Unreal Creatures




Baby Cow

Health 40

It is a small animal raised by their parents, the Nali Cows, as their young. The Baby Cow is a harmless animal often found in Nali farms, usually accompanied by their parents. They make higher-pitched mooing than the standard Cows, and can be seen lumbering along on their two legs. When startled or attacked, their mooing becomes louder. They do not attack the player, even when they are directly attacked. Instead, the animals panic and randomly run around.

Behemoth

Health 500
Melee damage 35
Projectile damage 30

Behemoths are the strongest and largest of the Brute class, and can be recognized easily by its full set of blue armor.

BiterFishSchool

Melee damage Bite (2

The Biterfish are small fish found in the waters of Na Pali in Unreal. They can cause a minor amount of damage by biting the player. They mostly rely on attacking the player in an entire school, as the Biterfish are rarely found in small numbers. On Easy mode, Biterfish are simply ambient creatures that cannot attack the player. The bNonAggressive attribute when true will make the fish ignore the player. BiterFishSchools have a fishcolor attribute. 0 to 6 makes all the fish in the school the same color, while a value larger than 6 gives them a random mix of colors.

Bloblet

Bloblets are native to Na Pali. Two groups of them were captured and studied inside the ISV-Kran by Russian scientist Tatiana Zimna, who classified them as highly acidic creatures with an incredibly complex genetic structure.

Brute

Health 340
Weapon Two arm-mounted guns
Melee damage 20
Projectile damage 30

Brutes are giant creatures used by the Skaarj. They use handheld missile launchers, holding one in each hand. At long range, a Brute fires its missiles in 3 different ways: one is to fire them one after the other, another way for is to hold a single missile launcher "gangsta-style" and fire it rapidly, and the third for them to use the missile launchers is to rear up and fire the guns at extremely high speed.

Brutes are stronger than Lesser Brutes and weaker than Behemoths, but have more in common with Behemoths. They wield stronger rocket launchers than the Lesser Brutes, dealing more damage. They also maneuver slightly slower and wear more armor. Not only does this improve their health (Brutes have roughly twice as much health as Lesser Brutes), but it also makes them more resistant to explosions.

The bTurret attribute when true will make the Brute stay in place and just fire at the player.

Carcasses

You can add permanent creature and player carcasses (they are a subclass of decoration). If a creature has multiple deathanimations animations, you can select the death pose by changing AnimSequence in the Display properties.

Carcass management note: Carcasses are destroyed more quickly in zones that already have reached their limit of carcasses. In less cluttered zones, carcasses will never disappear or change forms before your eyes.

The MaxCarcasses attribute of zones sets the limit for "uncluttered" carcasses in a zone. The default is now 3, which should be optimal for most situations.

Cave Manta

Health 50
Melee damage Sting 15, Whip 15

The Cave Manta is a different race of the Manta with a white-colored skin. They are weaker than the regular Manta, but often attack in schools to make up for their weakness.

Devilfish

Health 70
Melee damage Bite 15, Rip 25

The Devilfish is small, aggressive fish. Its thin, long body with its dark-gray skin somewhat resembles a plant or a branch. It always swims with its mouth open, and is always on the hunt for prey. Devilfish can be found in most lakes and rivers on Na Pali.

A devilfish does not use any tactics when approaching its prey. It will rush towards the prey, ignoring everything else in its surroundings, until it gets close enough to bite or rip the prey. Its attacks don't deal a great amount of damage though. Their swift movement (and direct approach) underwater and their numbers (devilfish usually live in groups) are what make them dangerous.

Fly

Health 30
Melee damage 15

These creatures have the shape of oversized dragonflies, with the tail of a scorpion, and roam small areas of Na Pali. Natives of the planet, they are aggressive against anyone but have difficulties advancing to other locations in the presence of other flying creatures such as Mantas.

The tactics used by the Fly to attack its prey are simple. They fly towards their prey as fast as possible, (ignoring all incoming attacks), and use the sting found on their tail's tip to attack. They are slow and weak, but capable of ambushing the enemy when it least expects it. When they aren't attacking, they'll just roam their area by flying or crawling.

