"Freedom is a luxury the non-aggressive rarely obtain. Peace doesn't talk it's way out of oppression. To win freedom against one who holds you down with force, you must fight. You must fight with blood and bullets."

-Jones, sole USM survivor of the Xidia Incident

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-Na Pali Haven-

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Installation: put all files in the right directories and run the .BAT file (they go in UT systems folder), do not start from UT itself!

You must run Redux from the .BAT files!!!!
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Author: Original base created by Jeremy War for Unreal, this is a remix done by Will Drekker, aka "Mr.Prophet". Credit to Jeremy for the original base, he is a sexy beast.

Requirements: Unreal Tournament and the latest oldskool patch as well as all the latest patches and bonus packs for UT.


This map is an exclusive project that uses the Xidia Gold code as a base and was created  as a prize for the Xidia Gold trivia contest. The winner selected this project for me to create as a reward. I guess you could say I got carried away...

This one is for Eightball Maniac, champion of the Xidian Trivia contest.

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-Story-

It's been two years since The Xidia Incident, and I have become USM's poster boy for future space marines everywhere. They gave me the Medal of Honor, slapped me on the back and said "Job well done, soldier". 

I came home, but I soon found that I did not belong. Jimmy Jones was dead, and the life I once knew was alien to me. Things moved differently, I found myself uncomfortable in a world where I was not a soldier. I couldn't adjust to a world where I wasn't anticipating attack at all times. My little sister didn't even recognize me. So I left, and came back to USM. I thought I wanted to be normal again, but that all changed. I knew there was no turning back, I was a new person now. I was a soldier, to be anything different was a concept that no longer made sense to me. 

My fame gave me favor amongst my superiors. I climbed the ranks, but I did not care. What is rank anyway? A badge, a label for authority. A decoration. But out there, in the heat of battle, rank meant nothing. It was life or death, you and them. I did many secret missions, and I did them well. I went in on missions that were originally meant for entire squads, and I succeeded alone. I was a machine. I kept hoping something new would happen to make me feel like I was really accomplishing something, doing something that mattered more. I began to feel like a drone, dangerously close to the point of boredom. Boredom, as we all know, is depression's not too distant cousin. 

Then I got a unique mission. My superiors told me that it was somewhat related to my mission on Xidia. They showed me pictures, the layout to a world named Na Pali. I recognized the name, it was the original sighting of the species known as the Skaarj, which were the aliens I encountered on Xidia. Na Pali had been monitored for nearly a decade now. The planet was rich in Tarydium, far more than Xidia or any other mining establishment known to our race. However, it rested in unstable amounts, which made docking on the planet nearly impossible. The planet was known as a graveyard for ships, since no ship could get close enough to land. The Tarydium would neutralize the systems and power would be obliterated. The crippled ship would then crash like a huge paper weight, marooning the occupants unlucky enough to survive. The planet was inhabited by numerous races who also crashed and whose survivors claimed their own territories, seeking a piece of the rich, plentiful Tarydium. The Skaarj were the predominant race and covered more than 70% of the surface with outposts and mining facilities. Numerous Human ships fell victim to the gravity and their crews doomed. Inuit, UMS, IHM, and even small USM freighters had fallen. I learned of several operations that were ended in failure. Operation Talon Hunter, which was a UMS operation (a branch of USM), ended with the destruction of three UMS ships, the Prometheus and the Bodega Bay being the ones involved in the operation. The more recent, Operation Na Pali, which was overseen by those fuckers at Liandri, also ended in failure (Those shitheads manage to fuck everything up). 

My superiors gave me the lowdown. They wanted to clear a landing zone on the surface and salvage a particular data template from the wreckage of a Inuit ship, the ISV-Kran. However, to make the landing of a small salvage vessel possible, the electric field for a certain 200-mile air zone had to be lowered to a certain degree. My superiors at USM uncovered a way to do so.  

Their satellite readings indicated (as well as first hand information from survivors) that many structures circled the atmosphere above the clouds. At first, these structures were thought to be a cluster of asteroids kept in orbit by reverse gravity or some astronomical bullshit like that. Closer inspection indicated that buildings were built on many of these floating rocks, in fact, entire towns rested upon them. Survivors from Operation Na Pali had stated that the floating towns were kept in the sky by massive natural discharge units powered by naturally radiated Tarydium geodes. The soldier who reported this also gave a complete description of the native Nali race that used such "sky towns" as havens from the world below, where they were enslaved by the Skaarj. 

