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--==[ a guide to Unreality ]==--
Date started: 21-III-2004
Last update: 26-IX-2004
Author: Khajiit Rankin (Przemek Orlowski)
--==[Table of conents]==--
[2.1] What is UnreaL?
[2.2] Game modes
[2.3] Weapon guide *UPDATE*
[2.4] Enemy data *UPDATE*
[2.5] Item info
[2.6] Tips & tricks *BIG UPDATE*
 Walkthrough *GIGA UPDATE*
 Miscellaneous stuff *GIGA UPDATE*
NOTE: This IS NOT a final version of the faq. It's a snapshot of my works,
submitted because it's getting really uber and I have little time to work on it
nowadays. Just a way to show that the faq is alive and well ;). And why such a
fast update? It's thanks to the feedback I've recieved - I was surprised nicely
and decided to work on it a little bit more.
As for progress, the "Basics" section is done, Walkthru is finished until
Temple of Vendora and in Misc, there's an unfinished Songs section and complete
list of translator messages - that took VERY long to complete :whew:.
Well, hello to my UnreaL guide. This is my first game guide - I've chosen UnreaL
because I think something should be added to those few FAQs that are already
there and UnreaL is my favourite game for 4 years already. Anyways, if you spot
a mistake, know some tricks or just want ask some questions, just mail me. And
please don't ask about anything that's already in here, okay? Finally, please at
least notify me if you want to post it on your website.
Now that's all clear - here we go!
These are basics. No comment on what's 'basic' :P.
[2.1] What is UnreaL?
UnreaL is an excellent action game by Epic. It's a FPS (First Person Shooter)
with breathtaking graphics (Unreal's engine - AFAIR it's called Fire - is
*still* one of the best game engines ever made), great ambient/trance music and
astounding playability. This game was first one with official bots for training
and people without access to net. Also, even now Unreal's AI is great, enemies
can dodge your fire or run to get some help and much more. This made the game
even tougher :). In game, you're a prisoner who crashed in a prison transport
on an unkown planet... Will you ever escape from there?
[2.2] Game modes
There are 6 game modes in UnreaL:
*Unreal - well, it's a normal "story" mode.
*Deathmatch - again, self-explanatory: a free-for-all, most kills win.
*Team deathmatch - same as above, players are in max. 4 teams
*Darkmatch - unique game mode, there is only one map for it, battle takes place
in total darkness and all players have a searchlight.
*King of the hill - one player is a king and constantly gains points. Player
who kills him becomes the king himself. Most points win.
*Coop game - Multiplayer story mode, also available for botmatch but no bots
can be played :(.
[2.3] Weapon guide
In UnreaL, you have a choice of 10 wepons to kill uglies. Here they are:
Name: Dispersion pistol
Description: Looks like a car vacuum ^_^. Shoots energy projectiles, can be
charged up by holding alternate fire (max 5 times normal charge).
Also improved by Dispersion Powerups - up to 4.
First location: Vortex Rikers
Ammo capacity: 50 - 90
Ammo type: N/A
Comment: A solid weapon. May not look like much at first, but after some
powerups this kicks ass! When amplified+charged easily kills a Titan.
Even more, it recharges itself, so just find a safe place and wait.
Rankin's rating: 7+/10 at final stage
Description: A standard pistol. Alternate fire shoots faster but is less
accurate. After 20 shots must change clips.
First location: NyLeve falls
Ammo capacity: 200
Ammo type: bullets (20/50)
Comment: Your basic gun. I wish you could shoot with two of them like in UT :(.
Good against Skaarj because they can't dodge it.
Rankin's rating: 4/10
Description: Fast firing weapon, shoots a stream of Tarydium. Alternate fire
acts as a shotgun but isn't too useful, well maybe except for my
anti-Slith combo "stream + alt finish-off" :).
First location: Rrajigar mine (Nali opens a 'locker')
Ammo capacity: 200
Ammo type: Tarydium shards (50)
Comment: A good weapon until it's replaced by Minigun. Don't waste it on Skaarj
unless they're really close or they'll just dodge it. Works well
against Brutes and Sliths.
Rankin's rating: 6/10
Description: A flat thingie ^_^. Shoots fast beams of energy or slow balls.
This gun has a special combo (described later on).
First location: Depths of Rrajigar (secret!)
Ammo capacity: 50
Ammo type: ASMD cores (10)
Comment: A great all-around weapon. Very good against those nasty bugs and
Skaarj. Combo consumes more energy but it's well worth it.
Rankin's rating: 8/10
Name: Eightball cannon
Description: An six-barrelled rocket launcher :O. Standard mode shoots up to
six rockets, if you hold the crosshair on enemy for a while,
they'll be homing. Alternate fire shoots up to six grenades that
are a bit more powerful but like to bounce back to player (very
First location: Temple of Chizra
Ammo capacity: 48
Ammo type: Eightballs (12)
Comment: This is one big mutha. A Titan-slayer, works very well against them
not to mention that few enemies will survive 6 homing rockets ;).
Grenades come in handy from time to time, for example in your first
encounter with Titans.
Rankin's rating: 8/10
Name: Flak cannon
Description: Fliegabwehrakannonen (anti-aicraft gun >_>)? A powerful weapon
either shooting tons of metal shrapnels that shred to pieces
anything that'll get in their way or a single grenade exploding
with a shower of metal death :droolz:.
First location: Harobed village
Ammo capacity: 50
Ammo type: Flak shells (20)
Comment: IMO the best weapon in game - use first mode up close or lob grenades
like crazy ^_^. The devastator and destroyer in one. BTW, in UT this
grenade has a face drawn on it :D.
Rankin's rating: 10/10
Description: A Skaarj weapon shooting nasty blades that can cut off enemy's
head. Careful though, because these blades bounce off walls and
can easily return to their origin. Alternate fire shoots player
controlled blades, but effect is so small that it's practically
unnoticeable unless you're in big, opened area.
First location: ISV Kraan deck 4.
Ammo capacity: 70
Ammo type: Razor blades (55)
Comment: WTF? This weapon sucks. Head shot is difficult to acheive (and some
enemies, like Brutes are immune to this) and blades return to player
very often. Not recommended unless you're very low on ammo. At least
it shoots rapidly. For advanced sharpshooters.
Rankin's rating: 2/10
Decription: Commonly known as the "blobber". Shoots green balls of Tarydium
waste that stick to walls and explode after a while. Alternate
mode allows charging for even bigger blob.
First location: Terraniux
Ammo capacity: 80
Ammo type: Tarydium sludge (50 kg)
Comment: Better than RazorJack and useful for trapping areas. Not too bad if
shot continuosly either. A good idea for recycling.
Rankin's rating: 5/10
Description: A sniper rifle that can headshot enemies. Alternate mode offers a
smooth zoom for better accuracy at long ranges!
First location: Gateway to Na Pali
Ammo capacity: 40
Ammo type: Rifle rounds (8)
Comment: Great for long ranges. Zoom in and watch the suprised beheaded Skaarj
- very cool animation ;D. Even Skaarj pupae can die this way. Only
downsides of this gun are it's slow firing ratio and immunity of some
Rankin's rating: 9/10
Description: Doesn't look like a minigun, but works like one. Alternate mode
shoots even faster.
First location: Sunspire
Ammo capacity: 200
Ammo type: Same as Automag's
Description: An ultimate ammo waster. Eats bullets like popcorn. Good against
high-HP enemies. And uses the same ammo supply as Automag.
Rankin's rating: 7/10
[2.4] Enemy data
I've sorted the enemies into classes and subclasses, and I've rated their level
of threat from 1 star (easy) to 5 stars (RUN!)
Not necessary indigenous.
* Fishes - they're those tiny little groups of fishes that can't be hit and
damage you on higher difficulty levels.
* Biterfish - a small eel, not very dangerous. *
* Slaughterfish - a bigger version of above, still not much of a threat. *
* Fly - very nasty 'chopper'. Is very annoying because of it's hit'n run
attacks. I recommend an ASMD beam readied when you hear the dreaded
* Sting-tail - sorry, can't remember it's name ^_^'. Basically same as above
except it's more stealthy and less lethal. **
* Tentacle - these are common in caverns, shooting spikes from distance and
using tentacles up close. Just dodge and use Dispersion Pistol. *
* Amoeba - I'm not quite sure if it's an animal, but what else? If you have
the Kevlar or Toxin suit it won't hurt you. Explosives are good
against them as well as DP. * (*** with no protection)
* Gasbag - a ball with two arms and spitting fireballs... Not too much, falls
easily to 5 homing rockets, but beware of it's dodge. **
Other name: bosses. Use your best stuff against them.
*Titan: the giant dinosaur-like monster. Throws stones, causes earthquakes,
hits with claws. Fear it, 'cause you usually won't be able to run. ****
*Stone Titan: a titan with stone armor. There are two of them in game, second
encounter even worse than first. ***** + *
*Giant Gasbag: greater ball with arms and spitting fireballs. Again not very
tough, few Flak grenades will do, but it spawns another gasbags.
*Warlord: it's like a smarter Titan with wings and a rocket launcher. Luckily
it doesn't throw stones. ****
*Skaarj Queen: The Final Boss (Big Bad ;)). She teleports, fires bullets, hits
with claws... Nasty. *****
Not very human though...
*Brutes: Skaarj's cannon fodder. Big, ugly, dumb and wielding missile
launchers. Cannot be headshotted. They are:
-Lesser brute **
-Behemoth *** + 1/2 *
*Mercenary: A weakling with machine gun. He can put up a shield but can't
shoot then. **
*Mercenary veteran: looks tougher and can use a shieldbelt. Has a missile
launcher. They are found only in Terraniux. ***
*Krall: Funny looking, whistling midget with staff shooting energy. What
else you expected? ;) Careful if you blow their legs off 'cause
they'll still be after you. ***
*Krall Elite: Pissed off midget with stronger staff. Uh, yeah. He's tougher,
*Skaarj Pupae: Looks like a spider, also emits those crispy sounds. More of
annoyance than threat. **
*Skaarj warriors: They are big, have long tails and are deadly in melee. Seem
to be almost impossible to kill on higher levels. They are:
-Skaarj Scout **
-Skaarj Warrior ***
-Skaarj Berserker ****
-Skaarj Assasin ****
-Skaarj Lord ****
-Engineered Skaarj - this one appears in the Darkening. Bad dude. ****
*Skaarj troopers: Shorter tails, no dodging but they can pick up weapons,
making them almost-human opponents, they have shields too.
Yet they aren't too tough.
-Skaarj Infantry **
-Skaarj Trooper **
-Skaarj Gunner ****
-Skaarj Commander ***
[2.5] Item info
Well, here's an item list with short description of each:
* Translator: your only means of communicating with outer world. Has a shortcut
(F2) and works only with written text of any kind.
* Flare: throw and watch it burning for a few seconds. Explodes when used up.
* Flashlight: very limited battery supply, but you'll find lots of these.
* Voice box: a diversion. Few second after throwing emits a lot of noise. More
useful in battle with 'real' players.
* Nali fruit seed: when used, a healing plant grows from it. Can heal 1-28 HP,
depending on how long will you wait before picking up.
BTW, how does it grow on metal surface? ;)
* Force field: after using creates a tube of force field, absorbing damage for
few seconds. Isn't too useful. You can carry only one.
* SCUBA gear: a water-breathing device. Automatically turns on when you dive
into water, but can be turned off. And that's how they write it.
* Searchlight: an ultimate light supply, its batteries will certainly outlive
you :). Too bad you get it like two levels before the end and it
has strange light beam (cold blue).
* Jump boots: after activation enhaces your jump height greatly and protects
from some fall damage. Careful though, it uses up even if not
activated and lasts for 3 jumps, even if it looks like 4.
* Super Jump Boots: better version of above. Unfortunately, appears too late to
be of much use :(.
* Invisibility: when used, screen turns blue and you're invisivle to monsters.
Careful tho, because even wind can be heard... Can be turned
off like SCUBA gear.
* Damage amplifier: increases power of Dispersion pistol and ASMD. Extremely
useful. I use it only with ASMD because DP uses it up a lot
faster for seemingly smaller increase in damage.
* Bandage - 5HP
* Health pack - 20HP
* Healing fruit - 25-27HP if "wild" one, 1-28HP if planted
* Super health pack - 100HP, up to 200HP
* Assault vest - 100 HP - the weakest armor, can be worn simultaneously with
any other one.
* Toxin suit - 50 HP - protects from wastes, replaces Kevlar and Azbestos suits
* Azbestos suit - ? HP - protects from lava, I've never seen one. Replaces
* Kevlar suit - 100 HP - the best armor, also protects from wastes.
* Shield belt - 100 HP - energy field surrounding player and protecting from
ANY damage until falls.
* Power shield - 200 HP - a superior form of SB, there is only one in
game, you can wear both shields at once.
[2.6] Tips & tricks
*Feel free to abuse the Dispersion Pistol, especially on higher difficulty
levels when ammo is precious and hard to come by - don't waste ASMD on
weaklings, use DP instead!
*Use dodge (double-tap direction keys) often, of course when you have the space
*Destroy all the wooden crates you see, but first check if there's any use for
them (like making a way to nifty items)
*If the crate you are pushing appears stuck try shooting the ground very close
to it with DP charged mode.
*The Skaarj scouts are nasty in open areas because they can dodge most bullets,
use Automag or ASMD first mode against them. On the other hand, Brutes
shouldn't be fought in tight corridors because they'll shower you with rocets.
And if you fight Titan in small places (this will happen at least once) watch
for stones at your back - more than one player was killed by these bouncing
*Take advantage of suprise. When you see an enemy and he doesn't see you, take
time and load up 8balls. And DON'T try to lock-on or he'll spot you. Also, you
can zoom and watch what he's doing. For example, in NaPali Haven in one of the
houses you can see 3 Kralls playing a game!
*Don't use ASMD-combo unless you're sure where to detonate. If not, use rockets
or Flak because ASMD has low capacity and combo consumes much more energy.
*When a mercenary turns his shield on, stop shooting and wait until it drops.
*Save amplifiers for Beasts - Titans, Warlords and Queen.