Gasbag

Health 200
Melee damage 40
Projectile damage 30

The Gasbag is an alien species, either a native creature from the planet Na Pali or possibly artificially created through bio-engineering by the Skaarj race. Due to the places in which it appears, it is more plausible that it is native. It's round in shape, has two arms and several black eyes on the forehead. It floats around and moves through air. It's a common enemy in Unreal and Unreal Mission Pack: Return to Na Pali, where it's generally found in rocky terrain or stone buildings

Giant Gasbag

Health 600
Melee damage 40-65
Projectile damage 40

The Giant Gasbag is a mini-boss in Unreal's single-player campaign. It appears only once in the game, at the top of the Nali Castle. As the name indicates, the Giant Gasbag is much larger than the regular Gasbag, at approximately three times the size. Its health, punch, pound, and projectile damage are also 2-3 times greater.

When in a fight, the Giant Gasbag will spawn up to 2 regular Gasbags for assistance. When one of these Gasbags dies, the Giant Gasbag will spawn another to take its place. Although these Gasbags are meant to help the Giant Gasbag, they will often fight each other when left alone (resulting in the Giant Gasbag killing the regular Gasbag).

Horsefly

An insect native to the planet Na Pali in Unreal. They are harmless and cannot be harmed by the player. The Horsefly can either be found in a swarm preset into the map by bodies of water (which is the basis for map appearances for this creature) or will appear over corpses of dead creatures (not preset) if the corpses have been rotting for a length of time. They often can be heard buzzing and flying around a specific location.

Ice Skaarj

Health 210
Melee damage 14-30
Projectile damage 8

They are alternate versions of normal Skaarj Warriors, possessing a blue skin and wearing a gray armor suit. They are the only blue type of Skaarj, and their strength lies in between that of a Skaarj Warrior and a Skaarj Berserker. They have the same capabilities as your average Skaarj Warrior, but can pack quite a wallop with those said capabilities. Nonetheless, caution is advised around the Ice Skaarj.

Ice Skaarj have an immunity to the Frozen damage type (in Unreal, this is caused only by Nitrogen pools).

Krall

Health 135
Weapon Concussion staff (melee and projectile)
Melee damage Pound 20, Strike 20, Spear 30
Projectile damage 15

They are a brown, lizard-like species with large spikes that are more primitive and feral than humans. Their home planet is unknown. They were used by the Skaarj, and then by the Necris, for the pacification of newly conquered planets such as Na Pali.

It is a testament to their fighting skills that the Skaarj use them as warriors rather than slaves. The Krall social structure is too fragmented for them to become a major force on a large scale, but as individual fighters, they are truly formidable.

The Krall has a special set of animations accessible through the attribute bDicePlayer. Krall using these animations should be teamed with several other Krall and closely arranged in a circle. The bSleeping attribute will make a Krall play a sleeping animation and be very un-alert while waiting.

Aside from the standard Krall, there is a more powerful variant called the Krall Elite.

Krall Elite

Health 200
Weapon Concussion staff (melee and projectile)
Melee damage Pound 28, Strike 28, Spear 38
Projectile damage 15

The Krall Elite is a more powerful version of the standard Krall. They can be distinguished from the other Krall by their blue markings instead of red markings. The Elites are stronger fighters and are better at dodging enemy fire. They are equipped with more powerful concussion staffs and can use their staffs to knock the player back. Much like the standard Krall, after losing their legs in combat, the Krall Elite will crawl towards their enemy on their hands while still firing energy bolts.

Lesser Brute

Health 180
Melee damage 14
Projectile damage 21

They are the first real enemy Prisoner 849 encounters on the planet Na Pali. This beast has yellow shoulder pads, pants, and ammo clips covering their brown skin. They are very powerful aliens armed with dual rocket launchers. The Lesser Brute attempts to fire these hand launchers when at far to medium range. As the Lesser Brute gets closer, it attempts to charge the player and whack the player with one of the guns. The Lesser Brute's weakness is that it doesn't have much of a defense to balance with its offense. As it walks or charges straight at the player, it is an easy target to fire upon. The Lesser Brute also does not have a large amount of health, as it is fairly unarmored and can be taken down rather quickly, even with an Automag or a Dispersion Pistol.

Lesser Brutes are perhaps genetic experiments created by the Skaarj, as they were said to be engineered by the superior alien race. They are made to be enforcers and to slaughter those who go against the Skaarj rule of Na Pali.

Of the three classes of Brutes, the Lesser Brute is the smallest (only one head taller than the player), and it wears the least amount of armor, wearing not much more than shoulder pads and ammo around its arms/chest. It uses different (and less harmful) rocket launchers than the other brutes, and it's not resistant to any kind of damage (due to its lack of armor). It has one small advantage over the other Brutes though, as it is slightly quicker than the others.