That was the catch. Many of the sky havens had been overthrown by the Skaarj, and they used their technology to enhance the level of electromagnetic distortions on the surface. They used this technology to seize crashed starships by emitting the fields from the havens above and paralyzing the already downed craft. The ISV-Kran, which had crashed several years prior to any operations set forth on Na Pali, was now a supply trafficking and storage station. The remnants from undestroyed segments of the Kran were now under Skaarj control, the original ship's main power core and other systems all were being manipulated to further the longevity of the location. In order to retake the ship, USM devised a plan that would turn the sky haven distortion units against their creators. 

My mission was simple when read from neat military mission documents. I was to take a ride on a 2 man stealth interceptor, small enough not to be effected by the Tarydium tug of the planet, and deploy upon the sky haven that rested in orbit above the ISV-Kran wreck. I was to go in alone, the ship taking me would extract once I had been dropped. From then I would have to infiltrate the Skaarj outpost hidden inside the mountain of the selected sky haven, set the data given to me to set off a huge EMP blast upon the surface below, shutting down any power source for hundreds of miles. After the EMP was administered, an extraction unit would follow my module signal and get me out of there. The timing was perfect, scanners indicated that some sort of Nali revolt was being taken against the Skaarj forces occupying the haven, which meant that attention would not be focused upon me. 

To be honest, I wasn't looking forward to the mission because of the risk factor or any thrill bullshit like that. I was intrigued by the Nali rebels who were fighting and dying as I was loading up my gear and getting ready for deployment. My memories of Xidia flooded back and stabbed at me from within. I remembered all those brave miners who fought this exact same enemy, the Skaarj, and died waiting for us to save them. I couldn't save them, and the Nali were facing the same impossible nemesis. They were a benevolent, peaceful race. A race far honorable then my own. And they were fighting and dying solely for the right to live in harmony in a world that belonged to them. 

I was going to accomplish my mission, this much I understood. But I told myself, despite what my superiors were expecting of me, I was going to at least try to give those Nali a fighting chance. I will not be late again, this won't be like Xidia. I am prepared. I will accomplish my mission. And I will take those bastards down and give that town back to those Nali freedom fighters. Or at the very least, I'll just kill as many Skaarj as I can. The more I take out, the less those Nali have to worry about. At the very least, killing those fuckers might make me feel a little better.

I hope Nali have good booze, they won't let me keep my stock on the ship anymore.

-Jones, out.

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Mission overview

1. Characters
2. Weapons and items
3. Opposition
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1. Characters:

Jones: You play as Jones, survivor of the Xidia Incident. Jones is in his early thirties and is a reluctant, yet masterful soldier. He has become a legend among USM for his flawless record for single man missions, and for his unmatched kill ratio. He is considered a space marine's Rambo, a one man bullet machine who is incapable of failing a given mission. The reality? Jones is a simple man at heart, he was traumatized by a horrible experience early in his military career and then went ahead and was selected for the Xidia Mission. The Xidia Incident was a catastrophic failure, and made Jones an instant war hero. Rather than collapse under the tremendous weight of a deadly  downward spiral into the booze bottle, coupled with a dangerous on-the-edge meeting with a nervous breakdown, Jones turn the tables on his inner demons and stuck with the basic training principles he learned in the barracks. This single, unchanging view of the world became his guide to survival. He has grown into a perfect soldier, so to speak. He fights because it is the only part of himself he is confident in, his ability to kill. Incidently, this makes him USM's most glorified single soldier in the entire division. 

The Bishop: The leader of the group of Nali rebels known as the Vandora Guard. He himself is a hero to any Nali who ever picked up a weapon and struck back at the Skaarj. In his younger days as a Nali slave in a mining outpost, the Bishop single handedly turned against his captors and killed 20 Skaarj warriors, freeing the entire mine. He is a Nali elder now, but remains the greatest Nali Warrior to ever walk Na Pali. He founded the Vandora Guard, a secret group of Nali rebels who fight the Skaarj all around the globe. Legends say that the Bishop was enducated in the art of combat by a rogue Skaarj warrior who he refers to as, " The Scarred One". In recent years, he has been regarded by both Skaarj and Nali as a myth. Shortly before Jones's deployment onto the Na Pali Haven, the Bishop brought nearly 80 of his Nali freedom fighters to the oppressed Nali town, and quickly defeated the small occupying force holding the town. Their victory was short lived, as the mountain outpost they planned to seize was locked down from the inside, tipped off by an unknown source. In the days and weeks that followed, a large force of Skaarj elite commandos known as the Blood Pack landed and began a war in the Nali haven. As Jones progresses on his mission, the identity of the Bishop and his purpose in the game unfolds in mysterious ways. At first glance, the Bishop appears to be a Nali savior, but does the Bishop's life as a war hero compare to Jones's own life in some way? And then, does the Bishop's fate remind Jones of an inner darkness he himself fears?

The Red Nemesis: The crimson skinned warriors in the Skaarj race dubbed as "The Praetorians" are a mysterious breed. In fact, the are considered myths, ghosts even. It wasn't until Jones's encounter with such a being in the Xidia Incident, did their existance ever be realized. The Red Nemesis are the first generation produced by a Skaarj Queen, and they posses the royal blood. Those Praetorian who rank in the top chain of the brood are known as "The Red Nemesis". It is the Red Nemesis who are selected to become Warlords, or Skaarj Generals. While the leadership role is given to the warlords as sole commanders, the Red Nemesis remain the most aggressive force in the Skaarj social order. In all of Na Pali, the Red Nemesis are the most feared beings, aside from the Earth-Shattering Titans that roam the lands. Since the crash of the Mothership several hundred years before Humans first crashed on Na Pali, the first generation Skaarj have mostly died out or hidden themselves deep in the secret Skaarj training grounds. The few Red Nemesis that remain on Na Pali are considered elders among their kind, and with the death of the Skaarj Queen, they remain the oldest of the occupying Skaarj on Na Pali. In Na Pali Redux, you have the horror of dealing with 3, count them, 3 Red Nemesis warriors. The Skaarj Blood pack is the elite of the elite, and the presence of 3 Red Nemesis gives USM the impression that holding this sky haven is among the top priorities of the Skaarj force dominating Na Pali. In order to accomplish your mission, you must eliminate all 3 of these red bastards.

Father Melnori: Melnori is a young Nali freedom fighter who began began his years of rebellion as a scout. He later became a resourceful field unit commander for the Nali Mountain fighters and later made the decision to follow the Bishop with the Vandora Guard. During the counter attack on the Na Pali Haven, Melnori heads a bunch of hand picked Nali to make scouting runs into the Skaarj occupied area of town. Luckily for Jones, Melnori is smart enough to leave helpful items behind for his friends, which incidently help your role in the game a great deal. You should try to return the favor later in the game and do your best to keep Melnori alive when you meet him, you may get an reward. 

Father Jarek: A strong Nali warrior who saved an injured human from the crash of the ISV-Kran. The grateful human taught Jarek English and explained to him how to operate human devices. The human left his care, but left Jarek a powerful rocket launching weapon as a gift. He is courageous and willing to lay down his life for his brethern. It was him who was the one who discovered the weapon known as "Vandora's Hammer" and understood it's design. 

The Betrayer: The one responsible for setting up the Vandora Guard and exposing them to an ambush attack by the Bloodpack. His identity is unknown but he is believed to be a Nali operative within the very own ranks of the Vandora Guard. As Jones, you can learn this turncoat's identity if you strive to get information from log entries written by Vandora warriors. Your mission does not require, or encourage you to intervene with the Nali predicament, although.... this Betrayer is sure to make contact with you at one point or another. 


2. Weapons & Items:

-USM weapons-

Dispersion Pistol: Required to all USM soldiers. It's weak defense value is not reassuring in combat, but it's regenerating energy supply gives you the comfort that you will never be without a weapon. Luckily for Jones, there are several attachment devices in Na Pali Haven that add commulative power enhancing properties to the weapon. If you find all the neccessary components, you can turn this pitifully weak stun weapon into a high powered death cannon of energized mayhem.

Obtained- At start

R6 Automag: This light weight, gas propelled handgun is Jones's prefered weapon for close encounters. The weapon can easily be carried two at a time with it's mere 1 pound of weight a pistol. Each clip loads 20 rounds capable of high velocity impact damage to soft targets. It's caliber strength does not fare to well with armored targets, and while Jones's aim is good, he may want to carry something with some more funk to it's character. 

Obtained- At start; can be picked up and used as a dual weapon

Combat Assault Rifle MK][ (CAR): USM's primary weapon for marines. Has gone through some revisions since it's introduction during Operation Talon Hunter. The MK][ is a wonder of efficient weaponary and pin point precision. You won't find a more reliable weapon anywhere else in the known galaxy. The weapon is light weight, and can carry 8 forty round clips of caseless rounds in it's ammunition slot, giving the weapon a remarkable 400 round constant availability until clips are exhausted and need to be reloaded. The rounds are high caliber, light armor piercing rounds and are designed for accuracy even during fast paced movement. To top the weapon off, it comes equiped with a pump action grenade launcher attachment capable of holding 15 rounds. The weapon can interchange between firing styles with a dead on balls response system, meaning the user can be their own cover fire. While Jones prefers the smaller, more up-close-and-personal approach to his sidearms, he has never taken a mission without a CARifle Mark ][. On a side note, a USM recovery craft was salvaged by a group of Vandora Guard prior to the Haven struggle, and many of the Nali freedom fighters carried this weapon. Also note, several crates of the salvaged weapons were stolen by the Skaarj, so beware any CARifles being wield by opposing Skaarj.

Obtained-At start

A42 Sniper Rifle: USM's base model for this weapon has been so popular, the design rights were bought by Liandri and used in their tournaments. The weapon is the ultimate stalker's tool. The most accurate weapon available to a USM scout. Single rounds can be fired miles away and still blow a target's head off. Jones turned down the  offer to carry the weapon on this mission but that is not to say that it cannot be used. Along with some other salvaged human weapons, a few Nali warriors use this weapon against the Skaarj, though more units are in Skaarj custody and used by Skaarj snipers to scope out the town from towers and other hiding spots. You'll need to equip yourself with this weapon at some point if you stand a positive chance of traversing some areas. 

Obtained- From Nali warriors and enemy Skaarj Snipers

-Na Pali Weapons-

Mining Tool: Since the first Nali uprising against the Skaarj, the benevolent warriors first struck back using mining weapons against their captors. The "Stinger" was one of the more popular tools of defense, but the small mining drill made use of a weak ammo supply (though plentiful). In efforts to increase their chances of survival, elite Nali weapon designers made adjustments to the Stinger's ammo supply. Originally, the weapon used depleted Tarydium shards as projectile ammunition. While the crystal projectiles were deadly enough to make deep flesh penetration, the shards themselves were devoid of any real power. So the Nali turned to a more dangerous ammo supply for the converted mining weapons. Using radiated Tarydium ore from their secret reserves,  The Vandora Guard created a lethal weapon. The new mining tool fires undepleted rounds, meaning the raw materials from the Tarydium ore used to make the ammo supply was unchanged from it's natural, extremely poisonous state. An individual shard penetrates as would a normal pellet, but the projectile instantly cauterizes the wound and poisons the target's blood stream with deadly, radioactive Tarydium particles. Organic matter decays from within due to such infectious stress, and even holding the ammo in bare hands can result in Tarydium sickness. Because of the rapid rate of fire and the alternate shotgun style burst shot, this weapon is hands down the Haven's most devastating weapon against organic targets. It doesn't pack any sort of explosive damage, and it requires a degree of accuracy to wield properly. The Nali use it since their confrontations with the Skaarj are usually face to face. This the Vandora Guard's primary weapon.

Obtained: Dead Vandora Guard troopers

Flak Cannon: The Series 5 Flechette cannon from Trident Technologies is possibly the most illegal widespread weapon in known space. In all it's 7 models, the weapon remains basically the same: A large, hydraulic cannon that fires shelled shrapenal rounds capable of blowing apart walls and pulverising organic matter on contact. First introduced in various colony wars, the weapon quickly became banned from conventional warfare and is now only found in Bloodsport tournaments or in the hands of pirates or other criminal weapon sydicates. Images of platoons who fell victim to Flechette wielding units are gut wrenching; limbs blown of, flesh burned away by hot flak, torsos exploded by point blank bursts, severed bodys crawling around with shredded organs dragging behind them. If the weapon doesn't kill you, you'll wish it had, because the pain resulting from a flak burst is probably one of the most painful experiences next to burning to death in jet fuel. Even mild richochet wounds can cause lethal injuries, and any contact with an exposed shard will leave scars for life. In Na Pali Haven,  only 2 flechette cannons exist, and you'll have to find them. The Series 5 fast rate of fire and destructive flak spread make this weapon the most reliable up-close Skaarj stopper. If you are lucky enough to nab one of these weapons, save them for when you really need to kill something fast. This weapon is so powerful, you can take down lesser Skaarj with a single, well aimed shot, and even make the Red Nemesis halt in his tracks.

Obtained: Unknown

ASMD ShockRifle: Since the introduction of humans on Na Pali, the traditional Skaarj weapons were obsolete by the speedy nature ebodied by the Terran tools of destruction. Salvaging numerous ship wreckages, the elite Skaarj Bloodpack uncovered a vast supply of the high priority energy rifles known as the ASMD Shockrifle. The weapon was the primary weapon used by current Inuit marines and is currently the primary weapon used by Skaarj commandos in the Bloodpack. A marvel of pinpoint laser accuracy and Tarydium nuclear energy, the Shockrifle uses entire shock cores of Tarydium power as ammunition. Primary fire delivers what can only be described as a light speed shock from God, the alternate mode emits a thick, slower moving projectile that has the potential energy of a flash energy distortion that can be triggered by contact with the primary energy stream. In addition to it's destructive power, the weapon charges hydrogen molecules and turns water into a instant Tarydium conductor. Firing this weapon into a puddle or pond results in everything within the substance's borders to be instantly shocked by Tarydium electric currents. Discharging the weapon underwater will result in the power core's total particle reversal, in which the user and anything within the water's reach to be instantly de-materialized. Aside from the weapon's problem with moisture, it is a very resourceful weapon. Remember the weapon's effect on water, it may work for you or against you.

Obtained: Skaarj Commandos

.50 Caliber Turret: Salavged from the UMS-BodegaBay wreckage, the Vandora Guard have setup many of these immobile units in the Sky town. While you cannot take the weapon with you because of it's bulk, you can use it to cut down entire hordes of Skaarj. In particular, the Skaarj Seekers.

Obtained: N/A


-Inventory-

Universal Translator: USM model Language decoder that allows you to decipher alien dialects. Also can pick up on speech, and allow you to translate what a alien creature is saying to you.

Flashlight: Guess what this does.

Nali Scuba Gear: Allows you to do long underwater swimming without having to come up for air. You'll need this to gain entry to Outpost 3J.

Fruit seeds: Fast growing plants act as your carryable health source. Plant them and cure yourself with the matured herb.


-Secret Bonus Awards-

(Only accessable by beating the game on certain difficulties)

Flak Cannon at Start: Beat the game on Easy and you can grab yourself a fully loaded Flak Cannon at the start of the map. Cool!

The Bishop's ASMD XL: Beat the game on Medium and you start with the Bishop's personal weapon of choice, the ASMD XL with 500 rounds. Primary fires a projectile blast similiar to the shock rifle, only the result is much more damaging. Alternate mode fires a projectile which causes an instant combo shockwave. Awesome!

To see the two uber secrets for beating the game on Hard and Unreal, you have to find out on your own:P



3. Opposition:

Skaarj Commando: The shocktrooper of the Skaarj Bloodpack is a fearsome opponent. Clad in full black armor and wielding the reliable Shock Rifle, taking on a single commando can get lethal if you underestimate their abilities. Since much of the bloodpack consists of these troopers, you will see alot of them. Their combat armor protects them against light firing weapons, so your dispersion pistol is more or less useless in a firefight. Their stealth armor has an internal cooling system which keeps the trooper's homeostasis in check during a fight and their helmets provide several different view options, such as infared. Their suit also provides a wrist mounted energy shield which deflects many forms of attack. They are excellent trackers and will almost always get the drop on you. If you find yourself in a particular area that seems abnormally quiet, be ready, because there is probably a Commando hunting you. Be warned, while most Commandos use the Shock Rifle, it should be noted that there is the occasional rifle wielding sniper lurking in the Haven.

Skaarj Lord: The only familiar class of Skaarj seen in this mission are the Skaarj Lords. Lords act like military platoon leaders. Encountering a Lord is rare, it is possible to complete your entire mission without seeing a single Lord. Lords stem from the Warrior branch of the Skaarj role categories, and unlike the armored, weapon reliant Commando, the Lord is a muscular, aggressive hand to hand flavored opponent. The warriors attack with ficious claws that retract from their hands, and they are faster than any Commando you will come across. They can get in your face and cut you up in seconds. While Commandos are taught how to be lethal with a weapon, a warrior such as the Lord is taught how to kill quickly with their bare essentials, and they are capable of severing every vital artery in their target in less then 3 seconds. If they are too far away from a target, they rely on wrist emitted energy projectiles, which stun smaller lifeforms and injure larger beings with repeated shots. If you encounter one of these Lords, your best chances of quick defeat are targetting the creatures head, and moving sidewase while firing. 

Skaarj Seeker: There is a lower ranking breed of warriors that exist for one purpose: search and destroy. A single Skaarj Seeker is a weak Skaarj indeed, raised to be light weight speed stalkers, a seeker is quick on it's feet and can jump extroadinary distances. Unfortunatly, they are physically weaker than most other Skaarj and can be taken down even with light weapons. The flip side? Skaarj Seekers always attack in packs. There is no such thing as one seeker. From the pupae stage they are brought up in groups and taught to work together in packs to seek out prey and rip targets to shreds. They take orders directly from the Red Nemesis and are sent into the shadows while the Commandos are sent to attack in the open. The Bloodpack's basic stragety is to  lead a primary attack with a Commando team and slip in a  Seeker team under the enemy's nose. Seeker packs usually come in groups of 12 and can attack seemingly from nowhere. They take exclusive routes to their targets, such as vents, pipes, or even dig their way in from the ground. Whenever you encounter a Seeker group, use rapid fire weapons and dispatch the ones closest to you. They may be weak, but those claws can still rip you apart.

Skaarj Special Forces: The Bloodpack's prize Trooper Elite. These hunters are rare, and are only deployed at the request of a Red Nemesis. Special Forces Troopers wear the same black armor as Commandos, only they have patches of red markings inked on to symbolize their superiority. Physically, they are comparable to a Skaarj Warrior, and their speed also matches the faster brood. Like Commandos, they rely primarily on weapons, but unlike Commandos they despise energy based weapons and do not stick to a uniform selection. Each Special Forces unit is unique to his own tastes. Some are snipers, others prefer more destructive weapons. Some even wield Nali mining tools for their close quarter reliant usage. Take them on as you would a Commando, but be sure you know what weapon they wield, for it changes their battle stragety completely. On lower difficulties, you will see less of these bastards due to their difficulty in taking them down.

Automated Turrets: Remote sentry units that lock onto the life signs of an organism not bearing the Skaarj DNA. They have been set up in numerous parts of the Haven and can only be taken out with well protected counter fire. These units are placed by Commandos  and usually are set in areas that have a tank nearby.

Skaarj Tanks: Used to move Commando units around for deployment. They are heavily shielded and can suddently crash into deserted area in a Commando surprise ambush. If you see a lone tank laying around, beware...it's crew may be close by.

Skaarj Bombers: In reality, there is a single Skaarj aircraft that does fly-bys over the Haven and bombs selected target zones. If you hear a load soar in the sky, prepare to take cover, a bombing run is sure to follow. Do not attempt to engage the aircraft by any means, your weapons will be out of range. Wait for it to land.

Red Nemesis: The leaders of the Bloodpack and and heirs to the Skaarj brood. There are three of these monstrosities in the Haven. Two of them are twins, hatched in the same pod, and command the Bloodpack from the safety of the Mountain Base. The Third commands the ground forces occupying the Haven itself, and moves alone in the town. The Red Nemesis are more dangerous than any other life form you will encounter in the Haven. They kill for the sake of killing, and will mark any target that threatens their control. If you are encounter one of these beasts, use the same tactics you would for a Lord or any other warrior, only do it faster. They can clear a battle zone in seconds and be in your face before you can react. Their blades are capable of instantly severing your head from your torso and torso from your legs. In order to be certain that the Bloodpack is incapacitated, you must slay all three of these bastards. They believe in a warrior's pride and honor and will only engage an enemy on One-on-One terms. Red Nemesis are never protected by their own kin, their lower ranking commandos and Lords never dare to approach them upright unless they are approached first. Beware the Third Red Nemesis, for he is the unbalanced equation. While the location of the other two are certain, his presence is merely felt. If you find yourself alone in a quiet area, in a place with no other Skaarj in sight...then get ready...because the Red Nemesis is right behind you.

The Betrayer: an unkown Nali warrior who betrayed his kin and helped the Bloodpack ambush the Vandora Guard. His identity is unknown, but you may have to cross paths with him, unless he is taken out by his own kin first. Be alert, his methods are devious and sneaky.

Special thanx:

Evolve: Beta testing, put the .bat files together for me
Waffnuffly: Beta testing, providing links
Eightball Maniac: Beta Testing
Houreneces: Beta Testing
Jeremy War: For original map base for this remix/conversion
========
Prophet, 2003