*Force field isn't too useful, is rare and you can carry only one. Why bother?
And don't use it against Titans or you'll be showered with rock fragments.
*DON'T kill Nali or the game will increase difficulty and next ones will more
probably run away instead of opening secrets for you. Protect them if you
can because they're main enemies' target.
*For tentacles use Dispersion pistol combined with dodging - don't waste ammo.
*Check out every pool for goodies, but on higher difficulty levels watch out
for fishes - they bite hard (and I don't mean eels!).
*If the swimming won't be to long, conserve SCUBA gear. They can run out at
very nasty moments (like in the middle of a long underwater corridor)
*Brutes, Gasbags and Beasts are immune to headshots so don't even try.
*Use healing seeds as a last resort medicament.
*Don't worry about searchlight's batteries - it can be on for hours...
*None of enemies can withstand lava or big falls so try to throw them off
with ASMD or rockets for ammo saving.
*Never, ever underestimate a wounded Skaarj. He can run to make an ambush or
call for help or even feign death! Also, troopers can pick up and use weapons.
*In single player don't 'f'eign death, enemies will always sense a trap.
*Watch out for Kraals, you can accidentally blow their legs off. They'll fall
but will keep on crawling toward you and attack with their staffs. This
happens a lot if you use ASMD or 8ball.
*Many levels can have different approaches and you can never be sure if you
were everywhere on level.
*Save at beginning of every level and in a "safe" slot. Accidental overwiritng
save with an intro castle happens a lot and is VERY annoying.
*Shields and armors accumulate. In early levels you can have like 500 HP total,
but don't feel safe: one, maybe two rocks from Titan and you eat dust.
*Software info: when you un-install UnreaL make sure you remove all the shared
files the unistall wizard will ask to. Don't worry, you won't remove anything
related to Windows and other programs and if you leave these files, next time
when you install UnreaL game will appear buggy. It's because of software
version incompability (like 225f files trying to run 200 version).
Dispersion Pistol powerup locations:
* Rrajigar Mine, opened by Nali between dangerous bridges.
* Terraniux, hub top level
* Temple of Vendora, in an underwater cave
* Na Pali Haven, in one of the rooms
Basic fighting tactics - developed by humble myself :)
Enemies are listed in order of appearance (roughly...)
* Brutes - good ol' chunks o' meat. The second worst thing that can happen to
you is fighting these when there's no place to dodge (first is same
but with Titan ;) ). Simply go erratically there and back again :D
while shooting. You can use anything against it but GES, Flak and
8ball are very good picks, especially GES since otherwise it can be
* Tentacles - just an annoyance, dodge and DP-out it.
* Eels - same as above 'cept you can shoot them out from safe ground.
* Sting-tails - if you spot it early it's easy to pinpoint and waste with
Automag or DP. Otherwise fall back until you have clear shot.
* Skaarj warriors - aah, the Skaarj. Nasty, smart, swift, strong. Throw in your
best stuff - ASMD, 8ball, Flak, M-gun when desperate - while
keeping yourself at mid distance (too close and they'll
shred you. Too far and you won't hit them). You can always
try to headshot but in most cases they'll be too close for
* Flies - buzz. buzz. I hate them. They like to attack from where you would
never except and can even push you down. I never take them lightly
and fry them with ASMD as soon as I can. Luckily one beam is enough.
* Slith - Skaarj cousins. They're so slow that Stinger stream is more than
enough to deal with them. Underwater battle though is a different case
and I suggest you to don't hold off and use 8ball.
* Titans - woohoo - there are no real tactics against them - dodge even more
erratically but be careful not to be smashed by rocks OR their frags.
Now's the time to use this Amplifier you hid in pocket. Then fire (in
order of usefulness): Flak, 8ball grenade/rocket, Minigun,
(desperate) GES biorifle. If you can, hide behind a pillar to some
safety while loading up grenades.
* Mercenaries - really weak enemies, even Krall looks like a powerhouse when
compared :P. For weaker use Stinger and when he blocks it - wait
him out and shoot again. For stronger simply don't stop when his
* Skaarj troopers - because they're no good in close combat you can easily smash
them from distance with Stinger, ASMD or, preferably, Rifle.
For those who like it harder: try and do a headshot with
Razorjack or approach and Flak-it. Just watch out for
Gunners as they wield Eightballs
* Gasbag - A killer. Three-step solution:
a) wield 8ball
b) lock-on and load at least 4 rockets
c) BOOM! :watch the meat flying:
* Amoeba - it's not a bother if you're protected but if you want to destroy it
then explosives and DP (charged) are only things that can harm it.
* Skaarj pupae - this s*** is SO annoying and hard to kill. Your best bets are
Stinger, M-gun and ASMD. If you can, pick them one by one. In
few places, like cellar at Na Pali you can kill them easily
* Kralls - these fools aren't too tough, just remember to dodge and check if
you really killed it (and not just shot legs off). Their main power
lies in overwhelming numbers (Dasa Pass >:/ )
* Giant Gasbag - wonder what's so dangerous about it? Never managed to damage
me seriously and was dead before I noticed. Flak simply shreds
thru this balloon.
* Warlord - If he'd be tossing rocks he'd be unstoppable. But hence he only
fires rockets he's not such a bad encounter yet still really
dangerous. Use Amplifier, 8ball, Flak alt-grenade, Minigun. Note
that at Demonlord's Lair there's a bug which sometimes makes him
disappear and counts as a kill (you can go on then).
* Queen - for this "lady" I've got a tactic like this: go to the upper circle
at the chamber, keep my eyes peeled while shooting (in order):
alt-ball ASMD (amplified, ofkozz), Flak altmode, Minigun and then
Eightball. When I get low on health, I pick up goodies from the
platform or run and plant seeds. The worst thing about her is teleport
but otherwise you *should* be okay...
And now time for the largest part of my guide. The order will be like this:
Name of level
-Story of prisoner #928 Kirge
1)Sketchy directions for completing the level, along with known secrets. Now
this isn't full walkthrough, just some help in the 'tricky' places, I'll leave
the exploring to you folks...
...but if you're desperate here's a solution: detailed (heh :D) walkthru.
UnreaL shortcuts like SB are explained in the Glossary in fifth section.
Well, now that's clear, here I go!
Level 1: Vortex Rikers
-I awoke in my cell, the barriers were down. Everything was aching me but
somehow I managed to get a grip and go out. The ship looked abandoned...
And full of bodies. Ash, one of the guards, was among them. I've had to escape.
1)In first room, take the lift down (dark area) to electrocute a prisoner -
James Cavanaugh (AFAIR, he's the game producer ;D)
2)When you come out of the airducts, look a little to the right. There are clips
on a platform. To get there, use dodge (double-tap forward), jumping won't get
3)To easy acces kevlar suit look up when aiming for button - this isn't so
obvious ^_^. Make a jump-switch, stand exactly below the button and jump.
4)Watch out for live wire, starting with medium level it can deal damage.
5)There is no way you can kill the second Skaarj (the one who kills some people)
because he literally disappears around the corner.
6)To open the exit, shoot the lever behind a glass.
Level 2:NyLeve Falls
-It was a beautiful waterfall surrounded by cliffs. Here I've encountered first
enemies as well as the Nali. He didn't help me though. I've learned about the
target of my voyage here - the Skaarj vessel in operation. Staying here
wouldn't help me so I went farther and farther....
1)Take the flares and go out. Look up. Now that's a sight (note to quakefans:
show me anything even close to this in any of your games :>). Hmm, doesn't
Rikers look bigger from the inside? Follow the... green rabbit to get a clip.
2)Near house there's an Automag. A good weapon until you get a good ammo supply
for the Stinger.
3)In the nearby pond there's another clip, but watch out for fishes, they bite!
4)When you encouter two Brutes, go through the door where the other one came
from for some extra equipment - down the stairs, take the fast lift, then
right. Go through the large area and through the tunnel to big cavern with
lots of goodies (and some tentacles). Don't dive into water, it's pointless.
5)Later on, in big storage room you can find a Super Health Pack (easy level)
and Tarydium shards in crates.
First off, complete first three things from above. One of the messages will
tell you what is your target in game (N. Vos' log). Go back to Rikers, jump
down... No, not there - under the Rikers :P. Go up the plank (there is a Health
Pack in crate) and enter the corridor there. Fight one Brute (cool encounter ;))
and then be prepared to face another one that will come out of a previously
locked place. Well, now that's over, go where he came out, push the button and
use the elevator (note: rarely it may bug out and lock you inside). Turn right
and carefully advance forward (now it's 4), BTW). When you kill the Brute go
out, then down the plank and loot the house (ammo, flashlight, new log). Go to
the back of the house and enter the tunnel. Kill all the tentacles in there, go
up the wooden crates, follow the plank, jump to an Assault Vest, turn around
and jump twice for Tarydium. Now you can blow up all crates in room and pick up
goodies (especially Tarydium shards). Now go to an another tunnel and down the
lift for an Automag and new log. Now retrace your steps all the way back to the
room with two Brutes. Go to the lift where first one came out and go up. If you
want the Assault Vest you must activate another lift and jump when it's in its
highest point. Then go up again and smash the Brute awaiting at the end of this
corridor. When you go out watch out as there may be a Sting-tail out there (you
will hear a characteristic "woosh" sound). Go inside the installation through a
far exit (the one with stairs and dead body). Wait and kill patrolling Brutie
and advance forward watching for Tentacles. Loot the area remembering to go up
the crates before smashing them. If you're playing on Easy check 5) as well. In
dark corner there will be a Brute ambush. After the hassle go out to the bridge
killing all the Tentacles on your way, destroy all barrels and finally go
through the gates to finish this level.
Level 3:Rrajigar Mine
-This large complex seemed to be a Tarydium Mine. Full of slaves and their
guards. Here I fought with the Skaarj. They're deadly warriors but I couldn't
be stopped. Not now, not because of this.
1)In first room you can go to the dark crawl for an Assult Vest and ammo.
2)In room with a forcefield, shoot tarydium barrel to open a pass to some bodies
and a Health pack.
3)When you take a lift to the Forcefield Control Centre, there is a secret nook
with some clips on the way.
4)Behind the large collumns in the Forcefield Control Centre there is some ammo.
5)First Nali will unlock a Stinger with some ammo for you. That is unless the
Skaarj killed him. Also he'll unlock a shield belt later on.
6)Shoot the button below the floor to make a bridge go up.
7)After taking the lift beyond tentacles, there will be a shield belt waiting
for you if you saved the first Nali.
8)Another one will unlock an Assault Vest.
9)In section with to bridges over lava, go by the sprawling or you'll fall down.
The Nali there will unlock a Powerup for you.
Go forward to the big cavern. Kill the Brute that will go out of one of the
corridors there and complete 1). On your way back jump into the transporter and
pick up ammo and HP. Now turn right, enter the rocky passage, wait out the
earthquake and kill the Tentacles. In next room kill the Brute (good way: shoot
at him once then hide in corridor. When he comes to you, keep at close distance
while shooting). Now do 2) and return to the first cavern. Turn right and go on.
At the lift do 3) but it may be a bit tough. Follow the way killing yet another
Tentacle, picking up Automag, killing the Brute, smashing crates (a SB and HP)
and finally arriving to Forcefield Control Centre. Do 4) and push the buttons.
Go back until you'll be locked in darkness. Throw some flares and wait for
Skaarj appearing either at front or back (so it's wise to wait in the middle of
corridor). When you'll kill him, check the nooks and pick up some flares.
Continue your trip to the lift (one Brute on the way) and onward through the
cavern (another Brutie) to previously locked passage to the left. Go in there,
pick up Tarydium and go down. Then quickly jump on the lift which you just used
and jump back so the lift will go up, revealing clips hidden under it. Turn
around and advance carefully. Around the corner there will be a Tentacle and
around next one - Brute and another Tentacle... Life sucks. When you finish
the peace negotiations (lead-based :P) go SLOWLY forward and as soon as the
earthquake hits again run back until it calms down. Now go forward again, turn
left and destroy the crates for ammo (if you shoot at the barrel it'll explode).
Now go forward carefully as there will be yet another earthquake and another
part of platform will fall to lava. Ignore Nali to the right and go left. Behind
one of the pillars there will be a Voice Box which is utterly useless in this
game. A bit farther you will fight another Skaarj. When you kill him, return to
the Nali and follow him until he reveals a Stinger and 80 Tarydium Shards (you
should have 200 already, BTW). Now explore around, smashing all the crates and
picking up their contents. When you're finished, go to the chasm where you
fought the Skaarj and shoot the button ( 6) ). In the big cave a bit farther go
forward until you see a Skaarj jumping down. Destroy Tarydium barrels when he
lands - if it doesn't kill him it'll at least weaken him and open passage for
you. Once in the Operations Room kill all the baddies inside and push the lever.
Then push all the arrow-shaped buttons on pillar and turn around for A Skaarj
Behind A Door treat. Enjoy. Go through any of the doors, kill Tentacles and
go up. If the Nali you saved was alive (and he should be if you did what I
wrote), check out 7). Now turn left, don't pickup Stinger if you have over 160
bullets (or you'd waste ammo) and prepare to face another Skaarj somewhere
behind this large pillar. Now look up - somewhere you should see a Tentacle,
maybe attacking you - kill it and if you don't see it, don't worry - you'll
face it later. Follow the only way, enter the next room and kill Tentacle.
From safe distance blow up passage by shooting at the Tarydium barrel. Next
room and next Skaarj. Welcome him warmly and advance. When you'll see a red
lever, look right and destroy the crate on ground and another small one on
lift (look up). Now jump behind large metal crates for a flare. Next,
approach the lever and turn around for there's a Tentacle up there that needs
to be calmed down and maybe a Brute's near too, so prepare for a firefight.