Manta

Health 78
Melee damage Sting 20, Whip 20

Mantas are flying reptiles found on the planet of Na Pali. Mantas have large red eyes and are green in coloration. The Manta gets its name from the Terran manta ray due to similar 'wings' that they flap to move swiftly. Another similarity is their long tails. However, the Manta has a stinger, unlike the manta rays of Earth. The Manta uses this stinger as their only form of attack, and they rely on their speed to get close enough to use it effectively. After a successful hit, they will circle their target before planning their next strike.

Mercenary

Health 180
Weapon Forearm-mounted machine gun/missile launcher
Melee damage 20
Projectile Damage Rocket launcher: 30, Machine gun: 6

They are sentient beings which are mostly found in technologically advanced areas and factories. They first appear in Terraniux. They are 6 feet tall on average and weigh 250 lbs. Prisoner 849 encountered them for the first time inside the Terraniux, a ship of the mercenaries which crash landed on the planet near Harobed Village. Some of them were captured by the Skaarj and brought inside the Mothership Lab.

It is possible that mercenaries compete with the Skaarj empire in their quest to extract tarydium on Na Pali. What they have in common is their disdain for the Nali - the natives from the Noork's Elbow village were found slaughtered by the mercenary forces.

Mercenary soldiers are the most common of the Mercenary ranks. They wear brown armor, have purplish-lavender eyes (although it is possible that the lavender color is due to goggles) and have a machine gun/missile launcher mounted on their fore-arms. They are usually found talking in groups in/around the Terraniux and UMS Prometheus ships.

Mercenaries are equipped with a small machine gun (which fires a few shots in rapid sequence) and a small rocket launcher. They can also activate a temporary shield which protects their whole body from any damage, much like the Shield Belt.

As with most creatures, some Mercenaries are stronger than others. The main difference is the time needed to charge their shields. However, in The Darkening (inside the Skaarj Mothership, after Prisoner 849 destroyed the ship's main power source), 2 exceptionally strong Mercenaries appear (one Elite mercenary, and one regular) in one of the ship's rooms. The health of the regular one is 320 and the Elite's health is 390, and they can be distinguished from normal Mercenaries by their taller and more muscular appearance

The mercenary has several special sets of idle animations accessible through the following attributes - bButtonPusher, bTalker, and bSquatter. If one of these attributes is set true, then these animations will play whenever the mercenary is stopped (waiting, or stopped on patrol, etc.). Note that for bTalker and bSquatter, the mercenary should be talking to teammates (so that the conversation will be synchronized).

bHasInvulnerableShield, bCanFireWhileInvulnerable, and invulnerableCharge are parameters which can be used to adjust the Mercenary's invulnerability capabilities.

Mercenary Elite

Health 180
Weapon Forearm-mounted machine gun/missile launcher
Melee damage 25
Projectile Damage Rocket launcher: 30, Machine gun: 8

A variant of the Mercenary, they are one of the toughest foes in Unreal. They wear blue body armor and have blue eyes (though it is possible the blue color is due to goggles). Their size is the same as regular Mercenaries, as well as their weapons and their damage, and they're found in the same places as regular Mercenaries. There is one particularly strong Elite Mercenary, found in The Darkening, as described above.

Unlike regular Mercenaries, Elite Mercenaries can fire their weapons while using the invulnerability shield. They will also use their shields more often than regular Mercenaries. The rest of their strategies and arsenal remains the same. The best way of fighting them is to take cover when they activate their shield, and then attack with a weapon like the Flak Cannon between shield periods.

Nali

Health 40
Weapon Limited telekinetic ability

The Nali are a primitive race native to the planet Na Pali, as well as its former rulers. The Nali are deeply religious and spiritual and can often be found in heavy prayer. Sometimes their prayers are answered with the ability to teleport (however their ability is limited) or to open solid walls. They also are extremely timid, afraid of anyone who might attempt to harm their benevolent race. Due to this, the Nali will get frightened by the player if they use their guns near them, thus making their timid behavior a heavy downside.

The Nali have constructed numerous wondrous monuments such as temples and shrines to their Gods. The Nali believe that the Skaarj are demons cast down by angry gods to punish them for something they had done. Many Nali have been enslaved by the Skaarj to work in the Rrajigar Mine to mine for Tarydium. As their religion forbids the use of violence the Nali could not resist being under Skaarj rule and were left to pray for their freedom. The Skaarj forbids the Nali to leave Rrajigar Mines, so the Nali were also placed under constant guard to prevent them from merely teleporting away to a safe haven.

Eventually, the Nali believed that their prayers would be answered and that they would be forgiven for their crimes. A chosen one would descend from the skies and free the Nali from their imprisonment. It has been assumed that Prisoner 849 was the chosen one; however, the Skaarj occupation on the planet of Na Pali didn't end as the player only killed off a couple colonies. Perhaps the chosen one had yet to come, or maybe the Nali's hopes were too high and their prayers were destined to be ignored.

A Nali with orders "Guarding" will play his praying animations. A Nali with orders "Ambushing" will play his meditating animation. The bNeverbow attribute should only be used with Nali who have a homebase (and only in well tested situations). When enabled, the Nali will not stop and bow while retreating.

Nali Birds

Health 17

Although birds are flockpawns, they are added individually. They have several different selectable behaviours. By default, they will fly around randomly in an area whose size is determined by their CircleRadius attribute. Note that this area should be relatively free of obstructions, as birds are not smart. If bCircle is set, they will soar around a circle with radius CircleRadius. If GoalTag is set, they will not move until triggered, and then quickly fly to their GoalActor. Birds are now unlit by default. If you want a bird to show off cool light/shadows, then set its bUnlit property to false. Birds that you don't see no longer cost anything. However, be sure not to use birds in big open areas where they can be seen from far away, as the full cost of rendering their mesh still exists, even if they are smaller than a pixel.

Nali Cow

Health 60

The Cow is a harmless animal often found in the Nali's farms. They can be heard mooing and seen lumbering along on their two legs. When startled or attacked, their mooing becomes louder.

They are comparable to cows found on Earth, mostly because of their mooing. It is likely that the Nali utilize them as working animals. Though the cows may be reared for meat and leather, the peaceful nature of the Nali makes this unlikely. The lack of a visible udder indicates the cows are not used for their milk.

In Unreal, Nali Cows are peaceful animals that appear as adults and smaller calves. They will never attack the player regardless of whether they are being attacked. Instead, they resort to running.

Nali Priest

Health 40

Nali Priests are Nalis that act the same as basic Nalis do, with the exception of having the ability to teleport more often. They also differ in appearance; priests have more tattoos which are more brightly colored than the regular Nalis.

Nali Rabbit

Health 4

They are about the same height as the player's knees. Nali Rabbits often can be heard squeaking or seen hopping around the landscape on their two legs, which serve as the only limbs they have. The Nali Rabbit is extremely weak, being able to be gibbed simply by having a player walk over them.

Pupae

Health 65
Melee damage Bite 10, Lunge 20

The Pupae are the Skaarj offspring, borne by the Skaarj Queen. At this point in their life cycle, Skaarj are quadrupedal, have a green skin, and somewhat resemble Earth's spiders. They have mandibles that later turn into the adult Skaarj's tusks. Pupae's presence can often be detected by the distinctive sound they make.

Each pupa is approximately 6 feet long and at least a foot tall, which are insect-like and the similarity to its adult form are the tusks and its general face-shape. Because they are newborns, they are very weak, they can be easily killed by even a Level 1 Dispersion Pistol (though it is highly unlikely that you have a Level 1 Dispersion Pistol by the time you first meet them.), and it is very hard for a Pupa to kill you.

The Skaarj life cycle can be compared to that of Earth's honey bees. Either the name "pupa" was chosen poorly for what is actually a larva, or the Skaarj life cycle works differently from that of Earth's animals.

Pupae attack the player by lunging at the player and stabbing them with their long front legs. They can also bite and grab hold of your legs, with a bone-crunching and salivating sound! This can momentarily immobilise you, which is particularly dangerous if you are fighting other monsters at the same time! Although Pupae normally crawl, they will resort to hopping to approach a distant target. This, in combination with their small size, can make it a little tricky to hit a Pupa. However, due to their limited health and damage output, Pupae only pose a small threat, except when they attack in swarms.

Queen

Health 3000
Melee damage 50-80
Projectile damage 16

The Queen is one of the most important figures in Skaarj society and so far the only known female of that race. