivated."
Now, quickly exit the crew berths, and return to the bridge.
Step on the transporter to escape from
the ISV-Kran. At the bridge, grab the ASMD from the
dead soldier and ride the lift up.
A few Skaarj will be waiting here for you. Take them out, then
walk toward either button on the wall.
When you press the button, a panel will open in the floor
as a chair slides forward. Drop into
the chamber and touch the two control panels here to find:
"Emergency Transporter Instructions:
Step onto octagonal transporter pad-system will activate
automatically."
"Emergency Transporter System Online:
Coordinates set to Nali Village 5 Kilometers from spire
shaped mountain."
When you hop onto the transporter, the level will be completed.
Na Pali
Spire Village
Overview:
Make a pit stop in the Spire Village
to stock up for the battles ahead.
Walk-Through:
You begin on the outskirts of the
village. As you walk to the center of the village, you'll
encounter two beings: a Titan and
a Nali. Focus your efforts on the Titan and let the Nali get
away. If you have the Eightball Gun,
now is the time to use it! If you don't, use your best
firepower here and duck into the huts
if you need a break or must find more firepower. Within
the four huts, you'll gain a number
of items, including five Flares, a Flak Cannon, Flak Shells,
two Flashlights, two cans of Tarydium
Sludge, Bandages, Eightballs, and an ASMD Core. You'll
also find two journal entries:
"Our haven, the great Sunspire, given
to us by the Gods of the Good Lore, has been corrupted by
the sky demons. Our once hope is now
the foulest of terrors. The sky demons are stronger than
ever. I had a vision of death, of
immense beasts roaming the land."
"The minions of our Gods are cast to
the ground to do battle. We are put to the test. Our world is
weakening, it spews forth terrible
creatures. We will pray again tonight. Oh, hear our plea! Send
our messiah!"
When you have cleared the area, pass
the village and ascend the slope. At the top, you'll meet
two more Titans, so be ready to fight.
Again, if you need a break or must restock your inventory,
head into the single hut. Here, you'll
uncover an Assault Vest, an Eightball Gun, Eightballs, a
Flare, and a Flashlight. Outside the
hut near the wall, you'll also find an ASMD. Use all this
firepower to overcome your monstrous
foes. When they are finished, walk through the gate, and
you'll find a Nali Healing Fruit on
the other side. Continue to the right, and you'll come to
another larger gate guarded by a Skaarj.
Take him out and collect the Razorjack when he is dead.
At the gate, jump to hit the button
that unlatches the door. This will lead you to the next level.
The Sunspire
Overview:
Travel through the Sunspire to find
the lift to Na Pali, the city in the clouds.
Walk-Through:
After passing through the gate, turn
right and enter the small opening. Inside, you'll find a dead
Nali Priest and some crates that hold
a Med-Kit. You'll also find the Nali's diary that holds the
passage:
"I will not return to the Sunspire
today. I was almost slain by the sky demon this morning and I
fear for our brothers that have not
yet escaped. I feel we will not see them again in this life."
From here, walk straight ahead down
the narrow path beside the mountain. As you approach the
wooden walkway, you'll see a Skaarj
Gunner. The trick here is to start shooting from a distance
to lure him toward you. This way,
you can shoot him off the walkway quite easily. If you choose
to approach him, one clean hit will
force you into the lava below. After taking him out, continue
down the path, and you'll encounter
one more guard before the entrance to the Sunspire.
Inside the Sunspire, you'll find a
room with three doors. Be ready to face another enemy here
who'll drop from the ceiling, then
collect the Eightball Gun, Med-Kit, Razorjack, two Flares, and
two packs of Razor Blades. Now, take
the left or right door that will ultimately lead to rooms
with Nali Priests and a few goodies.
If you choose to venture into them, you'll face a few
Tentacles and perhaps some other wandering
beasts, but the payoff will be a GES BioRifle in the
left room or Flares, ammo, and a Flashlight
in the right room. Flashlights and Flares are very
important in this level as there are
many dark sections.
Hop into the pool of water to avoid
the Gasbags and find a secret passage. When you are ready
to proceed, walk from the entry room
to the center door, collect the Stinger, and then get on the
lift. Ride it all the way to the top
and walk across the platform. Here, you'll see a dead soldier
with some Flak Shells, Bandages, and
a Flare. One room ahead, you'll find the Cistern. Be ready
for two Gasbags who'll swoop in to
attack you. If you don't want to bother fighting them, jump
into the pool of water and swim through
the tunnel. Here, you will find an ASMD and ASMD
Core. Now, swim straight up, and you'll
find a new tunnel. Exit through the doorway, and from
this room, turn right.
The next room you enter will be dark,
so use a Flare and enter the doorway here. This will lead
to the Great Hall, a strange room
with a hooded figure and an altar. Collect the multitude of
Flares here, then hop down from the
small ledge. Take the left doorway and ride the elevator
platform up. When it stops, ignore
the opposite elevator platform for now and enter the new
hallway. This will lead to a room
with Razor Blades, Flak Shells, and a Med Kit. However, when
you step in, a Gasbag will swoop in
on you. Take him out, then return to the previously ignored
elevator and ride it up.
On the next floor, you'll see two more
elevators and a wooden button between them. Press the
button and ride the right elevator
platform up. When you reach the next floor, follow this same
procedure to reach a large room where
three Tentacles will immediately attack you. They should
be easy to defeat though, and then
you can collect two Med Kits, Tarydium Sludge, and a
Flashlight. Through the next doorway,
you'll find two hallways and a green sign that reads:
"Chamber of Crystals"
Walk down the right hallway and press
the lever to activate the Crystal Chamber, then quickly
exit the room and travel down the
left hallway. A Skaarj Assassin will be waiting for you, so
greet him with some not-so-friendly
fire. When he dies, collect his Razorjack and continue to the
end of the hall. Here, you will see
lots of barrels. Shoot the barrels to find an ASMD Core, Med
Kits, Razor Blades, then walk to the
ledge outside to find extra Razor Blades in barrels. Then, go
back inside and climb the stairway.
At the top, you'll find another sign that says:
"Prepare to Embark."
From here, walk outside to the balcony
to meet the lift. If it doesn't appear, return back to the
Chamber of Crystals and press the
lever again, then return back here. The lift will take you to the
next level.
Gateway to Na Pali
Overview:
Pass through the gateway to enter
Na Pali.
Walk-Through:
The level begins inside the lift from
the Sunspire. Open the door to the lift, but do not rush
outside, or you will face a long fall
to your death. Instead, wait for a walkway to form, so you
can cross the gap. You will find yourself
in a circular room. Circle the room and break the
barrels to find Clips, Flares, and
a Med Kit.
>From here, enter the tunnel, ignore
the doorway on your left, and slowly approach the end. This
will let you get the drop on two Krall
on patrol. The Krall aren't particularly strong enemies, but
they are relentless. If you shoot
off their legs, they will still crawl after you to attack. When the
first two are defeated, search the
area to find a Flashlight and Clips. Now, return to the
previously ignored door and enter
the next tunnel. Along the way, you'll find two ASMD Cores
in the barrels before the bridge.
Watch out - another Krall may be here. Continue across the
bridge and enter the next room.
This is a large room with a river running
through it. Across the river, you'll see two more Krall,
so be ready for some more action.
Sometimes, when they are injured, the Krall will dive into the
water to take cover. Just don't mistake
this for them being dead, or you may be rudely surprised.
When the enemies are defeated, collect
the Tarydium Shards, Flak Shells, and Nali Healing
Fruit, then jump into the river. Because
the right tunnel of the river is blocked by a barred gate,
swim down the left tunnel. In the
next chamber, swim underneath the waterfall to find a new
area.
In this room, you'll see four things:
a Rifle, Rifle Rounds, a lever, and a dead soldier. Collect the
items, then approach the dead soldier
to get this message:
"I'm the only one left. I've managed
to find shelter here and I will rest before I make my final
stand tomorrow morning. I am so tired.
The day has been long and I have lost all. I only hope
that they don't discover me sleeping
here tonight."
Unfortunately for him, it looks like
they did. Before leaving the room, press the lever, then
return back to the large chamber you
came from.
Back here, you will find the barred
gate now open. Swim up the river to reach the next room.
When you climb out of the water, immediately
turn your attention to the ceiling where you will
see two Tentacles sniping at you.
When they are dispatched, collect the Tarydium Shards, Clips,
and Nali Healing Fruit. From here,
turn right and follow the tunnel to the elevator platform.
There will be another Krall waiting
here. Ride the elevator up and follow the path outside where
you'll encounter two more Krall. When
the way is clear, collect the Flak Shells, Tarydium
Shards, and Med Kits, and make your
way across the walkway. Across the bridge, you will find a
new tunnel entrance back inside as
well as some more clips.
At the end of the tunnel, you'll find
another pair of Krall guarding a wooden door. Again, take
them out. Here, you can collect a
Razorjack and some Razor Blades.
The Krall guard the entrance to Na
Pali Haven. Through the doorway, you'll have a choice of
two directions. To begin, turn left
and shoot the Skaarj Beserker around the corner, then return
back down the right hallway and enter
the next door. Behind the door is a staircase guarded by
another Skaarj Beserker. Kill the
Skaarj, collect the Med Kit and Tarydium Shards underneath
the stairs, then climb the staircase.
Along the way, you'll find more Clips and Flak Shells before
reaching the final door. Enter this
doorway to reach Na Pali Haven.
Na Pali Haven
Overview: Make your way through the level to find the entrance to the Outpost.
Walk-Through:
From the beginning of the level, turn
right and climb the stairs. Outside, turn left and walk up the
path. When you pass the incline turn
right, and you'll see a Krall Elite threatening a Nali Priest.
Once dispatched, there's not too much
more to see in the courtyard except a few barrels that
contain Tarydium Shards. On the far
end of the courtyard is a large gate that is locked, so ignore
it for the moment.
The first building to investigate is
the one on your right. This is a stable. Inside, you'll find three
barrels with Bandages. Enter the room
to your left and press the lever, then walk to the other
hallway to enter the main part of
the stable. Here, you'll see a Nali Priest standing in the central
area. Ignore him and walk to the far
left corner, as the door in the far right corner is locked. At
the door in the far left corner, turn
the wheel, and the door will open to an outside area.
Outside, if you need some health, walk
around the right corner to reach a small garden with Nali
Healing Fruit. If not, turn left and
walk straight to the barrels that contain Nali Fruit Seeds.
Inside the door to the right of the
barrels, you'll find more Krall terrorizing a Nali Priest. Help
him out, then collect the two ASMD
Cores and four Clips here. Continue through to the next
room, and you'll find another Krall.
Take him out, then grab the Med Kit to your left and the
Flak Shells under the stairs. Next,
climb the stairs and eliminate another Krall. Here, you'll gain
more Rifle Rounds and find a doorway
that leads to another lever. Turn the lever and return back
downstairs and outside once more.
Once out in the open, turn left and
climb the stairs. You'll encounter another pair of Krall here.
Defeat them and enter the bar. On
the right side of the room, you'll find a Med Kit, Dispersion
Pistol Power-up, and a diary that
says:
"They let us go about our business
here, but it is a farce. I know that they are watching us,
controlling us. I believe this once
safe haven is as deadly as the surface planet below."
The Dispersion Pistol Power-up is a
great find as it boosts the firepower of your Dispersion
Pistol. Cross the room and enter the
next doorway. Here, you'll meet a Skaarj guarding a door.
Take him out, collect the Med Kit,
then enter the door to find a walkway. Continue along the
walkway until you reach the small
balcony with a Flashlight and a lever. When you press the
lever, a platform hanging in front
of you will drop through the floor. Return back downstairs to
investigate.
In the new chamber, you'll find a Rifle,
Rifle Rounds, and a Med Kit. There may also be a Skaarj
Beserker lurking here, so be ready.
When you are ready, enter the next room, and you'll meet
another helpless Nali Priest. Ignore
him and target the wall with a large opening.
Shoot the wall with a large crack to
find a hidden room. Inside the hidden room, be prepared for
a rush of Pupae. They are more bothersome
than problematic and easily wiped out. You'll find
many barrels here, but only a few
with items. You will find some Tarydium Sludge and don't
forget the Flak Shells underneath
the stairs.
On the next floor, there's one more
Skaarj and two ASMD Cores. Drop the Skaarj, ignore the
door here that leads back outside
to the opening courtyard, and climb the next set of stairs. On
the top floor, there will be two more
Skaarj waiting in the library. Dust them and read the book
on the table to learn:
"I've seen strange flying beasts vanishing
into the depths of the mountain at night. The roar as
they fly is deafening. Never before
have I heard its like. I feel that a great evil must dwell within
the mountain."
>From here, walk straight ahead and
enter the next door to reach the next lever. When you touch
it, you'll see the previously locked
gate from the courtyard begin to open through the barred
panel in the floor. Now, quickly run
down one flight of stairs and exit through the door to the
courtyard. Back outside, turn left
and cross through the open gates before they close again. If you
are too slow, you must go back upstairs
and try again.
Beyond the gate, follow the path, and
you'll meet up with a Nali Priest staring at a Nali Statue.
To your right are some barrels with
Clips, but be prepared to encounter some Skaarj on patrol.
When they are defeated, take the walkway
left of the statue.
The once proud Nali are now simply
a slave race. Down the walkway, you'll find a door on your
left. Enter the room, and you'll see
another bar on your right. However, there are also some
Skaarj and Pupae here. This is a real
firefight, so keep moving and hide behind the bar for cover.
To the left of the bar, you'll see
a shaded grey outline of a door. Wait for a Nali Priest to arrive,
and he will open the secret passage
for you. Inside, you'll gain a Flak Cannon, two Flak Shells,
and a diary that reads:
"I don't understand why they toy with
us. My establishment used to be a place of laughter and joy
for my fellow citizens. Now I just
serve the whims of the Sky Demons in exchange for the life of
my family. I await the Messiah."
When you're done, exit the room and climb the stairs back in the entry to the bar.
Upstairs, it will be very dark. Turn
right, and enter the room to find a Skaarj Beserker. Defeat
him, and continue through the next
door. This will lead to a walkway that stretches over the bar.
At the end of the walkway are three
doors. Enter the leftmost door, and then continue through
the door on your left. Inside you'll
see a sleeping Skaarj. Take advantage of the situation to finish
him off before he can attack, then
collect the Scuba Gear in the corner. Return back to the main
walkway, and enter the rightmost door.
Here, find yet another lever. Press the lever, and then
return back downstairs.
Exit the bar, and walk to your left.
At the end of the walkway, you'll see a door on your left, and
an open doorway on your right. If
you want to collect some Flares, turn right and check out the
barrels at the bottom of the stairs
by the pool of water. To reach the end of the level, take the left
door and enter another open area.
For the moment, ignore the first wooden door on your left and
continue past the small fence to the
second door. Walk through the door, and you'll see a large
pool of water with a waterfall. Turn
left to reach an open door with yet another lever. Press the
lever and return back to the wooden
door you just passed up. There will be another Skaarj
charging out at you here, but target
him from a distance, and you'll finish him before he can
reach you. Now, enter the room and
shoot the barrels to find a Med Kit. To your right is another
doorway.
Inside this room, you'll see two control panels. Approach each to get the following messages:
"Observation Center: The eye sees and
the mind knows. Remember not to disturb the Nali
townsfolk unnecessarily as their belief
that they are still free prevents outright rebellion. This
false hope is our primary control
mechanism."
"All security forces must keep the
Nali townsfolk under control. Kill all those who show signs of
resistance. We only need to maintain
enough pliable workers to mine the Tarydium."
Now, press the panel to the right of the door to activate the elevator platform and ride it upstairs.
On the next floor, be ready to ambush
the Skaarj guarding the circular doorway. Before entering
the next room, grab the Med Kits available
in the corners. Inside, you'll see the mountain base
underwater entrance door controls.
Touch the panel and return back to the large body of a water
with the waterfall. Enter the water
and swim under the waterfall to find the opened-entrance to
the mountain base.
Outpost
Overview:
Search the base for the teleporter
that will help you continue your quest.
Walk-Through:
Upon entering the waters, your Scuba
Gear was activated. Swim through the long tunnel until
you reach an opening. When you emerge
from the water inside the Outpost, a Skaarj will
welcome you with an attack, so be
sure to return the favor. When he is defeated, collect the Med
Kit, two ASMD Cores, and two boxes
of Flak Shells. Now, you will be faced with a choice of
three doors. However, only the left
one will open, so your choice will be apparent. Inside,
another Skaarj is waiting. A good
strategy here is to arm yourself with the Razorjack, open the
door, remain outside, shoot a few
Razor Blades, and let the door shut. Often, when the door
opens, the Skaarj will be dead from
the Razor Blades bouncing around the chamber. Inside the
room is another Med Kit and some Tarydium
Sludge. Walk to the end of the room and enter the
elevator platform, which takes you
to the next floor up.
On the next floor, yet another Skaarj
will be waiting. Defeat him, then collect his Razorjack and
the Razor Blades here, then continue
along the walkway until you reach a new room. Here, you'll
find a Skaarj with his back to you
working on the computers. Take advantage of this and finish
him off. The computer holds another
message:
"Security Log: Outpost 3J Base Commander
SSja'Rath 10th Talon of Ssa'Rath. To maintain
order and security we have been keeping
a constant watch on the Nali in the town. Vigilance is
the guardian of honor."
Next, turn right and touch the red
computer to activate the Main Bay Door Controls. Now, return
downstairs, and the center door will
open.
In the next room, turn left and walk
to the control panel. Touch the panel, and the elevator
platform to the left will appear.
Step on the platform and ride up to the next floor. Here, press
the control panel on the right, and
the door in front of you will open.
Through the door, you'll immediately
see some sort of Skaarj space vehicle hovering in midair.
Who could that be for? Turn left,
and collect the Eightballs in the corner, then walk straight
ahead to the next control panel. When
you touch it, the elevator platform beside it will activate,
but a Skaarj will also appear. Gun
him down, then ride up to the next floor. Here, you can walk
straight ahead to the next doorway.
Follow this hallway to a new control room. There's another
Skaarj here. When he is dead, check
the computers to get this message:
"Message Log 7: Mothership acknowledges
request for resupply of Outpost 3J. Scout Skimmer
3J-1A authorized to return to the
mothership to pick up cargo."
Turn to your right and touch the left
and center control panels to disable the force field and open
the left hangar door. Now, return
back to the hangar and enter the left hangar door. There will be
another Skaarj here as well as an
ASMD Core and Med Kits here.
At the end of the hallway, take the
lift down and challenge the next Skaarj guard. In the center of
the room is a large machine with a
control panel. Touch the panel to disable the rear entrance
force field controls. Then, touch
the control panel along the outer wall to open the next door.
There will be another Skaarj in here
with a Flak Cannon. When he falls, collect the Cannon and
continue through the hallway to go
back outside.
When you get outdoors, turn right and
be ready to face a small number of Skaarj and Krall.
Fortunately, you'll also see lots
of Nali Healing Fruit around. Keep moving along the right side
until you reach the entrance to the
church. There is a bug here that sometimes stops the doors
from opening. To reset the door, walk
down the front stairs and back up.
Inside the church, walk into the first
room and take on the two Krall by the statue. When they are
dead, enter the door on the right
side of the statue until you reach the control room. There is a
Krall Elite working here. When the
room is clear, check the computer to learn:
"No unauthorized access to lower church
catacombs. All personnel must be checked by security
before access is granted."
Then touch the red control panel to gain lower security access.
Return back downstairs to the statue
and cross the room. Press the button to open the door and
go downstairs. On the first landing,
turn right and go down the stairs here. At the bottom of the
stairs, turn left and grab the Flak
Shells in the small room. The corridor ahead splits in two
directions. Follow either to reach
the next door. Inside, you'll see a Skaarj far across the room.
Gun him down, then walk over to the
computer to get the following message:
"Teleporter target coordinates set
for Surface Transporter Pad 13. Sentry personnel already
dispatched to location to secure area
against resistance. Area cleared for cargo transmission."
Next, turn and press the red control
panel to activate the teleporter controls. In the center of the
room, a bright light will appear.
Walk to either elevator platform, ride down to the ground floor,
and step into the light to finish
the level.
Nali Castle
Velora Pass
Overview:
Travel through the small valley on
the road to the Bluff Eversmoking.
Walk-Through:
Upon being teleported into Velora
Pass, you'll find yourself in a dark valley. Walk around the
area and open the crates to collect
Tarydium Shards, Bullets, and Med Kits.
When you grab the Dispersion Pistol
Power-up, be ready to fight the sleeping Titan. When you're
ready to proceed, continue along the
path. Ahead, you'll see a Titan sitting in a chair. Strangely,
he doesn't react to your presence
until you grab the Dispersion Pistol Power-up in front of him.
Then, he'll be roused awake and give
you the fight of your life, so make sure you've got your
heaviest firepower armed. Your objective
is to keep moving and chip away at the behemoth. He
will throw rock projectiles at you,
so stay away from the chasm or you may be knocked into the
lava below. When you finally overcome
your foe, jump onto the chair to raise the bridge across
the chasm. When it rises, cross the
bridge to enter the next level.
Bluff Eversmoking
Overview:
Search for the missing human female
while looking for the hydroelectric shipping car to Dasa
Mountain pass.
Walk-Through:
To begin, walk ahead a bit and turn
right to find the first lever. Press it, and the doors ahead will
open. Inside the next room, you'll
find a Nali Priest overlooking some dead soldiers. Follow the
Priest, and he will lead you to the
next two levers. Along the way, if you need some ammo, shoot
the barrels to your right to gain
Eightballs and Bullets. At the third lever, a Skaarj will emerge
from the shadows to assassinate the
Nali. Take out the Skaarj then continue through the doors to
see a building in the distance.
The Nali Priest will guide you through
the early section of this level. At the building, walk to the
right to find another Nali Priest
gazing at a crucified Nali. Just beyond the Nali Priest is another
Skaarj. He's close to the ledge with
his back to you, so a powerful shot from behind may just
knock him over the side. When he is
defeated, shoot the barrels to find two rounds of Razor
Blades and some Nali Healing Fruit.
Continue to the right, and you'll enter a stable. Turn left
from the stable and enter the graveyard.
In the graveyard, turn left to find
some Tarydium Shards in the barrels, then walk to the Nali
ghost by a tombstone that reads:
"Only by facing the direction of the rising sun may one find a new day."
Behind you is a coffin that reads:
"Vault of the Dead - Herein lies the
last resting place of the High Priest of the Bluff
Eversmoking and the artifacts used
by the Messiah."
To enter the structure, push the first
tombstone you read, then walk behind the coffin. Here you'll
see some stairs. Climb the stairs,
and jump on the elevator platform that is now accessible and
ride it down.
In the Tomb, search the various coffins
to find an ASMD Core, Flak Cannon, Flak Shells, and
Tarydium Shards. When you are done,
jump into the pool of green liquid and swim through the
passage. Eventually, you will surface
from a well guarded by two Krall. Take them out, then exit
this area to reach a wooden platform
that extends over the edge of the mountain. Drop off the
platform to land on a walkway along
the mountain and travel to your right to reach an entrance
to the building.
Down the right hall, you'll find some
Clips in barrels before coming to the next room. Walk to
the far right corner to find two books
that tell you:
"Shipping Log: Grorq of the Red Hand
Tribe. I am really getting sick of the way the Skaarj are
treating us. Constantly bossing us
around and making us watch over their pathetic Nali slaves.
My troops are getting sick of this
situation."
"Shipping Log: Grorq of the Red Hand
Tribe. Coming of the next full moon we are expecting a
large shipment of salvaged supplies
from the human spacecraft. I need to make a few repairs to
the electric rails around the Bluff
but we should be ready by then."
Walk down the hallway to the left,
and you'll reach a prison area with four Krall. Come out
firing and use the element of surprise
to your advantage. When the Krall are downed, walk to the
table and read the books to learn:
"Jailer Hrang of the Red Hand Tribe:
We have captured a Terran girl. Some of my soldiers want
to try and take liberties with her.
I guess that's OK as long as they watch those boots! She kicked
me in the hrangos last time."
"Jailer Hrang of the Red Hand Tribe:
Dorro owes me 25,000 gold paaras when we get home! He
truly sucks at Death Bones. Hustling
him is like taking candy from a terran baby. Speaking of
which I think its time to go beat
on that ugly Terran girl some more."
"Jailer Hrang of the Red Hand Tribe:
I can't believe it!!! The Terran girl escaped! One of those
worthless Nali Monks must have tunneled
her out. I am in DEEP SHIT! If Captain
DUK'CHOROTH comes and finds out I
let her escape, I'll be de-hrangod for sure!"
After reading the books, press the
lever here to free the remaining Nali prisoner. He will guide
you upstairs and show you where the
woman escaped in a hole through the wall. Return back
downstairs and dive into the water.
In the water, you'll find a tunnel
to the right of the sacrificed Nali. Swim through the tunnel and
follow it up when it splits. You'll
reach a secret room with a sign that says:
"Have faith and never sway from your
beliefs. Only a soul that keeps the faith despite all
oppression shall triumph when the
savior princess comes from the stars."
There are also some Nali Fruit Seeds and books here that say:
"The woman they captured is scheduled
to be executed. I cannot let this happen! As foolish as it
sounds, I will attempt to sneak her
out of the prison cell through our secret caves. From there,
she can escape to the bell tower until
darkness."
"Kruun's Personal Diary: I have to
be careful how many times I sneak into the monastery through
the tunnel. I've marked the square
tunnel that leads to the inner monastery with a cross; the other
leads to the prison where my brother
is being held."
When you are done, jump back into the
water and continue through the tunnel. Swim up through
the next well to exit outside again.
There will be some Nali Healing Fruit here as well as a
Razorjack and some Razor Blades and
Eightballs under the stairs. Exit the door to the left, then
turn right and walk down the path.
A Skaarj will be waiting to be shot by you, so oblige him,
then descend the stairs. At the bottom
of the stairs, turn right, and in the next room, walk to the
left end of the walkway. From here,
jump across to the wooden beam ahead of you, then head
down behind the blue laser beams to
reach a computer panel. Push in both buttons, and the lasers
will disappear. Then, ride the elevator
platform back up to the walkway. >From here, return back
outside and walk straight ahead to
reach the main gate.
The main gate will still be locked,
so enter the tower to your left and press the lever to bring the
elevator platform down. Ride it up
and press the lever here to open the main gate, then return
back down. From here, exit the main
gate and dive into the waters below. Swim to your left,
until you reach the tunnel back into
the monastery. Inside will be a Tentacle. Follow the tunnel
to reach a chamber with some Krall
guards. Kill them and walk down the hall. When you reach
the circular platform, it will drop.
At the bottom of the shaft, walk through the thin tunnel,
fending off all enemies in your path.
Soon, you will reach a winding staircase.
Follow it up to a computer room and check the
computers to find:
"Hydro-electric shipping car fully
powered and ready for departure. Electro-static discharge
nodes at top of bell tower must be
activated prior to car startup."
"Bell tower magnetic locks disengaged: Access to bell tower permitted."
Grab the Tarydium Shards and Flak Shells
by the machinery in the center of the room, then exit
through the opening in the wall. At
the end of the hall is another elevator platform. Ride it up to
reach an area back outside the monastery.
On the small island, walk up the slope
and enter the bell tower. Inside, press the lever and ride
the elevator platform up. Unfortunately,
at the top, you'll find Kira, who is dead. Her journal
reads:
"Science Officer Kira Argmanov: Separated
from my crewmates from ISV-Kran. I've only been
able to stay alive by holding up in
this bell tower. A native Nali helped me escape the prison cell
the Skaarj put me in. Hopefully the
Skaarj won't find me here."
It looks like Kira wasn't so lucky
after all. To complete the level, flip the switches on opposite
sides of the room and ride the elevator
platform back down. At the bottom of the shaft, walk
ahead and step onto the green hydroelectric
shipping car. It will take you to a new elevator
platform out of the level.
Dasa Mountain Pass
Overview:
Fight your way into the Dasa Pass
by traveling through this entrypoint.
Walk-Through:
As you step inside the door of this
level, things seem strangely quiet. You find yourself in a large
storage room filled with crates. However,
there are also a number of Skaarj Gunners waiting to
ambush you if you walk down the center
aisle. Instead, stealthily walk around the left or right
edge of the room and try to pick them
off one at a time. If you choose to try and run through the
middle of the room, you'll find yourself
surrounded by a host of enemies. When the enemies
have been dealt with, move to the
far left corner of the room and press the lever. This will open
the door to your right.
Upon entering the next room, turn left
and collect an Auto-Mag and a Flare by the dead corpse.
When you round the right corner, you'll
encounter two Krall. Eliminate them and grab the Clips.
Just ahead, you'll see a lever to
lower the bridge, but first walk to your right and read the diary to
find:
"Bridge Foreman Khan Vhranna: I've
about had it with Grok Vhul'Rath. He's such a pompous
son-of-a bulrach. If he makes us fix
the drawbridge one more time in the rain I'm going to bust
his face in."
Across the chasm are two more Krall
blasting at you. Target them from a distance or lower the
bridge and take the fight to them.
After crossing the bridge, you'll find
the door here locked, so turn left and enter the hall. The
next room you find will have one Krall
as well as an Eightball Gun and some Clips. A bit further
ahead, you'll reach a room with three
more Krall. To your benefit though, they are engaged in a
conversation and are wide open to
a sneak attack from your Eightball Gun. A few well-timed
shots should do the trick.
When the Krall are dead, collect the
two ASMD Cores in the corner and Tarydium Sludge in an
opposite corner, then walk to the
table. Here you'll find more diary entries including:
"Shipping Log: Dasa Pass Mountain Station:
Grok Vhul'Rath: We've decided to ditch using the
Nali as slaves here. the word is they
all believe their 'savior' has come from the stars to kill us.
We decided to execute them for refusing
to work anyways."
"Shipping Log: Dasa Pass Mountain Station:
Grok Vhul'Rath: this path we've received over 45
cases of high tech equipment from
the crashed human spacecraft ISV-Kran. I've decided to store
them in the cellars before we ship
to the Warlord."
"Diary: Grok Vhul'Rath: I ordered repairs
to the drawbridge again! This is getting really old - I'm
sick of dealing with the behemoths
- They constantly break things and they're slobs like Aldarian
pigs. I'm anxious to get back to my
homeworld."
Now return back outside to the locked door.
To unlock the door, walk to the right
side of the bridge and make your way down the thing
wooden platform. To your right, you
will see a small ledge. Drop to the ledge and enter the
mountain. Inside are three Krall waiting
for you. Defeat them, consume some Nali Healing Fruit,
collect the Tarydium Shards in the
water, then swim down by the large wooden pole to find an
underwater tunnel. At the end, climb
out of the water and turn the lever. This will lower a
platform with two Krall. Blast them
down, then ride the platform up to a small opening
overlooking the bridge below. There
is also a lever here that, when pressed, opens a locked door
near the bridge. Press the lever and
jump down to get through the door.
Behind the door, things will get hairy.
You'll be welcomed by a both Skaarj and Behemoth. Turn
left and run down the hallway to find
another lever. Touch it and return back outside. The door
on your left will now be open, but
there will be another Behemoth waiting. Hit him with
everything you can muster, then walk
through the two doors straight ahead to reach a final room.
Again, there are a number of enemies
waiting here, and you're probably in bad shape
health-wise, so the best thing to
do is to make a run for it. Quickly cross the water and climb the
winding staircase to reach the level
exit.
Cellars at Dasa Pass
Overview:
Add to your inventory in this large,
confusing maze that leads to the Nali Castle.
Walk-Through:
To start, cross the room and grab the
Auto-Mag, but be ready for
the Tentacle above. He will begin
spitting projectiles when you
take the weapon. From here, exit the
room through the open door on
your left and move ahead. In the next
room, be prepared for a
troop of Krall that will charge at
you upon your entry.
When they are defeated, shoot all the
crates on the ledges and in
the water to find every sort of ammo.
Also, on the left ledge, be sure to turn the lever.
After this, dive into the water and
look for the small opening in the wall.
This will lead to a secret room filled
with blood and dead bodies.
However, there is also a Super Health
Pack here. From here, exit the room and return to the
room you started the level in.
Back in the entry room, a new door
will now be open.
Enter the door and challenge the two
Krall guards.
When they die, the gated door on the
right will open, but the wooden door straight ahead will remain
locked. Collect some Nali Healing
Fruit here, then walk to the elevator platform behind the now open
gate. Across the room, a sniper will
be gunning for you, so return fire and head up to the next floor.
Here, you'll see some barrels and
a lever. Destroy the barrels to find an Assault Vest and some Rifle
Rounds, then turn the lever. This
will open the wooden door below, so hop through the opening in the
center of the room and continue through
the doors before they close.
In the next room, turn left and round
the corner. Here, you will meet the Lesser Brute that was sniping at you.
Take him down, then climb the stairs
along the wall. They will take you to a Razorjack. Drop down from here
and
enter the room on the right. Inside,
you'll meet another Krall. When he is gone, collect the Flak Shells and
turn the lever. Then exit the room
and cross the halls to enter the newly opened doors.
In the next hall, walk straight to
the end and kill the two Krall. When they are dead, turn
right and grab the three rounds of
Eightballs, then continue down the left hallway. Here, you will
find some stairs. Travel up the stairs,
and an iron gate will drop, trapping you in the
circular room with a Titan. Stay on
the move and wait for the Krall to pour into the chamber
from the vent. As they appear,
they will fight the Titan as well.
Therefore, stay away and blast the Titan, while the Krall
turn their attention to him. Of course,
the Titan shreds Krall easily, but the Krall will
inflict a bit of damage for you. When
all enemies are cleared, push a block in the central
column and a secret door will open.
Enter the secret passage
and defeat the Krall, then climb the
stairs to find some Flak Shells. From the
platform here, leap across to the
small ledge above the barred door and press the button. This will
raise the bars and free you from the
room. Outside the room, descend the stairs and turn left.
A Skaarj will be waiting to ambush
you so blast him, then press the lever. Next, turn around, walk past
the stairs, and enter the first door
on your right. Up the ramp, you'll face more Skaarj and Krall. When
the room is clear, walk to the end
of the room with the lever, press it, and run to the opposite side of
the room. A platform will lower with
a Skaarj. Shoot
him and hop onto the platform that
will take you up to a new room. Here, you must press the button, then
drop into the center of the room below
to grab a Super Health Pack. With this in hand, swim under the
water and press the lever to open
the door and exit the room. From here, walk back down the ramp and
cross the hall. In the next room,
continue through the room to the
far end to find stairs that lead down.
Suddenly, bars will spring up to block your path out, and
Krall will come rushing in. Pick them
off as they appear and break the barrels to collect needed Med
Kits. When you can enter the room
to the right of the stairs, hop on the elevator platform up. This
will take you to the lever that reopens
the staircase up. You can also jump from this ledge to
the top of crates to get a Super Health
Pack and Flak Cannon. Return back upstairs, turn right, and
head straight for the pool of water.
In the water, swim past the broken
bars and immediately turnleft.
You want to find the opening in the
floor underneath the wooden planks.
Swim into the opening and follow this
long passage to the next room.
When you come up for air, you'll see
lots of Tentacles above you. Gun them down, then collect the Super
Health Pack, Flak Shells, and Assault
Vest on the surrounding walkways. Return back up and out
of the pool you originally dived in
and return back out toward the main gate. Continue through until
you find a new set of stairs down.
At the bottom, press the lever on the right to open the
door on the left.
Inside the next room, you'll face two
more Krall and a Behemoth.
Quickly press the lever in front of
you, then turn right and head for the wheel in a side room.
When you turn the wheel, a platform
will lower. Ride it up and jump
onto the center walkway. Continue
along here to find some Eightballs and a set of stairs that lead up.
There will be more Krall at the top
of the stairs for you to deal with. This will be a firefight, as
the gate to the next room will only
open after you have defeated a number of Krall. Luckily, there are
some extra ASMD Cores and cans of
Tarydium Sludge here. When the Krall are defeated, continue on.
In the next room, you'll have to fight
three Behemoths. When you press the lever here, an
elevator platform on the far side
of the room will be activated. Ride it up to the next floor to get
[some Med Kits and Eightballs, then
push the lever here to open a doorway behind the previous elevator
[platform. Now, return back down one
floor and enter the new doorway to complete the level.
Down the walkway, you'll find a door
on your left.
Ignore it for now - it's locked. Continue
down the hallway until you reach the door on
your right that leads to a shark pool.
Descend the stairs to grab some
Flares, then look for the crack in
the wall. Shoot the crack and enter the new passage that leads into
the bar. This is the room that you
previously could not enter because of the locked door.
Serpent Canyon
Overview:
Journey down the river to find the
entrance to Nali Castle.
Walk-Through:
From the beginning of the level, pass
through the first room to reach a dock and a boat. Climb in
the boat and shoot the rope attached
to the dock to start your cruise down the river. There's
nothing to fear along the way, so
enjoy the scenery. If you have a Flashlight, turn it on during the
dark sections of the ride and look
for interesting sights. You never know what you might see.
Take a ride down the river in style.
At the end of the ride, exit the boat and enter the windmill
ahead. Inside, you'll find a dead
soldier. Collect his Eightball Gun and shoot the chest to gain
some Eightballs. Next, walk downstairs
and shoot the Skaarj before collecting the Tarydium
Shards. When you are done, exit the
windmill and continue through the valley. Just beyond the
fence is the cave entrance into the
next level.
Nali Castle
Overview:
Make your way to the tower to face
the five-eyed daemon.
Walk-Through:
You begin this level in the caves
outside Nali Castle. To start, swim across the small pool and
collect the ASMD by the dead Nali
on the rock. Now, return back and exit the cave to appear in
front of Nali Castle.
Ahead lies the entrance to Nali Castle.
You'll see a Krall sprinting for the castle. Give chase and
run him down before he can lock you
out. Once inside the castle gates, enter the left doorway.
After entering the castle, walk down
the hallway along the left wall to reach the library. Here
you must break open the chests to
collect the ASMD Core and Flashlight. Next, walk to the
leftmost bookcase and push the blue
book that is sticking out. This will cause the bookcase to
the right to revolve, releasing two
Krall. Defeat them and enter the secret room behind the
bookcase to find a Super Health Pack.
After exiting the secret room, turn left and follow the path
to the chapel.
Inside the chapel, be ready for some
Gasbags and Krall. When they are cleared, walk up the aisle
and read the book on the podium to
see:
"The path to be followed is long and
harrowing, but the strong of heart and purpose will prevail
against the challenges."
Exit the chapel to the left and pass
the first set of stairs down. Ahead, take the ramp down under
the tower and descend these stairs.
At the bottom of the staircase, pass through the door and
continue to the elevator platform
ahead, which is near the entrance to the dungeon. On the
platform, you'll get the following
message:
"Only the warrior who demonstrates
his bravery by defeating the five-eyed daemon in the tower
shall be granted passage to the dungeon."
Once you step off the elevator platform,
lob some Eightballs into the Skaarj conference, then
take the next elevator platform up.
When you step off, grab the Eightballs and Flak Shells, then
climb the staircase. When you get
to the top, turn left and continue to the next set of stairs down.
Here, you'll collect some Med Kits
and Flak Shells. Climb the staircase to the left and turn right
in the next room. This will lead you
to an Amplifier and some Eightballs. Step out onto the
balcony above here to find some more
Eightballs, then drop down into the library.
From here, return to the entrance of
the castle and follow the red carpet up through the left path.
This will lead to some writing on
the wall that says:
"Only the enlightened one who has read
the Book of the Good Lore in the Chapel shall be
granted passage to the tower through
these divine gates."
Continue past the lift and walk up the ramp to reach the bedroom.
In the bedroom, search the chest to
find a Rifle and some Rifle Rounds. Next, exit the room and
turn left and continue until you see
the outside section on the roof of the castle. There are
Behemoths here, but ignore them and
continue up the ramps. Soon, you'll reach a Nali priest.
Before following him, take out the
Skaarj Gunner to your left and continue up the ramp. The
Nali will lead you to a secret chamber
with a Shield Belt and a Super Health Pack. Exit the
secret room and climb the stairs to
reach a new lift. Then, take this lift up to a winding staircase
and make your way to the tower. Here
you must wage war with a Giant Gasbag, but he's not all
that tough.
To finish the level, descend all the
way down to the dungeon and continue to follow the ramps
leading down until you reach the bottom.
Demonlord's Lair
Overview:
In a level akin to hell, wage war
with the winged Demonlord.
Walk-Through:
This is the battle royale with the
Demonlord, so equip yourself with your best weapon and
proceed. However, before exiting the
starting room, be sure to collect the Shield Belt on the
floor. Now, when you are ready, exit
the room to meet your foe. He sits atop the main walkway.
The Demonlord is a tough nut to crack.
Draw him into close quarters to minimize his capacity
for inflicting damage on you.Your
best bet here is to target him from a distance and then, as he
follows you, return to the level start
position. You'll want to fight in closed quarters because one
hit from the Demonlord's missiles
along the walkway may knock you into the lava. There's really
not a lot of strategy to apply here,
so unload your heaviest artillery and hope for the best. Once
he is defeated, proceed along the
walkway to the Demonlord's quarters and continue ahead to
reach the level exit.
Demoncrater
Overview:
Venture through the crater to reach
the mothership.
Walk-Through:
From the beginning of the level, walk
to the elevator ahead and press the button on your left.
This will carry you up the lift. Once
you step off the platform, blast the crates to find a
Flashlight, a Flare, and a Super Health
Pack. A bit further ahead, you'll also find an Auto-Mag.
In the next room, you'll see lots of
boxes and crates. Power up your Flashlight and be ready to be
rushed by Skaarj Pupae and Assassins.
A number of them are lurking here, so take your time and
clear the room. Throughout, you'll
find numerous Med-Kits, Jump Boots, and an Eightball Gun.
When the action cools down, walk to
the opposite end of the room and walk down the ramp.
Downstairs, you'll find yourself in
another dark room. This is the power room. The two most
significant things you can see are
a flashing red panel and a flashing orange panel. Touch the red
panel to turn on the generator and
restore the lights, then press the orange panel. This will
activate an intruder alert signal
and open another door upstairs. With the power back on, return
up the ramp.
Back in the storage room, you'll encounter
some more Skaarj troops. Fight them off and make
your way to the walkway along the
edge of the room. This leads to a now open door to another
section. Collect the Flare and Med
Kits here, then enter the door and turn right. At the end of this
hall, you'll see another button on
your left. Press the button and step on the triangular platform to
continue up to the next section.
Once in the upper section, destroy
the crates to find Eightballs, Rifle Rounds, Tarydium Sludge,
Tarydium Shards, Flak Shells, and
an ASMD Core. From here, walk to the room ahead, touch
the control panel, and the following
message appears:
Press the control panel to activate
the transport field. "Portal Gate: Link established. Enter
transport field."
Now, turn left and follow the hallway to reach the transport field.
After walking through the transport
field, you'll be aboard the ship. There are a couple more
Skaarj here, so be careful. To finish
the level, walk across the room and enter the doorway
ahead.
Mothership
Mothership Basement
Overview:
Mothership Basement is one of the
shorter, easier levels you'll encounter. Just make your way to
the lab.
Walk-Through:
To begin, walk down the long hallway,
making sure to grab the ASMD on your left. At the end
of the hall, quickly turn around and
be prepared to face a Skaarj Trooper. With him dispatched,
walk down the right hall, and you'll
see some strange purple lasers.
Brave the laser trap to collect some
goodies. On the other end of the laser trap room is a Super
Health Pack and some Eightballs. To
avoid damage, time the movement of the beams and slowly
walk underneath each. When you have
the power-ups, return to the main hall and walk down the
left hall that leads to the basement.
In the basement, walk along the upper
walkway on the edge of the room to reach the elevator
platform on the other side. Be on
the lookout though for another Skaarj Trooper stationed here.
After eliminating the Trooper, take
the elevator down and walk to the purple platform in the
center of the room. Once on the platform,
it will begin to rise and elevate you to the next level.
Mothership Lab
Overview:
In this area of horrid experimentation,
override the generators to continue deeper into the
mothership.
Walk-Through:
Starting out, you'll be facing a Skaarj
right away. Gun him down, then examine the room that
contains many types of equipment displaying
holograms. Walk down the hall, and you'll find
another opening in the wall where
another Skaarj Trooper guards some machinery. When he is
removed, check the machine to get
the message:
"Intruder detected. Protect the Source
at any cost. Intruder must be halted before penetrating the
Source's defensive perimeter."
Obviously, the Skaarj will now be actively
patrolling for you. Continue down the hall, and you'll
find a red button on your right. Press
the button and quickly step on the lift ahead. It will take
you the upper section.
On the upper level, walk down the hallway
and collect the Flare, ASMD Core, and Med Kits
along the way. At the end of the hall,
walk up the stairway on your left. This leads to an
important junction with four paths.
To begin, walk right and continue down
the greenish-tunnel. There may be an enemy waiting at
the end, so keep your defenses up.
In this room, you'll find a Kevlar Suit and Rifle Rounds.
You'll also see a red button on the
wall. Press the button and return to the junction.
This time, you'll want to walk down
the left path, which holds a transport field. Enter the field,
and you'll appear on a long walkway.
At the end of the walkway, you'll find a Skaarj Warrior,
Tarydium Sludge, and an Eightball
Gun. Be careful when you attempt to grab the Eightball Gun
or you may tumble off of the walkway
to your death. After collecting the goodies, turn right and
walk up the ramp. This will lead to
a path that holds an ASMD Core, Rifle Rounds, and
Eightballs. Beyond these, look for
the door that leads to a platform holding Flak Shells, Razor
Blades, and an Assault Vest. When
you have all that you can carry, turn around and return to the
junction.
Back at the junction, walk down the
hallway to the left of the greenish tunnel. This also contains
a transport field. Once through the
transport field, you'll find an abundance of items in the new
area. Among them are Med-Kits, Tarydium
Shards, Razor Blades, and an Eightball Gun. When
you have everything, walk to the door
on your left and enter the energy center.
In the energy center, walk to the computer
console atop the stairs, and you'll receive the
following message:
"Report 190: Shrk'Tajji 2nd Lesser
Eye of Ess'Tajji observing. We are ready for the next
experiment. We expect an 18 percent
drop in Power Reserves from 100 percent levels. The test
subject is in place and the Tarydium
is prepared for charging."
Now, press the button here and return back to the junction once more.
When you reach the junction, there
is now only one more path to take. This is the hall between
the two transport field halls. If
you came here earlier, you would have found the message:
"Access Denied: Power reserves at 100 percent"
And the door was locked. Now, however,
you can pass through. Beyond the door, step onto the
central platform, which will lift
you to the next door. In the hallway, you'll find some Med Kits
and Rifle Rounds. There may be another
Skaarj Warrior lurking here as well. Continue through,
and when you pass through the next
doorway, walk across the room to the metal plate on the
floor. This will unveil a new stairway
for you to climb.
Mothership Core
Overview:
Explore the central area of the mothership.
Walk-Through:
From the beginning of the level, climb
the stairs. To your right, you'll see a Shield Belt in the
elevator area. Grab the item, and
the elevator platform will descend with a Skaarj. Shoot the
Skaarj, then ride the platform up.
On the next floor, hop off the platform and turn right. This will
lead to a power room with a few Skaarj.
Take them out and collect the Stinger and Med Kit
before exiting through the other door.
As you leave, you'll see a Skaarj working behind a green
field. Ignore him for now, because
you can't get in the room yet. You'll get your chance later.
In many parts of this level, a green
energy field will block your way. Don't worry about that for
the moment, as you'll bring the field
down soon. Then you'll have complete access to these areas.
Continue down the right pathway, and
you'll come to a brownish red door with the message:
"Access Denied: The intruder must be
eliminated. All warmasters are being routed to this area
upon arrival from the Source."
Keep this location in mind and proceed
to your left. To get this door to open, you must take out
all the Skaarj lurking in this area,
so keep your trigger finger on alert, as there are many foes
here. A bit ahead, you'll find a sloped
walkway down on your right. Walk down to gain an
Assault Vest, then search under the
flanking ramps to find a Flare, ASMD Core, Flak Shells,
Rifle Rounds, Eightballs, and a Med
Kit. Behind the platform with the Assault Vest, is a small
room barred by a green field. Again,
keep this location in mind, as you'll drop the energy field
and gain access later. Return back
up to the main walkway and continue down to the right. Here
you'll find some small nooks with
a Bullets, Tarydium Shards, and Eightballs.
When you have defeated all the Skaarj
here, return to the locked brownish red door, and it will
be open with a sloped walkway down
leading in. Shoot the Skaarj emerging here and walk
straight ahead to the lift, then ride
it up.
On the next floor, walk to your right
and continue along until you see a short green energy
bridge. This leads to a computer panel
that grants you security access when you press it. From
here, walk to the security post and
ride the elevator platform up to a new room. Push the button
here, then cross the hall to the next
room. Here you will see a purple laser trap. Avoid the lasers
and grab the Shield Belt, Flak Shells,
and Med Kit, then return back down the platform. From
here, walk down the next hall to collect
the Super Health Pack, then cross the walkway over the
chasm to reach a hallway with a red
button. After pressing the button, return to the computer
panel that gave you security access
and follow the walkway to the right to reach the core door.
Along the way, you'll find an ASMD
and some Tarydium Sludge. Collect it all before heading on
to the Skaarj generator
At the top of the stairs, you'll enter
another doorway. Inside, there will be one final Skaarj to deal
with. When he is defeated, collect
the Super Health pack and push the button. From here, trace
your steps back to the central platform
you rode in the last hall of the junction. There will now
be a new walkway to the level exit
point.
Back at the junction, walk down the
hallway to the left of the greenish tunnel. This also contains
a transport field. Once through the
transport field, you'll find an abundance of items in the new
area. Among them are Med-Kits, Tarydium
Shards, Razor Blades, and an Eightball Gun. When
you have everything, walk to the door
on your left and enter the energy center.
In the energy center, walk to the computer
console atop the stairs, and you'll receive the
following message:
"Report 190: Shrk'Tajji 2nd Lesser
Eye of Ess'Tajji observing. We are ready for the next
experiment. We expect an 18 percent
drop in Power Reserves from 100 percent levels. The test
subject is in place and the Tarydium
is prepared for charging."
Now, press the button here and return back to the junction once more.
When you reach the junction, there
is now only one more path to take. This is the hall between
the two transport field halls. If
you came here earlier, you would have found the message:
"Access Denied: Power reserves at 100 percent"
And the door was locked. Now, however,
you can pass through. Beyond the door, step onto the
central platform, which will lift
you to the next door. In the hallway, you'll find some Med Kits
and Rifle Rounds. There may be another
Skaarj Warrior lurking here as well. Continue through,
and when you pass through the next
doorway, walk across the room to the metal plate on the
floor. This will unveil a new stairway
for you to climb.
At the top of the stairs, you'll enter
another doorway. Inside, there will be one final Skaarj to deal
with. When he is defeated, collect
the Super Health pack and push the button. From here, trace
your steps back to the central platform
you rode in the last hall of the junction. There will now
be a new walkway to the level exit
point.
Skaarj Generator
Overview:
Destroy the generator that powers
the core of the mothership.
Walk-Through:
As you begin the level, you'll find
a Flak Cannon and a Searchlight in the entry hall. Collect
both, then prepare for a real firefight.
Once you step into the main arena, you'll have you're hands
full with Skaarj after Skaarj attacking
you. The key here is to stay on the move and pick each
opponent off one at a time. If you
try to stand and fight, the Skaarj will soon overwhelm you. On
the bright side, a number of Med Kits
and even a pair of Jump Boots are scattered throughout the
room, so keep this in mind if you
get into any serious trouble.
Disable the three green power cores
to disable the Skaarj generator. When the horde of Skaarj
are finally defeated, you must deal
with one more foe: a Demonlord. Again, stay on the move
and try to avoid the missiles he'll
be spewing in an attempt to gun you down. Once he is
defeated, a platform will lower into
the center of the room. Walk to the platform, and it will
carry you up into the generator. When
it stops, shoot the three power cores to destroy the
generator and move on to the next
level.
Illumination
Overview:
This is perhaps the shortest level
you'll face. It presents only one simple challenge: avoid the
generator's explosion!
Walk-Through:
You've just destroyed the Skaarj generator,
but the problem is, you must avoid the debris from
the explosion. If you stand in the
center of the room, the debris will flatten you instantly.
Therefore, simply run for the outskirts
of the room! And, once the explosion ends, exit through
the doorway to return to the mothership
core. It's as easy as that.
The Darkening
Overview:
With the power down, return to the
core to explore with unlimited freedom.
Walk-Through:
Back in the mothership core, you'll
notice one key difference. The power is off, and the level is
pitch black. To remedy the problem,
use your Searchlight. The first thing you'll see is Skaarj
Pupae closing in on you. Continue
down the corridor, and you can get lots of items including
Flares, Eightballs, Med-Kits, and
Flak Shells. At the end of the corridor, drop down the opening.
Now with the power down, you can get
the goodies that were previously unobtainable. After
jumping down, you'll gain some more
items, like an ASMD Core, Rifle Rounds, a Shield Belt,
and Bullets. Walk down the hallway
to the right, and you'll be back where you began the original
mothership core level.
Once again, you'll face a Skaarj on
the lift. Kill him and proceed back the upper level. From
here, turn right and return to the
chamber with the Skaarj behind the green force field from
earlier. Now, however, the field is
down, so take him out and collect the Rifle Rounds, Super
Health Pack, Flak Shells, and two
ASMD Cores. Exit the room and walk straight ahead along the
path until you reach the ramp into
the lower chambers, then slide down.
In the lower chambers, be ready for
a Skaarj Gunner who awaits you, then take the elevator
platform up. Next, turn left and fight
off another Skaarj before entering the room. Continue
down the hall to the right to find
a fork-shaped machine. Touch the machine, and you'll see a
hologram appear. (What does it say?)
From here, back out to the previous
room and walk along the green raised platform. This will
open the door to the source antechamber.
Continue on and face your destiny.
The Source Antechamber
Overview:
Collect as much as you can before
heading for the final battle.
Walk-Through:
The source antechamber is the pathway
to reaching the queen. To begin, you'll see an elevator
platform from which you are barred
entrance. To open the bars, walk down either corridor; they
both lead to the same place. In the
corridor, be prepared to face a Skaarj Lord guarding the red
button that unlocks the elevator.
After taking him out, press the button and return to the elevator.
Your destiny with fate awaitsIt will
take you up to a new platform with a green energy bridge.
However, before crossing the bridge,
search the rooms to your left and right to collect an ASMD
Core, Razor Blades, Bullets, a Flak
Cannon, Rifle Rounds, and an Assault Vest. Face it, you're
going to need all the firepower you
can get to survive the final battle.
Once your armed to the teeth, cross the energy bridge and drop into the hole to reach the source.
The Source
Overview:
Dethrone the Queen to win the game!
Walk-Through:
After arriving in the level, walk
straight on the path through the next few doorways, including
the swirling blue portal. At the last
door, you'll find a pair of Super Jump Boots. At this point,
get ready for the final battle.
When you walk into the Queen's chambers,
you'll find her waiting for you. Keep moving and
shooting to take her down. Her pattern
is to teleport in front of you, scream, then fire her energy
projectiles. Your job is to blast
her when she appears in front of you, then quickly start to move
before she can retaliate.
Let's get ready to rumble!One of the
problems in this level is that there are no health power-ups.
Keep this in mind and avoid risky
maneuvers. After she is finished, you'll face a horde of Skaarj
Pupae. Again, stay on the move and
gun them down. They're not very tough, but they are pesky.
Once you've defeated enough enemies,
you can open the door across the room. Beyond the door,
you'll find a long hallway that leads
to an escape pod. Upon reaching the end of the hallway, you
will be treated to the ending sequence.