When fire's extenguished push the lever and take a lift up. Automag. Go where
the Tentacle was and "search" the crates for Tarydium Shards. From there go
right and kill Brute then go on. Soon you'll meet a Nali Priest but ignore
him again, instead running forward and killing Skaarj glaring at a control
panel. Now return to Nali and he'll open an Assault Vest near the carts. In the
opposite corner of this room you'll find some Tarydium. Enter the next corridor,
now you'll face the Tentacle from before (remember?) and another one in nook a
bit farther. Kill them and jump down at the end of this corridor. To the left
there may be a tentacle so kill it and go right for a HP. And immediately turn
around to face a Skaarj. Hole this smartlizard ;) and go on. These bridges are
very unstable so avoid walking on them (these goods are a bait). Instead climb
the sprawling and go around the corner with flashlight on to pin down a Brute.
Shield the Nali if you must for he'll unlock a Powerup for you. What does it do?
Well, it increases ammo capacity of your DP by 10, ammo usage by 1 (and then
again by 1...) which also means that one shot will be as powerful as two from
non-tweaked one (and then as three, four etc.). Finally, you can charge by up to
5 points more by alt-fire. Needless to say, these Powerups are very valuable.
When you pick it up (and watch nifty animation) go to the first bridge, climb
the closer plank, turn right, run and jump for a SB. Return by jumping back to
stable (?) ground. Pass the next bridge as you did first one and fancy your
new DP against a Tentacle there. Go onwards and kill Skaarj a room later
(time-space ;) ). In n.e.x.t. hall wait for Skaarj use a lift... No, scratch
that. Don't give this son-of-a-gecko a moment to rest and kill him as soon as
you can. Go up and turn to dust another one, watching the area down. When you
are finished, crouch and go against the cave wall until you pick up both ASMD
cores. Return to previous room, turn right and take the Stinger hidden in crate.
Jump down and smash other crates containing some ammo and a HP. Go back up again
and follow the left catwalk until you turn left. From there jump carefully onto
crates for a SB. Turn right and destroy barrels from safe place then push the
lever. Kill Brute and go up. Shoot the glass on the far side and save. This will
be _really_ tricky. You must go there by facing a bit *left* while pushing
forward and *right*. You'll probably fail a few times so just reload and try
again. When finally in there, push buttons, loot ammo and prepare for a trip
back. Do it the same way as you did just a while ago, switching the left-right
direction of course. If you need it, there is an Assault Vest in a disabled fan.
Finally, go through the newly-opened door to end this level. Whew.
Level 4:Depths of Rrajigar
-When I thought that I've left Rrajigar, I've found myself only in the farther
part of this complex. It was like this...
1)In the very beginning, step on the lift, and jump right back. There will be a
hole. Jump in. And see, there's an ASMD! Take a lift to go up again.
2)Don't try to fight the first Brute from the trasporter. He'll throw you to the
lava with rockets.
3)When you see a Skaarj standing next to Tarydium barrel, shoot the barrel with
ASMD or charged DP. It'll blow the sucker to pieces (only this one will work
so good, unfortunately :( )
4)In a big storage room don't destroy the crates - push them to the big ones
where you came from and jump up for some stuff.
5)In the same area, shoot the bridge to open passage to the Amplifier (dive)
Go forward with care (there may be a Brute around the corner). Do 1) and you'll
arrive in upper part of this room. If you feel like you need it, you may jump
down a few times for some stuff. Next, push the red button and quickly jump onto
the yellow cart, remembering about 2). As soon as you arrive to the end of
route, jump to the safety (well...), turn around and fry the Brute. Just don't
be too close to wall as this nice, red barrel will blow up easily, very easily,
too easily... Ahem. After dispatching the meat, wait until a Nali that was
around here teleports away. Then go along the wall until you'll have a tight
encounter with a Skaarj Scout. If you didn't do something stupid, he should
push some crates while jumping down. After you end the lizard's life, go up by
these crates for some ASMD cores and a SHP. Then push the only button in area
and use the transporter to go up - but beware of another Brute just waiting to
burn you up there. Freeze him and turn right. Go on until you reach a bridge
over lava. If you want, you can do 3) now by continuing forward. Either way,
pass the bridge remembering to take Tarydium if you need it. Few rooms and one
Brute ahead you'll find yourself in cellars. Go ahead carefully as you will
encounter some Tenties there. At a crossroad, turn right to fight (yeesh) a
Skaarj in this fog (?). Then take the ammo laying around and go through the
only way left (to the right :P). A lift will take you up to a big storage area.
Enter it and fight a Skaarj nearby. After that, you should be somewhere here:
| |  <-small crate
| big | ##
| crates | ## <-pillar
| with |---|
| items | A |
| to the lift
Just push the crate to A and jump up for some HPs and ASMD cores (4). Afterwards
explore the rest of this hall (you may fight a Skaarj but he'll probably run
away. Either way you'll have to kill him. But first destroy the metal bridge by
shooting at its middle part. When you hit the correct thing, it'll fall down
(tip: DON'T stand under the bridge) and open a underwater chamber with an
amplifier and again some ASMD cores. Now you an go up the stairs to fight this
Skaarj (tip: If he's in the corridor, you can use the Tarydium barrels. Even
though they won't kill him, hell be near-dead). Of course collect all ammo on
the way. In next room with two big containers push both levers there. Collect
Tarydium from the far wall and continue to the bridge you just damaged. Kill
the Skaarj in there with the Stinger (he won't have any space to dodge). Next,
jump over the damaged part, push the button and run-jump to the right to a crate
with a SB on it. It's somewhat difficult but possible. After that, go through
the opened door nearby, destroy any crates to collect ammo and go left to
leave Rrajigar complex once and for all.
Level 5:Sacred passage
-I've rested for an hour or so and entered the Chizra temple, though it was
quite tricky to get inside the walls here.
1)To get to the inside, you must swim through an underwater tunnel. It's very
long, so dive as close to the entrance as you can, and go up for some air
when you'll kill those nasty slaughterfishes.
2)To open a room with SHP, push a stone face on one of the columns.
3)And finally, to open entry to Chizra's temple, push the lever and wait for
the pool to fill with water.
A first "rest" (as in "resting") level. Go up the path and check the Big :P
Gates. Closed, huh? Well, gotta find another way in. Explore the area, killing
a Sting-tail and Skaarj if one appears and picking up needed items (some ammo
and HPs). Now it's time for 1). Go to the pool, fry any eels you see from shore
and dive in to do the same with those you didn't see and one that was
hiding in tunnel. Then pick up ammo and swim near the surface to a point closest
to the tunnel. Catch some breath and dive in directly to the tunnel. Swim as
fast as you can, not stopping anywhere and you should arrive without losing HP.
Look around the place very carefully and kill a Sting-tail that is there. Now go
inside the "building". Golden pots hide some flares. Look for a bleak stone face
( 2) ) and touch it. Go inside the opened room and dive in for a SHP, avoiding
fishes with mean attitude as much as you can. Go up and return to open area.
See the black stone wall? Step on a loose stone there to open it. Pass through.
To the left you'll find a Brute and, much farther, some ammo. When you're done,
do 3) - the lever is on the other side of this big stone... machinery? Oh well.
Wait for the pool to fill up and enter the temple to end this level.
Level 6:Chizra - Nali water god temple
-I hated this place. It was long and tedious and I grew tired. There were Sliths
and those nasty flying 'choppers' here, lots of them. I've found out that first
one falls to Stinger and second to a beam from my ASMD.
1)To open the pass, destroy four chains holding the platform and jump-switch the
2)When you jump down, dive into pool, swim down and forward, then up to a secret
3)First Nali unlocks a storage with flares, but often he keeps running away, at
least in version 225f. I don't know what makes him run, so don't be suprised.
4)Later on, to draw a bridge to stone face in the middle of a pool, kill all
Sliths in there.
5)When you'll deal with 'choppers' and go up, watch out! There may be Skaarj
behind the door!
6)When you see Nali praying, jump down and dive to get some extra stuff (clips,
Tarydium, Assult Vest, 2 ASMD cores). Take the lift and push the stone to get
out of there.
7)To get to Super Health Pack, jump on a loose stone in the corner of the portal
and jump up to the SHP.
8)To get to the hall with 8ball gun from the section with a long wooden
platforms, touch the each stone of... somethings with blue flames ^_^' Then a
secret room will open with a lever inside. Pull it, and the portal will open.
9)At the 8ball hall, go through the other portal *not* at the far left or right
to get to a larger room with a lift. Take it, then go down. Shoot the wall
there to unlock a secret passage leading to a SB. Don't worry, it's safe, just
an invisible floor. To return, shoot the wall again.
10)In the place with a square stone platform in a middle of room, jump on it. A
thunder will strike (Chizra?), opening passage to a room with a Skaarj and
11)At the Obelisk of Clouds, take the right corridor and when you reach a corner
dive down for a Kevlar Suit (and slaughterfishes).
12)When you finally got the Eightball cannon, jump forward to the newly-opened
portal, then take the teleport for a big shortcut (watch out for Skaarj).
First of all, let me say that this is the _shortest_ way to finish this level,
how I complete it. If you want, you can play Indiana Jones and explore the other
chambers, long sewers, secrets... But this requires a LOT of time. And can get
pretty boring. Of course if you are actually good enough to survive this amount
of Slith. Good luck. Back to the walthru, go right then left. Pick up the
Automag and don't worry about this Slith - he's dead for good. Jump to the pool
and swim to the middle of this wooden raft. Pull out your DP and destroy the
chains there with alt-mode (no need for charging). Jump-switch the lever and go
forward fast enough to "ski" by the moving pillars (this was 1) ). Turn around
fast as you may find a Skaarj there. Either way, approach to the large pool and
kill all eels you can see with DP. Then jump down and do 2). When you return
from there, catch some breath and slay all eels that you've missed before. Go
up by these two long planks and it's time for 3) to the right. At the end of
this corridor, push the odd stone to make a platform come down. Use it to go up.
Look around this room, jump to the ASMD and pick up ammo that lies around. In
one of the nooks there will be another odd stone. Push it and whoops... You'll
fall down. Push an.ot.he.r. bleak stone to your right and the gate will open.
You'll find a Skaarj in this room and probably a horsefly. Smash'em and go to
the passageway the Skaarj came out from. Advance forward (*aarrgh* -push- down
any stones blocking your way). At the end of this corridor there is a Nali that
starts running forward to show you something but a Slith blocks his way. Oddly,
when Nali comes near to it, he usually doesn't end dead but instead the Slith
jumps down. Oh well. Check whatever the Nali wants to show you (some text) and
follow that Slith. There will be at least one more down there so kill them all
( 4) ). Touch the stone face to open exit here. Go through this passage but
keep close to the wall as there are some kind of darts being shot over all the
Tarydium in there. If you feel lucky, you may want to pick it up. Anyway, take
the lift and jump to another corridor with a Nali in there. Ignore him and
don't enter the big chamber right away. Instead do it like this - enter, wait
a second then back off very fast and kill any 'choppers' that followed you with
ASMD. Repeat until no one follows you. Pick up the ammo around there (smash the
pots) and go up, remembering about 5). If the Skaarj wasn't there, go again
through the trapdoor and kill him this chamber. Now go down the stairs and jump
down to do 6) - just remember to catch some breath in every room. To exit this
place go to where you entered it, climb to the shore, push the lever and go up
the lift to your right. Up there, pick up two ASMD cores and push (again) the
stone at the end of this passage. Now go downstairs again and jump over to the
Nali. To your left or right you'll find a Slith so kill him. At the end of
either corridor you'll hear the buzz. Look up and fry some more choppers. Push
this large lever and go the other side of this O-shaped corridor and push
another lever. Then go to the large gate and push a stone on the wall nearby.
The gate'll open and after few steps you can do 7). Go through the corridor to
the right from the gate. Kill anything that will show up and jump the stones
to another large hall. Pick up ASMD cores and kill a Skaarj to the far right -
you'll need to follow the platforms to get to him and he'll probably kill a
Nali that is around. Oh well. Kill him and do 8) to advance forward. In this
room kill all the Sliths and do 9). Now return to the eightball hall and go
to the Pyramid (read the messages to know which passage it is). Here do 10),
killing all the buzzers around first. Btw, if you look down at the chamber of
death, you can see a tunnel that can be reached somewhere through sewers.
Either way, go the Obelisk of Clouds and since you're out of paper, kill five
Sliths around that want your autograph. Take the left corridor and kill leftover
Sliths (if any). Around the corner, ignore the stones for now and go to the end
of this corridor. There will be a hidden underwater tunnel around - it's 11) and
try to do it as fast as possible (the chances are that you'll start drowning no
matter how fast will you do it). Now go back to the stone blocks and climb them,
collecting ammo of course. Follow the way to the big chamber. Avoid the pool and
collect the ASMD cores stashed around in some corners. Next get a SHP behind
this little waterfall. Brace yourself and jump to the pool. An earthquake will
rumble and at the stones you climbed before a Skaarj will appear. You can try
to kill him by ASMD combo if you feel lucky (tip: watch the light on walls).
After you settle this affair get the SCUBA gear and return to the eightball
hall. A small room will be opened in one of the walls there. Push the lever
there and finally climb the catwalk to this stick of six fires. Now you've got
a choice - either you can take long and tedious (but safe as you've already
cleared it) way and retrace your steps thru the wooden platforms, loose stones,
O-shaped corridor, stairs and finally the long passageway or make it shorter and
use a teleport by doing 12). But be warned - if you take the shortcut, a Nali
priest that will guide you will very probably die at the hands of Skaarj (or,
even worse, you can kill him by telefragging). This Skaarj will also shred you a
good time, taking advantage of surprise. If you take the long way he'll still be
there but this time it'll be you that will mount a surprise attack. Either way,
kill him and jump through the portal to FINALLY end this level. Now go somewhere
and take a good break :).
Level 7:Ceremonial chambers
-This place reeked of Sliths. Luckily I had this rocket launcher - the punks
weren't lucky. I had fifty bullets :grins:.
1)When you kill the first Skaarj (try to save the Nali there), stop and wait
because a Slith on lower level probably noticed you and is on his way. Just
wait loading your 8ball and when the portal starts opening, just smoke'im
2)At the small ridge over the lava, when you are on the other side of room, some
Skaarj will appear. You can try to push them off to lava with ASMD or a single
3)At the room with first underwater lever, swim to the surface and then slowly
towards the wall. There will be a pass leading to another SCUBA gear.
4)Later on, in the opened area, near the platform with crossbow (?) go towards
the far wall and dive for some stuff.
5)In the middle of the first plank, jump down for some rockets. Just measure
your jump carefully.
You start this level in a bad situation because as soon as you go out, Nali to
your right will start running forward and will stop near a Skaarj. Sucide if you
ask me. Try to race him to the Skaarj and kill the lizard before he can touch
the Nali. If you hear an annoyed Slith, wait - you can do 1). If not, try to
circle this room to annoy him. If that doesn't work, go to the door the Nali
came thru. Now turn right and scope the room for possible Skaarj threat. Don't
go through the golden gate now. Instead cover the part of this level which is
shaped roughly as Q-Q. Kill any Sliths in sight but don't dive into water.
Return to the wooden platforms and dive into water. Deeper you'll see Sliths
some distance away. Lock on with your 8ball and fire multiple rockets at them
(wait+load). If any of them comes too near, use Stinger. Now look down. Push
the lever you see there and follow the underwater tunnel where Sliths were.
You can check left and right chamber for some items in crates but your main goal
is ahead. Behind the crates there you will find another level. You know what to
do? Now return to the room you dived into water and rech the surface. Instead
do 3) now. If you feel like you're low on eightballs, go through the golden gate
and do 2). When you kill the Skaarj, return to the upper level and go to the
other passageway. You will meet some enemies there and (now) dead Nali - if you
can kill them before they kill Nali then you're better than me. Anyway, explore
the platforms until you reach the big hall with a gigantic rock in the middle.
Don't look down. Kill Slith and Skaarj that each want a piece of you and go to
the end of this chamber. Get the SHP and return to the O=O shaped rooms. Jump
down at the part to your left and explore a lower part of the rooms you left
just a while ago. You'll meet some Sliths (about 3) and Stinger there. Now go to
the other part (where you were annoying the Slith but lower) and enter the new
part of this level. You'll meet another enemy here. Kill him and (ignoring Nali)
explore this chamber, also diving into water for some flares. When you're ready,
cross te golden gate and follow Nali to the upper level. Now he'll stop and you
must turn around to face three Skaarj one after another trying to approach you.
You'd best wait and load grenades. When Skaarj steps on the platform, blow the
sucker away. When you kill all of them, the passageway will open. Go there fast
and try to rescue Nali at the end of this corridor. Don't worry if he gets
killed, it happens a lot. Either way, you must face a pissed off Skaarj. When
you kill him, push the lever and wait for the lift to come up. Step on it and
search for Skaarj somewhere below. When you find him, start loading rockets,
but *without* locking on (if you'd try to lock, he'd spot you immediately and
the fight would be harder). Then fire away at him. He'll probably survive it
but will be significantly weakened so it'll be a piece of cake. Now get into
water and swim right. You'll encounter two Sliths, one of them will kill Nali
out there and both of them will start swimming towards you. Kill them and do
4). Next, push the lever next to the crossbow and climb the line to the plank
(it's best to aim at its hook). Next, do 5) and climb to the very top. Follow
the long corridor, leaving Nali behind and kill the Skaarj waiting at pier.
Destroy crates for ammo and return for Nali (it's not necessary but...). Get
on the raft fast and wait until it arrives at the end. Now you can dive and
get some flares from the underwater and return to the portal. Get to the end
of this place and jump down to leave Chizra temple complex.
Level 8:Dark Arena
-This dark place was a prison for the two-armed smoothskins. Humans that is.
To this day I don't know how I've defeated The Beast but the fact is that
I'm alive and it (and others of its kin) is dead.
1)When you come out from the first corridors, go to the closer corner of arena
walls for ammo and then to another, far one, wasting the Skaarj by the way,
blow the wall up and go down for a secret dungeon. Assuming that the exit from
cell is faced 'north', don't go through western door - it leads directly to
Arena, there's no return and you have more to do here ^_~. In the room with
Skaarj and three levers, turn them on and return to prison to find that all the
cells are now opened! Take the goodies but watch out for tentacles in there.
2)When you finally jump down to the Arena, trigger the trap (go near the 8ball)
and quickly jump up for the moving platform. Then, by using earthquakes made
by rampaging Titan, jump in the pillar for a SHP. Don't try to fight the Beast
from there, this isn't too effective and you're liable to fall down because of
*SPLOOSH!*. Swim up to conserve SCUBA and get out of the water. Go down the
stairs and corefully look around. When you hear another splash, aim at the
stairs you came from and wait for a Skaarj-out-of-water encounter. Next, look
for a bleak stone face and, as usual, push it. You'll open the big gate nearby.
Go through it and down the corridors (8balls on the way). Now the music kicks
in. Look right amd go to the place where the building's walls touch rock wall.
Here you'll find some ammo and HP. Go through the open area and you'll spot a
Skaarj, apparently resting after some hard work >:/. Have no mercy. Pick up an
Assault Vest from there and countinue onwards until you get to the other side of
the Arena. There you'll find a cracked wall. Shoot it with Eightball to open the
passage. Now go down and have a flashlight handy. When you exit the cell, look
around carefully until you kill all Skaarj in this area (actually, at most there
is only one of them lizards but take care). Now you're in area like this:
C E L L S H E R E
# ################ ############### ##
# # CELLS # # CELLS # -> A
# # # # # ##
## ################ ############### #
## ################ ############### #
# # # # # ##
# # CELLS # # CELLS # -> B
# ################ ############### ##
*CELL* *CELL* |you came from here
Don't go through C 'cause all you can find there is a Skaarj and a lift to
Arena itself with NO return. Firstly go through B and kill every Skaarj there.
Be careful not to throw any levers (you'll kill Nali!) or fall into the red
pools as these seem to be filled with lava and will kill you on touch. When
you're done, enter A and kill all Skaarj by surprise. Pick up Stinger and
Tarydium shards and then switch all the levers. Now return to the cell area
and loot every one there for some neat stuff, including a SB. Just watch out
for Tentacles that nest in some of the cells. After that, go again to A and
enter the other door. You'll exit at the main hall of the building. Here you
MUST kill both Skaarj to be able to enter. When you do the job, climb upstairs
and enter any door. You'll be in a circular corridor around the Arena itself.
Again you must kill all Skaarj (pick up ammo on the way!). Next, enter the door
on the outer bow of the sickle (the corridor's shaped this way) and push the
lever. Three doors to the inner corridor will open. Enter it and pick up ASMD
cores on one end and HP if needed on the other one. When you fell ready, jump
down and do 2). Now you must fight the Titan. Just hide behind the pillar
whenever possible and you SHOULD be okay. When you kill him, check out every
place for a SB, some ammo and HPs (what are they for? Titan kills you on one hit
>_<). Then exit through a cracked wall and immediately throw the switch on the
wall you see (boy, how long was I looking for this thing >_>). Go downstairs
and through the doors to exit Dark Arena.
Level 9:Harobed Village
-I was so tired that I rested in one of the houses there for about three hours.
Then I heard Skaarj close by and felt that my journey is far from ending. I'd
never thought that someone would build an underground cavern entered through
the graveyard but Skaarj found it. I did, too. One thing made me anxious -
there was a base or ship of some sort far away...
1)In one of the houses there will be jump boots. Don't take them until you find
all houses with a hole in ceiling but no ladder attached. Then get the boots
and jump up there (careful, this may be tricky)
2)The Nali in temple will open a passage in a back wall for you. There will be a
Flakcannon in the tower, but beware of Skaarj waiting for your return.
3)In the cementery, push a face on the farthest grave from entrance. You'll open
a passage to an underground path.
Exit the tunnel and go left, towards the village. Enter any house, loot it and
go out. Now be very alert as several flies will attack you. You know what to
do with bugs, huh? After you're done with debugging, check rest of the houses
around, remembering about 1). Next, go towards the church. Kill possible
horsefly and/or Skaarj scout. Enter the church - nothing worth attention unless
you're low on health (and you shouldn't be, seeing as there was plenty of
healing stuff in the village). Go near the Nali Priest and he'll open a passage
in the back wall there. Enter it, go all the way up for the meanest gun in the
unreality and go back - you may have to fight a newly-spawned horsefly now.
When you'll be exiting this building you'll fight a Skaarj in the entrance or
very close by. Try out your new toy on him. Now go behind this church and enter
the graveyard. Kill yet another Skaarj and touch a stone face on one of the
farthest graves (I don't need to tell you about picking up goodies, do I?).
Go down the stairs and enter somewhat spooky cavern (it really freaked me out
during night U sessions >_>. Scary ambience!). Pick up flares and Tarydium
along the way and kill the Tentacle(s). Jump into water and swim the corridor
for a SHP. Sweeet. Now return to the cave and you will fight a curious Skaarj.
Exit the village and continue left, killing possible enemies until you reach
a body of water. To get to the other side of pool, you must walk up on an edge
of underwater platform until you can jump for the shore. Watch out for
'choppers' as they can push you back to water. Once on the other side, kill a
Mercenary around the corner and you can enter Terraniux now.
Level 10:Terraniux underground
-This was so different from what I saw until now. A large base, full of
mercenary scum. I've had no idea what could it serve for but there were many
Tarydium barrels stashed around and pools full of Tarydium wastes.
1)You _must_ turn the alarm off, even if you passed the trapped corridor without
engaging one (it is possible!)
2)When you go up by the lift, jump to the passing ledges for some extra stuff
(getting out from the highest one may be somewhat tricky).
Go forward and kill a Mercenary to the left. Take ASMD cores and push the
button. Wait for the lift to come down and kill another merc. Now step on it
and... It isn't working, huh? Well, go check the other door here. These "beams"
are alarm devices. You can try to avoid them (I always do. And succeed.) but
there's no penalty for engaging them and you have to shut off the alarm anyway.
In the next room take on by surprise two mercs, loot the stuff and push the two
buttons with "omega" symbol. Now you can take the lift. If you feel lucky you
can try to do 2) but it can be pretty dangerous when it comes to the higher
stuff. In the next room, take out another merc and two that are in the lower
right chamber. Go there (from now on I won't tell you to pick up stuff, there
should be no need for it, huh?). Now you need to activate the pumps. In order
to open the door to the pump switch, you must kill all Slith in area. And
don't bother with Toxinsuit if you have Kevlar one. When you're over, enter
the now-accesible room, push the button and...
-Well, it appeared to be a large base with three greenhouses... There were
many Sliths and mercs, and even few Skaarj.
1)In central room, lower level, a lift down will take you to another Toxinsuit.
2)In order to activate lifts, you must turn on three buttons in waste chambers.
And one of lifts is damaged due to broken pipe in a mid-way.
3)When you go up, head to the central part of floor, go up the lifts then jump
down for some stuff. After that, activate the lifts up by standing on button
and wait until it takes you to highest floor. Then sweep the rooms from stuff
you find (there is a secret passage to some Flak shells and Kevlar suit).
4)To get to the control room, you must dive into wastes at second foor, then
navigate the pipes until you get out at a room with Biorifle. There you may
push crates for some goodies in other pipes. The room on second floor will be
opened and you can continue.
Go out and now that biowaste's pumped out you can jump down. Wander around and
you'll eventually find yourself past the pressure door. Kill Slith to your left
and go RIGHT. You'll find another Slith there as well as ammo. Go through the
door and explore dark corners to find two ASMD cores. Nifty. Now use the lift
and look towards the center of this room to find two mercenaries. Load 8balls
to shorten this fight significantly (you probably won't kill them tho) and
dispose of them. When the job's done, press the omega (roughly ;P) button *).
Check the doors (some stuff is "hidden" behind walls there) and go out to
find yourself in the central hub, lower level. Now you can do 1). When you're
over, check all the pumping stations, wipe out what you find in there (some
mercs and Sliths) and press the button. Also check any possible crates and don't
forget about SHP, SB and Flak shells ;). Now that you're over, go the the lift
where a broken pipe was reported (to get to lifts, simply enter one of the
covered doors). Go up it and when you're halted, explore secret area. Now go
down and take any other lift (watch out for mercenaries raining! =) ). Explore
the greenhouses, killing mercs in sight. When you're over, head towards the
central hub (it'll open automatically). Whichever side you came from, check all
the others for leftover items and GoDown (warning! UT reference! %) ). Loot the
stuff and do 3). Yup. Now back to the greenhouses and follow the way clockwise
to eventually find yourself in a room with biowaste pipes. Jump (ewwwww!) and
navigate the pipe system until you emerge at the control room. Do the sweep,
take GES biorifle and push the crate to get another SHP. Press all the buttons
and go up the lifts and clockwise again. Now the lift to Noork Elbow will be
active. Leave the level.
*) for those who don't know how omega looks like (shame on you =P):
Level 12:Noork Elbow
-I left the Terraniux and found out that the suns already have set. Before me
was a small and quiet village. Way too quiet... But I've been resting at last
for a while here.
1)To easily kill mercenaries, use Biorifle or grenades to trap the platform.
2)There is a secret passage in the river, just jump down and swim to the right.
Go out. Kill mercenaries. Search houses, kill Tentacles, get Force Field
(another one and you can't carry two! >_<). Follow the only way to the
Temple, kill Stings, do 2), enter Temple. That's it. Tired? Don't think so.
Level 13:Temple of Vendora
-It was an another temple, but a bit less complex than Chizra's. Here I started
to think that I can be... No, that can't be true...
1)When in a room with circular pool, dive in, swim down then forward and right
to an Amplifier.
2)You have a choice of how to get to the Torch of Tranquility - you can either
take a boat or walk. Myself, I prefer walking for more control of movement.
3)Gasbags fall easily to six rocets. Homed, because those uglies like to dodge
when floating around.
4)Later on, you'll see a Skaarj who quickly pushes a button when spots you.
Rafal says that you can kill him by bouncing six grenades off the wall but
the door will close itself anyway :(.
5)In the place with a head-shaped fountain, throw a flare to the water to open
up a secret place with Invisibility (thx to Rafal for sorting that out. Man,
did it bother me...)
6)You can shoot the picture of Vendora ( :)~~ ;) ) to some strange effect
7)When you enter a theatre, there is a lift to the right, leading to a dead end.
There's a door there, but it's opened AFTER killing the Titan. Thanks once
again to Rafal for this info.
...Details: Whichever way you came out from, go to the big gate downstairs and
pick up eightballs (if you need to, of course). Now stop right before entering
the courtyard. It's a trap (can you hear the Skaarj?). Snipe all Stings there
and enter carefully. Kill the Skaarj and the gates will open once again (how?).
Now enter through the opposite door to the one you came from - not that you
have any choice ;P. To the right a mean Brute of the larger variety will attack
you. Show him who's boss... and head left. Down the spiral stairway (flares) you
will see a circular pool. It's 1) and you will encounter some eels on the way.
Now when you're back, a Nali priest will guide you... But will be stopped
permanently by another melee Skaarj if you're not good enough. Smash the chest
open, take its contents and go left. Take Tarydium shards, return and go to the
right passage. On the way you'll find some side rooms with stone beds, supplies
and a Skaarj (Trooper) inside. Sweep them anyway and you'll find yourself in a
larger hall with another melee Skaarj patrolling the bridge. Kill him and
continue forward. When you'll reach the stairs, charge up something good as
there's a.n.o.t.h.e.r Skaarj up there. Guess what? The door's locked. From the
message you'll learn that you must light the Torch of Tranqulity. So turn left
and either take the boat and take nearby gasbags head-on or use the dark passage
and sinpe them safely with 8ball. When you'll reach the other side, KiLl one
Skaarj on the pier and next two in the large chamber with two sets of stairs.
Go up the stairs and clear both rooms there (with care, as always). Now push
the button between stairs on the lower floor and leave this chamber... to face
yet another Skaarj (man, do they EVER give up?). To light the torch in this
chapel, you need to stand on the button here (electric lighter, heh). Also
circle the room for two HPs. You can return to the locked door now. Next few
rooms are a breeze and you can't get lost there (at least I hope so >_>).
When you arrive to a room with a head-shaped fountain, throw a flare to the
water there to get Invisibility. You'll eventually pass by the giant picture
of Vendora (oh my...). Get the amplifier but wait! There's a Brute on the
courtyard! Dispose of him and another of his kin in the corridors to your
left. Now go to these corridors and this time, take the right passage and
navigate through plains (warining! Two Skarj!). When you enter the theatre,
kill a Brute to the left and go there (there's nothing to the right). Now fight
the Titan on the scene (I suggest using amplified ASMD alt-ball and then
eightballs). This time the fight is significantly easier, just take care not to
be killed by stone fragments bouncing off the walls. When you'll slay the beast,
exit through a passage in the middle of theathre's wall. An earthquake will
close the way behind you...
Level 14:The Trench
-Probably the smallest level in game. Some gasbags, a Titan and few Skaarj...
And a human vessel! It's the ISV Kraan you read about in old house at NyLeve.
*To easily dispose of gasbags, lead them close to the titan. He may engage them
and smash 'em with rocks.
*To call a lift, stand in the red light, and remember to jump to avoid
*Getting to the last door requires careful timing in activating the lift.
Level 15:ISV Kraan deck 4
-Well whaddya know, a russian spaceship - hey, those Russians look like Skaarj!
What about the crew? "If you are reading this, I'm probably dead". Exactly.
They're all dead or away. Here you'll find a RazorJack, the worst IMO weapon in
game for the level you get it.
*When you go up a first time, a Skaarj there will sound an alarm. To turn it
off you have to kill all Skaarj that will appear one by one, then jump down to
the newly-opened airduct, navigate it until you reach a large hall with a
platform in a middle of it. Jump on the platform (it may be tricky), then
switch the panel. After that you may jump down and collect an armor from crate
in the wastes.
Level 16:ISV Kraan decks 3 & 2
-Well, this ship is much larger than Vortex Rikers was. Here you'll find an
engineering room, gold cores and a disabled shuttle bay. Another big level.
*If you want to get to the shuttle bay for some stuff, you must go to the upper
level, turn the switch next to the bay doors (the giant ones). When you enter,
you find out that you must find an override switch up in the bay. Well, go up
and again kill all Skaarj there (this one of the few places where the Biorifle
may be useful - just blob them in tunnels). The switch will be in one of the
tunnels, as well as SHP and 20 Flak shells. You can also try to collect the
stuff from ledges around there with Jump Boots.
*Watch out for supposedly dead Skaarj out there.
*To activate the lift you must:
a) remove wastes from mezzanine
b) destroy gold cores there (there are some stuff on the lowest level, as well
as lots of waste)
c) go to the engineering and put back the energy cores (use jump boots to jump
on the roofs there)
d) finally, make your way to the lift
Don't be surprised by Skaarj spawning from time to time.
Level 17:ISV Kraan deck 1
-The final level of this ship. The transporter pod is here, as well as many
Skaarj and wierd amoebas.
*As the translated text says, there's no way you can kill all of Skaarj in the
first section. Just make your way through to each of the barrier controls and
then past the barrier to switch it back on.
*To open the doors to observation lounge you need to get in the biolab, quickly
turn on the doors and get out of there. If you get locked in biolab, you must
switch a lock and survive the amoeba for some time (you can kill them, but it's
pointless if you have a toxin/kevlar suit, they won't hurt you)
*When you return through the corridor to lounge, jump down there, collect goods
and then go through airducts for more loot.
Level 18:Spire Village
-Last village you'll encounter on the way (Na Pali isn't one). Well, there are
two Titans here, so beware!
*When you land (look, the Kraan is up there!), take care because in a centre of
the village there is a Titan! You have to lure him out there so he won't kill
any of the Nali accidentaly.
*Again, in some houses you can reach the upper level by Jump Boots.
*To open the gate, jump-switch it.
-Another (after Chizra's temple) nasty level. There are _lots_ of gasbags and
Skaarj here. Also you'll find Skaarj Pupae here (hey, I didn't create this
name!), they are quite tough to kill despite their small size. Find a Minigun!
*You can easily get rid of Skaarj at a path by pushing them over to lava, but
watch for a gunner with Eightball - he can push YOU.
*Don't go to the sleeping chambers, they aren't worth it.
*AFAIK the easiest way to the top is following:
a) take the Primary Ascension (go forward from the entrance)
b) go to the cistern (you may need to take some minor lifts on the way)
c) dive in, use the underwater path to go out in a dark room full of Skaarj
d) make your way to a big room with a platform and a lever under it
e) push the lever and take a Minigun
f) go outside (no, not back to the entrance :P)
g) when you get inside again, you'll evetually see two _long_ lifts. Take
them and it's fairly straightforward from there.
*In the place where lift to Na Pali goes down, turn right, eliminate the Skaarj
there, turn around and take a SHP in a dead end.
Level 20:Gateway to Na Pali
-Large cavernous level, but with something unusual - it's suspended in sky! Try
not to fall (BTW, where the water comes from?). There are new enemies here,
the Krall and a last weapon - the Rifle. Kralls are weaklings.
*To open crated door, you swim the other way to a small cavern with a dead guy,
a rifle and a lever inside. Pull the lever and on your way back try the Rifle
on a Skaarj that appeared there. Cool. But get out the water as soon as you
past the grating or else the current'll take you all the way down...
Level 21:Na Pali Haven
-Sky town, now overrun by Skaarj who built a secret base there. Well, if you'll
keep up the good work, Skaarj will be among endangered species ;). Not much to
say about the place. More Skaarj and Kralls.
*When you'll see a Nali standing on a wooden floor with crates aver his head,
scare him out (single shot from Automag should do the trick), or else you'll
kill him later on (you'll have to drop these crates to break the floor)
*If you're stuck, go to the small O-based corridor with water. In there look
for a wall with cracks on it and lights on the other one. Blow it up.
*In a pub with three Kralls (those throwing dices) a Nali will open a passage
in wall leading to some stuff.
*Don't forget to take a SCUBA gear from one of the bedrooms.
*When you'll flip a switch in a hi-tech room, go where it's shown on holoview.
That'll be under a small waterfall.
Level 22:Outpost 3J
-Well, that's this base I mentioned earlier. Full of Skaarj and few Kralls too.
You'll also find a temple here.
*When you finish this long swim, be careful when going up because you'll face a
*The switch to the forcfield blocking the way out is on one of the sides of a
big Tarydium container.
*In temple, push an odd stone in the balcony to open a passage leading to two
stone statues. Destroying them (like by pushing down) reveals some neat stuff.
Level 23:Velora Pass
-Again, a level where you can catch some breath. A second smallest in game, but
has a Stone Titan - he's even meaner than 'average' one. Watch out!
*To get to the other side of the rift, you _have_ to wake up this Stone Titan
(by snagging the powerup, but you shuld have the highest level by now...), but
you actually don't have to fight it. You can lure him somewhere safe then jump
on the switch to call up bridge, pass it then drop it when the Titan's on it.
But I figure that killing him is simply easier...
Level 24:Bluff Eversmoking
-A peak monastery in a middle of nowhere. Lots of Kraals and few Skaarj
troopers. A large level with many different appproaches.
*At a cementery, check the gravestones to find one of the level designers!
*Touch a stone with a carved face on it while facing the direction where you
came from. A lift in the crypt will go up. Go in there and follow the.. ghost!
He'll open lots of ammo for you.
*Don't be afraid to check out all sewers and tunnels in sight, you may find
useful things in there, or even way to next area!
*To get to the inner monastery, you must choose the right tunnel from the cell.
*In temple, two Nali will unveil an ASMD with cores and a SB.
*To get to area past the lasers, you must go by the ledge on a wall there. Just
jump then, and turn the lasers off.
*When you unlock the magnetic locks at a tower, get on lift and then jump right
back to get to a secret area with some stuff.
*Finally, when going down from the tower, jump to one of the walls for a SHP.
Just be careful not to crash ^_^.
*To get out of here, take the tram and wait patiently. It'll eventually get you
Level 25:Dasa Mountain Pass
-A large storage area with lots of equipment stolen from ISV Kraan and other
ships that crashed out there. Simple when compared to previous level. Here
you'll encounter Behemots for the first time. They are big and tough, but not
*In first storage area (the large hall) go left and then by wall. One of the
crates will be opened and there will be SB inside.
*You may break windows in a room beyond the bridge for a suprise attack.
*To open first gate you must go down by the plank left to the bridge. Watch out
Level 26:Cellars at Dasa Pass.
-Next complex and large level. In few places there are infinte amounts of Kraal
- they just keep appering forever. Luckily, you don't have to kill them all.
Also in one of these small rooms you'll encounter a Titan :/.
*In the hall beyond first gate go to a first room to the left and activate the
machinery there. You'll open a passage to another area.
*After that, activate all levers (wheels?) you'll find there, then take the
stairs to find yourself in a very tight arena with a Titan! Also, the Kraals
are spawning there, so luckily the Titan will be somewhat occupied ;). Kill
him, go to the newly-opened corridor, keep your eye for a Skaarj ambush. When
you finally get up there, look down and search for a passage locked with bars.
Jump on a shelf there, flip the switch and return the stairs. At the bottom,
turn right to find that these bars opened! Go there, swim your way to the end
and collect loot (in case you were wondering, you're inside that large pillar
from before). Return afterwards.
*Back in the corridor, the two doors to the right should be unlocked now. If
not, you missed something on the way. Anyway, go there, after some hunting
take the lift and carefully jump to a SHP, sweep the water from slaughterfish
and jump there (you did open the doors from up there, did you?). Return to the
corridor again and take another one in one of the rooms.
*To get farther, you must swim your way through damaged watergate and then find
a moved grating underwater. Swim there (it's wery long!), in a cavern push the
lever and collect stuff. Return when ready. Take the stairs down to find
yourself in another Krall-spawning room. Take all stuff you can, push the
levers and run away. Now the gate with Behemoth patrol should be opened.
*In one of later rooms there will be a locked gate and some more Kraal. Just
kill them all to open it (this time it's possible). Watch for a Skaarj
berserker beyond the gate. He's worse than Behemots IMO.
Level 27: Serpent Canyon
-The last so peaceful level in game. Also the last in such open area. Just take
the boat and push forward watching out for Skaarj.
Level 28: Nali Castle
-Hey, this place looks familiar - it's the castle from intro sequence! Fewer
Nali here, tho... You'll have to defeat a Giant Gasbag here so watch it.
*In library with a fireplace, push a book on one of the shelves. The wall will
turn around taking you to a secret room.
*One of the Nali will take you to a lift and then to a small clearing. Even if
you'll keep him alive, he'll be killed by a craft out there, so it's best to
leave him in the corridor.
*Killing Giant Gasbag will open the way to dungeons, you'll find the Nasty One
in a large tower out there. Flak grenades are very effectiwe against it, but
watch out for spawned normal Gasbags.
*In dungeon, first kill all Skaarj, then open cells to face yet another Skaarj
waiting for escaping Nali.
Level 29:Demonlord's Lair
-Here you'll fight the first Warlord (second one will be later on). He's very
tough, firing rockets and flying around, but you'll eventually kill him (try
luring him to a lower level).
Level 30:Demon Crater
-A Skaarj instalation next to their mothership. Small level.
*In storage room use jump boots to get on the highest crates, you'll find the
only PS here!
Level 31:Mothership Basement
-Well, that's it. Prepare for your final stand against the Skaarj. You'll find
TONS of them in the next few levels...
*This area is simple, just go forward, avoiding the energy beams, they'll shred
Level 32:Mothership Lab
-A confusing level with some teleports here and there. Also a detention centre.
And don't touch the glowing floor or you're dead meat.
*Don't go to the detention centre side rooms, you'll find only small Skaarj
there. But, you can watch the prisoners through the forcewalls. Neat.
*In a room with lots of warpers you can go right from the detention centre to
a room with two Skaarj and some neat stuff.
*To unlock the last warper you need to create a energy shortage. How? Conduct
an experiment - go to the large lab with windows inside, push the switch,
kill the charged Skaarj and go back. (If you read all the messages there, you
will know that the prisoners are also 'engineered')
Level 33:Mothership Core
-Another twisted level, don't worry about the forcefields here - you'll clear
them later on. For now, just get to the power generator.
*Way to the generator is a bit tricky - you need to sound the alarm (there is
a certain switch in one of rooms) then wipe out the Skaarj an finally go thru
the now opened door.
Level 34:Skaarj Generator
-Now THIS is the smallest level in game. Basically, you need to survive then
overload the generator (and don't forget the searchlight!)
*When on a circular path jump to the generator for extra stuff, such as Jump
Boots and SB.
*Eventually, a second Warlord will appear. Kill the sucker and go inside the
generator by lift. Push the switch and...
-RUN. Run and hide from exploding generator. This is practically an interactive
movie. After cool explosion (stay away from the crater!) go back to the core.
Level 36:The Darkening
-This is core with all the stuff you can take from locked rooms. Watch out for
Skaarj kids (lots of them) and engineered Skaarj with shields and other nasty
*You know the layout from your previous run, just keep your searchlight on. Go
to the backup generator (near the labs), turn the backup power on and then
head to the Antechaber.
Level 37:Source Antechamber
-Next small and easy level, few Skaarj. You need to find the lift to the
*Well, not much to say about this one. Just push the buttons and advance
Level 38:The Source
-Well, it's almost over. Just find and kill the Skaarj Queen and then go to an
*Collect all the stuff you can then head to this strange bio-doors. For some
fun you can try to kill Skaarj Pupae from the walls with a rocket or two.
So this the end. The only bad thing IMHO is this ending with no resolving in
Unreal 2 (this game sucks BTW). Anyway, where do Legend have their building? I
need a big plane (the 707 will do) to get there and show my disappointment :>.
Luckily, UnreaL: Battle for Na Pali comes...
NOTE: I know. Unreal:RtNP is "resolving". But I've got it, played it through and
it gave me some headache and a nasty feeling that if you leave Legend on
their own when developing story the result will be......:self-censored:.
Yeah, I don't like them. Never did and have no idea why would I anyway.
ALLAMMO - Gives you 999 ammo for all of your guns.
FLY - Lets you fly around.
GHOST - Lets you walk through walls & fly. Also enemies can't hit you
WALK - Returns you to walking mode if you are flying or ghosting.
GOD - Makes you invulnerable to all attacks.
INVISIBLE - Turns you invisible.
KILLPAWNS - Kills all monsters (and Nali too!).
SLOMO # - Slows or speeds up the game. 1.0 is normal.
SUMMON [item] - Lets you add a weapon or an item to the world like:
Note: SUMMON QUADSHOT creates an unfinished weapon that wasn't in the end
implemented in game. It's buggy so you shouldn't use it. A finished
quadshot can be seen in oldskool UT mod. Discovered by a message
board user (forgot to write down his name >_<).
(Also can be used to summon creatures like SUMMON Titan)
PLAYERSONLY - Freezes time. Type again to disable. With this, you can play
Matrix with agent Skaarj ;D.
OPEN [mapname] - Jump to any map, just enter the name like OPEN DIG. You
lose all inventory though.
Castle (intro movie) Unreal
Vortex Rikers Vortex2
NyLeve's Falls NyLeve
Rrajigar Mine Dig
Depths of Rrajigar Dug
Sacred Passage Passage
Chizra-Nali Water God Chizra
The Ceremonial Chambers Ceremony
Dark Arena Dark
Harobed Village Harobed
Terraniux Underground TerraLift
Noork's Elbow Noork
Temple of Vandora Ruins
The Trench Trench
ISV-KRAAN deck 4 IsvKran4
ISV-KRAAN decks 3 & 2 IsvKran32
Spire village SpireVillage
The Sunspire TheSunspire
Gateway To Na Pali SkyCaves
Na Pali Haven SkyTown
Outpost 3J SkyBase
Velora Pass VeloraEnd
Bluff Eversmoking Bluff
Dasa Mountain Pass DasaPass
Cellars at Dasa Pass DasaCellars
Serpent Canyon NaliBoat
Nali Castle NaliC
Demonlord's Lair NaliLord
Demon Crater DCrater
MotherShip Basement ExtremeBeg
MotherShip Lab ExtremeLab
MotherShip Core ExtremeCore
Skaarj Generator ExtremeGen
The Darkening ExtremeDark
The Source Antechamber ExtremeEnd
The Source QueenEnd
Ending Sequence (movie) endgame
BEHINDVIEW 1 - Puts you in Tomb Raider style view. Notice that on Vortex
Rikers player doesn't hold an "invisible" weapon! W00t.
BEHINDVIEW 0 - Resets this.
FLUSH - If you start getting weird graphics on wall textures
or creatures, type this to fix it.
FOV [angle] - sets an angle of visibility. If you "can't" run use FOV 120 and
game will look better, you should hide weapon tho. FOV 90 is an
ADDBOTS # - adds # bots to game, unfortunately you can't add bots to coop
 Miscellaneous stuff
All things that didn't fit anywhere else.
1) Song list
Vortex Rikers: "Vortex Rikers" (no, really?)
A dark, mysterious mod. Well fitting an atmosphere of the abandoned ship.
NyLeve's Falls: "Dusk Horizon"
Composer: Alexander Brandon of Straylight
Great ambient piece, simply makes you feel the dusk and when combined with
UnreaL's sky gives breathtaking effect ^_^.
Depths of Rrajigar
Sacred Passage: "Dusk Horizon"
Composer: Alexander Brandon
Used again... Fine by me ;)
Chizra-Nali Water God: "Chizra"
The Ceremonial Chambers
Terraniux Underground: "Nightvision"
Temple of Vendora: "Nali Chant"
ISV-KRAAN deck 4:
ISV-KRAAN decks 3 & 2:
Gateway To Na Pali: "Surfacing"
Composer: Alexander Brandon
Cool, rapid but at the same time nostalgic tune. Fits level very well IMO and
is my third favourite (after Dusk and AHS).
Na Pali Haven: "All Hallows Sunset"
Composer: Alexander Brandon
Very good use of a harp (?) and bells. Ambient rampage =)
Outpost 3J: "isotoxin"
A remake of good ol' isotoxin by necros. Needs some twisted taste to like but
then it's a great song %). | silicon.approaches.certain.fundamental.limits |
| organic.bliss.is.the.soul.catcher |
(if you know what does that mean then have my congrats. Progress ;) )
Dasa Mountain Pass:
Cellars at Dasa Pass:
The Source Antechamber:
The Source: ---
2) Translator message list
"Benjamin Nathaniel's Diary, day 93: Today is my birthday. I will celebrate by
attempting to start another prison riot."
"Prisoner 853, James Cavannaugh ready for electrocution."
"Boris Clague's Diary, day 3: I have been here but 3 days and already I have two
cracked ribs, a fractured thigh, and fourteen stitches. I don't know if I'll
make it to the prison moon, much less to the end of next week."
"ATTENTION ALL PRISONERS: Remember, be kind to your cellmate. Violence will not
"ATTENTION ALL PRISONERS: Lights out at 20:00. No exceptions."
"Jonas Gershwin's Diary, day 204: There was another roach in my lunch today. I
wonder how they make it on board starships such as this one. If that bitch in
cell 4A keeps looking at me funny I swear I'm going to rip out her larynx!"
"Navigator's Log: Vortex Rikers. We are on route to the prison moon. Long-range
sensors are detecting uncharted magnetic masses in Gamma Sector 83H. The Captain
has ordered a change in course."
"Captain's Log S. Kroon: Vortex Rikers. Altering our course may have proven
detrimental to our mission. We are caught in the gravitational field of an
uncharted planet. I have ordered the engine foreman to divert power to the
"First Officer's Log: Vortex Rikers. The prisoners have become more restless as
we get closer to the prison moon. Security says they have the prisoners under
control but several have had to be taken to the med lab for treatment."
"Chief Medical Officer's Log: Prison Vessel 254 Vortex Rikers. The constant
fighting between the prisoners seems to be getting worse. At this rate, I will
be out of supplies long before we reach the prison moon."
"Engine Foreman's Log: Prison Vessel 254 Vortex Rikers. I am juicing up all the
power I can to escape from the gravitational pull of this mysterious planet. It
doesn't seem to be working."
"Chief Security Guard's Log: Prison Vessel 254 Vortex Rikers. They've pulled all
the power to the drives to no effect. We're spiraling towards the planet. I
don't know what's going to happen to us."
"Log: Guard R. Bijl. The situation is critical, last night large, extremely
powerful alien forces penetrated our camp. Fired small missiles from hand
launchers. We lost 5 men."
"Log: Cook J. Strang: No reply to distress signal. Vortex Rikers' hull is too
unstable to use as shelter. We found an abandoned house to use as our base camp.
Maybe the native population can help us."
"Log: N. Vos: Contact with members of ISV Kran! (Presumed lost in this area 3
months ago) They have seen a Skaarj vessel in operation. We may need to gain
control of it to escape this system."
"Log: I have no damn luck. First I'm locked up for two years for a murder I did
not commit, then on my way to yet another prison colony we crash on this god
forsaken ball of rock. This sucks!"
"My burden does not end. More minions have been cast down by the angry Gods. I
will pray for their souls but I fear my prayers are not heard. I must travel to
the Temple of Chizra to seek balance."
"Log: Guard M. v. Wely: I should have stayed with the others, I think my leg is
broken in several places. My brother went looking for help 8 hours ago."
"Log P. v. Heel: I was attacked by a flying beast, it uses its tail as a weapon!
I was able to kill it, but not without taking a beating. I discovered that the
orange berries have a healing effect on me. I feel strong enough to proceed."
"Log: Guard B. v. Wely: I can't get past the 'Brutes' to help my brother. My
ammo is almost out. There are 'Brutes' patrolling around all the times."
"Force Field Control Area"
"Force field intact. All systems normal."
"Harobed Village is on the other side of the mountains. I will wait until the
two suns have set and proceed through Rrajigar mine. It is the only way."
"Force Field power source one status is active."
"Force Field power source two status is active."
"WARNING: Force Field power source one status is inactive. Security Condition
"WARNING: Force Field power source two status is inactive. Security Condition
"WARNING! Force Field de-activated. Intruder detected in Section C-6. Eliminate
any unauthorized presence."
"WARNING: Intruder detected in Sections C-6 and D-8. All personnel are
responsible for patrolling their local area."
"NOTE: Area must be clear for transport lift to perform properly."
"ALERT: Nali slave resistance detected in Sector 3A. Lethal force authorized to
suppress rebellious activity."
"WARNING: Access bridges in lower half of mine are unsafe. Proceed with
Depths of Rrajigar
"Primary Tarydium transport cart activation unit."
"Secondary Tarydium transport cart activation unit."
"WARNING: Exercise caution when in the vicinity of tarydium barrels."
"Gas Re-Routing Station Status: Doors are pressurized and locked."
"Doors depressurized. Access permitted."
"You must have a keen eye, so that you may bathe in the sacred waters."
"Only the purest of heart will pay homage to the God of The Good Lore Chizra."
"Wood must break free..."
"...For that will be the key."
Chizra - Nali Water God
"Only a warrior who has touched the face of the water god idol may enter this
"Beyond this stone seal lie the inner ceremonial chambers of the Nali water
"Only a warrior who wields the stick of 6 fires may enter the inner ceremonial
chambers. Once the stick of 6 fires is in your grasp the stone seal will rise."
"The Nali water god Chizra and his holy temple has been overrun by the water
serpents and the demons who came from the stars. Only the messiah can purify the
"1400 hours Commander Mac Harrison: SITREP: These local natives have a 6
barreled rocket launcher on an altar but it is heavily guarded by those
Salamander things. "The Stick of 6 fires" is what the Nali keep calling it. I'll
try to sneak in tonight."
"Look into your own eyes. And when your courage is strongest, your last step to
your prize will be upheld by your faith."
"Climb the loose stones to reach the lagoon of lightning fire. Beware the demon
who came from the stars lurks in the shadows. A fool shall surely perish."
"Beyond this golden door lies the holy altar of the stick of 6 fires. Only by
touching the outset stones of the lightning fire pillars may one enter."
"The stick of 6 fires can only be accessed by a warrior who has bathed in the
pool of thunder, past the obelisk of the clouds."
"The pyramid is the key to the chamber of death. Here you shall find more power
for the stick of 6 fires."
"The pyramid's center is the focal point of Chizra the Nali Water God's power."
"This is the obelisk of the clouds. Beyond here lies the pool of thunder."
"To reach the pool of thunder one must climb the loose stones."
"Powerful strength comes from those who let the waterfall wash over them at the
pool of thunder."
"Beware those of impure motives who enter the pool of thunder shall face the
demon from the stars."
"This is the pool of thunder. Impure souls who bathe in the water shall face the
demon that came from the stars."
"The demons came from the stars in a metal chariot as a punishment for the sins
of the Nali."
"THE STICK OF 6 FIRES CAME FROM THE NALI WATER GOD WHEN THE STAR FELL FROM THE
SKY. TO FIND THE STAR ONE MUST PASS THROUGH THE CEREMONIAL WING."
"Take the stick of 6 fires and go forth to the inner ceremonial chamber. There
you shall find your way back to the place from whence you came and the metal
chariot that fell from the stars."
The Ceremonial Chambers
"The inner ceremonial chambers. Here the water god's serpents reside to accept
the flesh of the weak to be devoured. Only a warrior who swims like the serpent
shall escape their clutches."
"Sgt. William Bradford: My entire squad has been killed by those Salamander
things. There's no ammo left and I've been holding up at this shrine with one of
the native priests for days. While he prays I try to keep a watchful eye at the
"I escaped from my cell but can't find the strength to go on. Remember me to my
"I must try to find a way out of this place. The lizard men in charge here are
strangely barbaric given the technological advancement implied by their weapons.
It may be harder to fool them than I first thought, but I must make the
"If I am to die in this place, it pleases my mind that some of my former captors
are here with me. Tomorrow I will find my own peace in death knowing that they
have all suffered before me."
"I'm so hungry. I hope that the others in the scouting part from the ISV Kran
will find me. This is the only hope that keeps me going from day to day. Without
that to cling to I'd be insane by now. I can't stand the screams of pain much
"I wish I had died when the Vortex Rikers crashed. I do not know what is to
become of me. I am scared."
"The Skaarj have brought in a new batch of the two-armed softskins from another
of their raids. I fear that one of them is the Messiah, come down from the
heavens, but I must pray that I am mistaken and not give up hope for the freedom
of my people."
"The weak shall be struck down by the hand of the beast."
"Sadness fills my soul. The Sky Demons came and took many of us to work in the
mines. If we don't obey we'll be slaughtered. The Sky Demons know about our
secret in the abbey, but haven't found it."
"I'll not stay here any longer. With the next passing of the two suns, I'll try
to reach the Sunspire. There I will be safe. Before I go I will retrieve the sky
demon's weapon from the abbey."
"We shall pray before we set off for the Sunspire. We will find refuge there.
Praise be to the God of the Good Lore for giving us sanctuary. The journey will
be treacherous but we will prevail!"
"Biowaste Flow Control: the Biowaste flow is constant. Monitor it for dangerous
fluctuations in viscosity or pressure. The alarm still seems to have problems,
in case of malfunction activate the two override controls."
"Lift activated. All personnel are reminded to complete assigned tasks."
"Drainage Status: Biowaste flow is at nominal levels. All pumps operational.
Section C is empty and available for any Biowaste overflow. Please be sure that
the regular pipe maintenance is handled."
"Control Room Status: Pressurized and locked. Do not access except in case of
"Security Status: Intruder detected at entrance. Activating security screens on
Scientific Research Lab and Hydroponics Section. All security elements deploy
around access points in Sections A, B and C to deny intruder access to Lift 1."
"Pumping station has been activated. Expected storage capacity after operation:
"Pump activated, Biowaste transferred in section B."
"Lift 2 Status: A broken pipe was reported."
"Section C: Status Empty, this Containment Room is damaged, please avoid sending
Biowaste here until we can fix it."
"Control Room, ACCESS DENIED"
"Section B: Status 48% Full."
"Lift 1: Security Lock, Access denied. Containment room pumps must be activated
for entrance to hydroponic greenhouses."
"Section A: Status full. Biowaste redirect to Section B active."
"Lift 1: Status working. Access to hydroponic gardens permitted."
"Greenhouse A: Section A is full. Biowaste flow must be redirected from the
Control Room. Section B of the waste facility has free capacity. Please be sure
to monitor the water supply for impurities."
"Greenhouse B: Please verify that the Biowaste is being pumped through the
Control Room filters and that no foreign objects are blocking the flow."
"Greenhouse B: The Karkilys Zegnus need more fertilizers. Please dispatch a
group of guards to inspect the Nali homes in Noork's Elbow. Disembarkment
authorization must be granted in the Control Room."
"Greenhouse C: The night is coming soon, please maintain careful control of the
hygrometric level and air temperature. Constant monitoring is necessary to keep
them within appropriate levels."
"Access Denied. Control Room authorization must be granted to access Noork's
"Access Room Security locks disengaged." "List to Noork's Elbow activated."
"Log: L. Goeranov: We've been stuck here for days. There are plenty of fish to
eat but they taste kinda funny. I never liked fish."
Temple of Vandora
"The Way is filled with darkness. The Torch of Tranquility must light the path
of the worthy. Spiritual progression is achieved by those who set the Torch of
"Torch of Tranquility"
"And Vandora came forth, with the fire from the Sky upon her lips, and
sanctified the sacred fountain with her kiss. Thus, she said, he who follows me
shall cast off the bonds of flesh and become as elusive as the mist."
"Vandora, Goddess of Lightning"
"N. Onatop Log: We made it so far... only to come face to face with another of
those titanic beasts. We'll rest now and tackle this problem tomorrow. Unable to
communicate with ISV-Kran, our radio receives only static."
"Log: M. Mottobanov: We've set ISV-Kran so that it will scan for human activity
outside the bay doors. As soon as one steps into the red light the bay doors
will open. The platform will only be down for a short period of time."
ISV-Kran Deck 4
"Corporal Pelli Onsov: If you're reading my log entry I am probably dead and our
ship has been overrun by aliens called 'Skaarj'. Your only hope is to destroy
the Gold Containment Cores, Re-activate the Engines and get to the Deck 1
"Petty Officer: Yuri Andromov: The Alien War Party has blasted a hole through
the hull and are accessing the ship through the ventilation shafts. Kerig, Onsov
and myself are going to make a stand with Stingers here in the loading area."
"AFT LOADING STATION: ISV-KRAN: We've been wedged into this mountain ridge for 2
months now. Each night these 4 story tall dinosaur type beasts come and beat on
the rear hull of the ship. They appear to be relatively unintelligent and slow
"Corporal Anders Kerig: They're coming! I can hear them in the ventilation
ducts. I'm going to activate the security locks to the Warehouse and implant a
human DNA code so that only another Terran can bypass the lock systems."
"ISV-KRAN DECK 4 STATUS: INTRUDER ALERT: SECURITY LOCKS ACTIVATED: INTRUDERS ON
ALL DECKS AND ATTEMPTING TO REACTIVATE MAIN ENGINES. DECK 1 EMERGENCY TELEPORTER
AT BRIDGE SECURE."
"PANEL REWIRED TO TRIP ALARM SYSTEM. SYSTEM ACCESSED BY UNAUTHORIZED USERS."
"Intruder Security Locks Activated. Bypass Required: Bypass panel located in
Ventilation Processing Mezzanine."
"Ventilation Processing Mezzanine Ducts: Maintenance Personnel Only: WARNING
ENGINE COOLANT LEAK IN MEZZANINE."
"SECURITY BYPASS LOCK STATION: SECURITY LOCKS DISENGAGED."
"Intruder security locks disengaged."
"Warehouse Safety Bars Override in Upper Warehouse Loft."
"Warehouse Safety Bars Disengaged: Access to Dock Permitted."
ISV-Kran Decks 2 & 3
"This panel requires a bypass to operate."
"Primary Shuttle Bay: Log Entry by Dockmaster Ivan Romanov Second Officer ISV
Kran. I have sealed the main Iris Hatch with a Laser welding team. No Alien
Bastards are going to get into my shuttle bay."
"Primary Shuttle Bay: Log Entry by Dockmaster Ivan Romanov Second Officer ISV
Kran. The dock doors control panel can be reactivated with the override in one
of the Access tubes."
"Main Engineering Has Been Sealed with a Containment Field. Containment Field
Generator Must be Destroyed Prior to Accessing Engineering."
"Main Shuttle Bay Door Override Controls."
"The first wave of Skaarj have been isolated within DECK4. I doubt they will be
able to get through the ductwork and Enter the Main Ship. We will retreat to
Deck1 and seal Engineering with a Containment Forcefield."
"The Skaarj have infiltrated the Dock area. We will retreat to Deck1 and set up
a makeshift high voltage barrier. We should be safe."
"MAIN ENGINEERING: EMERGENCY CONTAINMENT FIELD ACTIVE. CONTAINMENT FIELD
GENERATOR GOLD CORES MUST BE DESTROYED BEFORE THIS FIELD WILL DISENGAGE."
"PRIMARY TURBO-LIFT REQUIRES FULL ENGINE POWER."
"WARNING: ENGINE COOLANT OVERFLOW. COOLING SYSTEM EMERGENCY PUMP AND DRAIN VALVE
MUST BE ACTIVATED PRIOR TO ENTERING THIS AREA."
"COOLING SYSTEM STATUS: COOLANT LEAKS IN CONTAINMENT CORE LOWER LEVEL. MANUAL
INPUT BY UNAUTHORIZED PERSONNEL DENIED."
"COOLING SYSTEM EMERGENCY DRAIN VALVE ACTIVATED."
"COOLING SYSTEM EMERGENCY PUMP ACTIVATED."
"ENGINE COOLANT EMERGENCY PUMPS ACTIVE. CONTAINMENT FIELD SYSTEMS BEING REROUTED
BY ALIEN INTRUDERS."
"ISV-KRAN ENGINE STATUS. OFFLINE. DAMAGE REPORT MINIMAL. LIFE SUPPORT SYSTEMS
ONLINE. DECK 1 POWER LEVELS FULL. SHIP'S HULL BREACHED AT OBSERVATION LOUNGE."
"CONTAINMENT FIELD GENERATOR ONLINE. GOLD POWER CORES UNSTABLE DUE TO EXCESS
STRAIN FROM SEALING ENGINEERING. MAIN ENGINEERING CONTAINMENT FORCEFIELDS MAY BE
DISABLED BY DESTROYING GOLD CORES."
"WARNING: CONTAINMENT CORE EXPOSED: THIS CORE IS HIGHLY EXPLOSIVE. STAND BACK
BEFORE DISCHARGING WEAPONS."
"WARNING: ENGINE COOLANT LEAK ON LOWERMOST FLOOR OF THIS AREA."
"CONTAINMENT ENERGY CORES EXTREMELY VOLATILE: ALL WEAPONS MUST BE PLACED ON
"MAIN ENGINEERING: INTRUDERS DETECTED PROCEED WITH CAUTION."
"ISV-KRAN DECK 3 STATUS: ENGINE SYSTEMS ATTEMPTING TO BE RE-ROUTED BY UNKNOWN
INTRUDERS. ENGINE POWER CAPACITY AT 75%."
"MAIN ENGINEERING DIAGNOSTIC PANEL: 75% ENGINE POWER AVAILABLE. COOLANT LEAK IN
CONTAINMENT CORE GENERATOR AREA LOCALIZED. LAST ATTEMPT TO REROUTE POWER
"PLANET SCANNING STATION. ALIEN STARSHIP DETECTED ENTERING AND EXITING THE
ATMOSPHERE. ALIEN MOTHERSHIP LANDED IN NORTHERN VALLEY NEAR ATMOSPHERIC
"BIOSUIT CONTROL STATION: SYSTEM FAILURE: POWER IS BEING REROUTED BY INTRUDERS
ON DECK 1."
"SCANNING STATION 1: Short range surface scans indicate location of large Alien
spacecraft on the planet surface that matches the description of the same ship
viewed entering and leaving the planet's Tarydium Field's prior to orbital
"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
"PRIMARY TURBO LIFT POWER RESTORED - WARNING A 2 SECOND DELAY FOR LOADING IS IN
ISV-Kran Deck 1
"ISV-KRAN DECK 1: Log Entry: Captain Mikail Leatham. There's NO Possible way to
kill them ALL. There's just too many Skaarj and we don't have enough ammo."
"ISV-KRAN DECK 1: Log Entry: Captain Mikail Leatham. Skaarj attacks have forced
us to retreat to the Science and Research Lab. We set up a makeshift Electrical
Field Barrier that destroyed 40 of them but 20 still remain."
"ISV-KRAN DECK 1: WARNING 85,000 VOLT ELECTRICAL FIELD BARRIER IN PLACE AT
SCIENCE RESEARCH LAB. POWER DISTRIBUTION FROM THREE TRANSFORMER CONTROL ROOMS
"ISV-KRAN DECK 1: ELECTRICAL FIELD BARRIER DEACTIVATED."
"BRIDGE ACCESS DENIED: SECURITY FORCEFIELD ACTIVE: MAIN OVERRIDE LOCATED IN
"WARNING: LAB DOORS AND SPECIMEN HOLDING FIELDS ARE MALFUNCTIONING. 30 SECOND
RELEASE DELAY WILL ENGAGE AFTER ACTIVATION."
"ISV-KRAN SCIENCE RESEARCH LAB SPECIMEN MONITOR: I have found these amorphous
amoeba to be highly acidic. It's incredible the architecture of their basic
genetic structure. Tatiana Zimna, Chief Medical Officer."
"ALERT: ALL CREW MEMBERS REPORT TO DECK4: SHIP HAS BEEN INFILTRATED BY A SKAARJ
"ISV-KRAN DECK 1: ALERT ENGINE COOLANT OVERFLOW: MAIN ENGINE RUPTURE: EVACUATE
"BRIDGE SECURITY FORCEFIELD OVERRIDE: STATUS ACTIVE"
"BRIDGE SECURITY FORCEFIELD OVERRIDE: STATUS DEACTIVATED."
"EMERGENCY TRANSPORTER INSTRUCTIONS: STEP ONTO OCTAGONAL TRANSPORTER PAD. SYSTEM
WILL ACTIVATE AUTOMATICALLY."
"EMERGENCY TRANSPORTER SYSTEM ONLINE: COORDINATES SET TO NALI VILLAGE 5
KILOMETERS FROM SPIRE SHAPED MOUNTAIN."
"The minions of our Gods are cast to the ground to do battle. We are put to the
test. Our world is weakening, it spews forth terrible creatures. We will pray
again tonight. Oh, hear our plea! Send our messiah!"
"Our Haven, the great Sunspire, given to us by the Gods of the Good Lore, has
been corrupted by the Sky Demons. Our once hope is now the foulest of terrors.
The Sky Demons are stronger than ever. I had a vision of death, of immense
beasts roaming the land."
"Safe haven for those who seek peace, welcome."
"I will not return to the Sunspire today. I was almost slain by the Sky Demon
this morning and I fear for our brothers that have not yet escaped. I feel that
we will not see them again in this life."
"Primary Ascension" x3
"Chambers of Honor" x2
"Sleeping Chambers" x2
"Feast Hall" x2
"Log: Petty Officer N. Onalopov: We split up so we would have a better chance of
finding Kira. Those bastards are going to pay for taking her. I love you Kira, I
swear I'll find you."
"Log: Security Officer A. Connectof: We are running out of ammo fast. There's
only one weapon left. We have to reach the top where we can activate the Sky
Elevator, according to the Nali at the gates."
"Chamber of Crystals"
"Prepare to Embark"
Gateway to Na Pali
"I'm the only one left. I've managed to find shelter here and I will rest before
making my final stand tomorrow morning. I am so tired. The day has been long and
I have lost all. I only hope they don't discover me sleeping here tonight."
Na Pali Haven
"They let us go about our business here, but it is a farce. I know that they are
watching us, controlling us. I believe that this once safe haven is as deadly as
the surface planet below."
"I have gathered all of these strange artifacts in the hope that the Messiah
shall make use of them in the quest to free us from the Sky Demons. I know not
what their uses are but the signs were clear, the stars foretold the need."
"I've seen strange flying beasts vanishing into the depths of the mountain at
night. The roar as they fly overhead is deafening. Never before have I heard its
like. I feel that a great evil must dwell within the mountain."
"I don't understand why they toy with us. My establishment used to be a place of
laughter and joy for my fellow citizens. Now I just serve the whims of the Sky
Demons in exchange for the lives of my family. I await the Messiah."
"Outer Doors Release Lever"
"All security forces must keep the Nali townsfolk under control. Kill all those
who show signs of resistance. We only need maintain enough pliable workers to
mine the Tarydium."
"Observation Center: The Eye Sees and The Mind Knows. Remember not to disturb
the Nali townsfolk unnecessarily as their belief that they are still free
prevents outright rebellion. This false hope is our primary control mechanism."
"Mountain Base Underwater Entrance Controls"
"Security Log: Outpost 3J Base Commander Ssja'Rath 10th Talon of Ssa'Rath. To
maintain order and security we have been keeping a constant watch on the Nali in
the town. Vigilance is the Guardian of Honor."
"Main Bay Door Controls"
"Message Log 7: Mothership acknowledges request for resupply of Outpost 3J.
Scout Skimmer 3J-1A authorized to return to the mothership to pick up cargo."
"Right Hangar Bay Door Controls"
"Left Hangar Bay Door Controls"
"Rear Entrance Forcefield Controls"
"No unauthorized access to lower church catacombs. All personnel must be checked
by security before access is granted."
"Lower Security Access Panel"
"Teleporter target coordinates set for surface transporter pad 13. Sentry
personnel already dispatched to location to secure area against resistance. Area
cleared for cargo transmission."
Velora Pass - no messages
"ISV-Kran Chief Medical Officer's Log:.Tatiana Zimna: We have come to this
beautiful canyon lake monastery in our search for Kira's abductors. We'll make
camp by this crucifix tonight and start out early tomorrow."
"Security Officer Sergai Dubrov: ISV-KRAN: LOG ENTRY:We are hot on the trail of
the Skaarj Hunting party that Captured Kira near the Sunspire. They are headed
north towards the blue electrical storms on the horizon."
"Acolyte Ne'Pher Dunis 350-488"
"High Priest De'Nasha Breeche 255-480"
"Only by facing the direction of the rising sun may one find a new day."
"Acolyte Ne'Lin Garas 353-487"
"Son of Ne'Lin Garas 380-390"
"Myscha Nov 28th 1994. June 1997"
"Pelit Jan 20 1997. July 17 1997"
"Vault of the Dead. Herein lies the last resting place of the High Priest of
Bluff Eversmoking and the artifacts used by the Messiah."
"MAGNETIC LOCKS ENGAGED: AUTHORIZED BY CAPTAIN DUK'CHOROTH OF THE 12th HOUSE OF
"Shipping Log: Grorq of the Red Hand Tribe. I am really getting sick with the
way the Skaarj are treating us. Constantly bossing us around and making us watch
over their pathetic Nali Slaves. My troops are getting sick of this situation."
"Shipping Log: Grorq of the Red Hand Tribe. Coming the next full moon we are
expecting a large shipment of salvaged supplies from the human spacecraft. I
need to make a few repairs to the electric rails around the bluff but we should
be ready by then."
"Jailer Hrang of the Red Hand Tribe: We have captured a Terran girl. Some of my
soldiers want to try and take liberties with her. I guess that's OK as long as
they watch those boots! She kicked my in the Hrangos last time."
"Jailer Hrang of the Red Hand Tribe: Dorro owes me 25,000 gold Paaras when we
get home! He truly sucks at death bones. Hustling him is like taking candy from
a Terran baby. Speaking of which I think it's time to go beat on that ugly
Terran girl some more."
"Jailer Hrang of the Red Hand Tribe: I can't believe it! That Terran girl
escaped! One of those worthless Nali Monks must have tunneled her out. I am in
DEEP SHIT! If Captain DUK'CHOROTH comes and finds out I let her escape I'll be
de-hrangod for sure!"
"My brother Kriin is in the cell below me. My other brother Kruun escaped
through the water tunnels under the stairs. They sacrificed my best friend Jaara
for Kruun's escape."
"I am feeling ill. My cough has gotten worse and this darkened cell is not
helping. I only hope that my brother Kruun escaped to our childhood hiding hole
in the sewers. From there he can access the inner walls of the monastery."
"HAVE FAITH AND NEVER SWAY FROM YOUR BELIEFS. ONLY A SOUL THAT KEEPS THE FAITH
DESPITE ALL OPPRESSION SHALL TRIUMPH WHEN THE SAVIOR PRINCESS COMES FROM THE
"Kruun's personal diary: I have to be careful how many times I sneak into the
monastery through the tunnels. I've marked the tunnel that leads into the inner
monastery with a cross, the other leads to the prison where my brother is still
"I have been hiding here for what seems like months now. The Skaarj forces that
have taken over our monastery continue to transport stolen tarydium and other
strange mechanical devices using their lightning sled. I fear that they may find
"I have discovered a secret! Last night I snuck out of my hiding place and swam
through the pipes to the prison. They have captured a Girl! The Krall sergeant
took two boots in the mouth when he approached her. Haha I can only laugh at
"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
"MAIN GATE GUARD TOWER"
"HYDROLASER CONTROL STATION: LASERS ON AND OPERATIONAL"
"HYDROLASER CONTROL STATION: LASERS DISENGAGED. ACCESS TO HYDRO-ELECTRIC
GENERATOR BELOW BELL TOWER PERMITTED"
"SKAARJ SHIPPING FACILITY POWER MANAGEMENT STATION: HYDRO-ELECTRIC SHIPPING CAR
STATUS. OFF/REACTIVATION REQUIRES STATIC DISCHARGE NODES TO BE OPENED AT TOP OF
"HYDRO-ELECTRIC SHIPPING CAR FULLY POWERED AND READY FOR DEPARTURE. ELECTRO
STATIC DISCHARGE NODES AT TOP OF BELL TOWER MUST BE ACTIVATED PRIOR TO
"BELL TOWER MAGNETIC LOCKS DISENGAGED:ACCESS TO BELL TOWER PERMITTED."
"MAGNETIC LOCKS DISENGAGED"
"WARNING. STATIC DISCHARGE NODES. STAY CLEAR DURING OPERATION."
"STATIC DISCHARGE NODES: EAST AND WEST BREAKERS MUST BE THROWN TO RELEASE STATIC
"Science Officer Kira Argmanov: Separated from my crewmates from ISV-KRAN, I've
only been able to stay alive by holding up in this bell tower. A native Nali
help me escape from the prison cell the Skaarj put me in. Hopefully the Skaarj
won't find me here."
"STATIC DISCHARGE SUCCESSFUL. HYDRO-ELECTRIC SHIPPING CAR NOW FULLY
Dasa Mountain Pass
"Bridge Foreman Khan Vhranna: I've about had it with Grok Vhul'rath. He's such a
pompous son-of-a-Bulrach. If he makes us fix the drawbridge one more time in the
rain, I'm going to bust his face in."
"SHIPPING LOG: Dasa Pass Mountain Station : Grok Vhul'rath: we've decided to
ditch using the Nali as slaves here. The word is they all believe their
"savior" has come from the stars to kill us. We decided to execute them for
refusing to work anyways."
"SHIPPING LOG: Dasa Pass Mountain Station : Grok Vhul'rath. This past week we've
received over 45 cases of high tech equipment from the crashed human spacecraft
ISV-KRAN. I've decided to store them in the cellars before we ship to the
"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
"Here lies Haith M'olner, may his soul soar high with the gods."
"Only the enlightened one who has read the Book of the Good Lore in the chapel
shall be granted passage to the balcony through these divine gates."
"He who seeks knowledge would be well rewarded for pursuing the tomes stored in
the main feast hall."
"Only the warrior who demonstrates his bravery by defeating the five-eyed daemon
in the tower shall be granted passage to the dungeon."
"The path to be followed is long and harrowing, but the strong of heart and
purpose shall prevail against the challenges."
"I sit here, waiting to die. Waiting... The wait is worse than death itself. My
fears tear at my soul. I hear the wails of the others as they are taken to the
bowels of the dungeon to be sacrificed to the winged Sky Daemon."
"Generator and Loading Room."
"Generator Control Panel. Generator is operational. Power output nominal."
"Intruder Alert. Secure all access points, all personnel on full alert. Protect
the Mother, failure results in DEATH."
"Portal Gate: Link Established. Enter transport Field."
"Primary Power Supply is operating at peak efficiency. Auxiliary Power Supply
operational at 80% output. Activating the Alternate Power Supply for the
Security Force Fields is imperative. Weakness shall be punished."
"Energy supply for the Source is secured. Maintaining energy flow to the Source
is highest priority. Weakness shall be punished."
"Security personnel report to deployment zones around the Detention Block until
APS back online. All detainees must be contained."
"Intruder detected. Protect the Source at any cost. Intruder must be halted
before penetrating the Source's defensive perimeter."
"ACCESS DENIED: Power Reserves at 100%"
"Research Center" x2
"All the test subjects have been placed in the Detention Area. The forcefields
are keeping them confined and unshielded. All subjects continue to exhibit
extremely aggressive behavior when not in carefully tuned magnetic fields."
"Power Reserves at 100%. Shielding effect at 0.0025%. EEG/EKG readings are
normal, physiological state is cryogenized."
"Security Orders: Intruder detected in MotherShip, all experiments are suspended
on order of Chakti'Nrrj 2nd Great Talon of Ssa'Nrrj until further notice. Power
reserves must be at 100% for optimal security system operation."
"Report 187: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji reporting. Despite the
failure in our previous tests on the shielding effect, the test subjects' cells
are showing some residual effects. Very interesting..."
"Report 188: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji reporting. Studies on the
test subjects' cells are showing persistent shielding, with minor fluctuations
in reflectivity. Strangely these are all perfectly synchronized."
"Report 189: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji reporting. After cross
analysis of the test results on all subjects, we've reached the conclusion that
the Core Generator's magnetic field is probably the cause of the failures."
"If the experiment is successful we'll look into moving the Research Center to
Site B where we'll be shielded from the magnetic field of the Core Generator. If
we're successful, we'll reach the green level or even blue."
"Report 190: Shrk'Tajji 2nd Lesser Eye of Ess'Tajji observing. We are ready for
the next experiment. We expect an 18% drop in Power Reserves from 100% levels.
The test subject is in place and the Tarydium is prepared for charging."
"Power Reserve at 80%, shielding effect at 5.64%, EEG/EKG readings showing
massive disturbances, physiological status is active and endorphin/adrenal
systems are producing hormonal overloads."
"ACCESS DENIED: The Intruder must be eliminated. All War Masters are being
routed to this area upon arrival from the Source."
"Cryo Pods Status: Temperature constant, Power at nominal levels, security
"Emergency Power Supply, ACCESS DENIED: Primary Power Supply fully functional."
"Security Post, ACCESS DENIED"
"Primary Power Supply, ACCESS DENIED"
"Access to the Security Post granted."
"WARNING: Armed Intruder detected. Close all access to the Source and to the
Primary Power Supply. Preventing the intruders from accessing the Core Generator
"SECURITY ALERT: All War Masters report to Core Generator positions to insure
"Core Generator Security must be maintained. Access doors locked until security
breach is contained."
"Core Access Door Open"
"RED ALERT: Core Generator Security Compromised"
"Intruder detected near the Core Generator. Core Generator security must be
maintained. Weakness shall be punished."
"The Source Antechamber, ACCESS DENIED"
"Authorization granted. Activate the Emergency Power Supply."
The Source - no messages
The Skaarj escape pod has broken free from the planet's gravitational pull...
barely, Yet its fuel is depleted and you drift aimlessly.
From where many have died, you have escaped. You laugh to yourself: so much has
happened, but little has changed.
Before the crash landing, you were trapped in a cramped cell. Now, once again
you are confined in a prison.
But, you feel confident that someone will come upon your small vessel...
Until then, you drift and hope.
To Be Continued...
:sniff: Now THAT'S what I call an ending!
- alt-shot, alt-ball... - Second fire mode (RMB by default)
- bot - an AI-controlled player in botmatch
- 'choppers' - those nasty flying bugs
- DP - Dispersion pistol
- HP - Health Pack (+20)
- M-gun - Minigun
- PS - Power shield
- SB - Shield belt
- SHP - Super Health Pack (+100)
3) To do list
Hey, 'tis (not) over!
But I will probably still work on it. "Sometime in the near future" as sir
Windelnot would say ;P.
4) Version history
0.8 (27 March 2004) - the very first version.
0.95 (April 2004) - added Menu Navigation and Enemy data subsection. Minor
improvements here and there as well as many typos
corrected (why I didn't spot them before???)
1.0a (13 Sept 2004) - Beta version sent only to GameFAQs but ended up in
supercheats and cheatbook as well. Completed Basics,
Translator msgs, walkthru up to Terraniux. Removed menu
navigation as it's really useless.
1.0b (26 Sept 2004) - A week after previous update a guy named Rafal popped out
of nowhere and sent some useful info concerning Temple of
Vendora. Plus, two new sites asked about using the guide,
Currently this FAQ is available at *only* following sites:
and, of course, my own site:
6) About me
I wonder if anyone will notice lack of this section? Does it make any difference
anyway? Again, if you have any comments, tips or anything related to UnreaL,
feel free to mail me at
Well, I owe some people for creating this guide:
*Digital Extremes/Epic for creating such awesome game
*CJayC for creating and maintaining GameFAQs
*JRK for being the first one to post my works on his site ^_^
*Maxin for moral backup :)
*Mastyl for idea of putting all powerup locations together.
*Rafal (email@example.com) for useful infos. Thx! ^_^\/
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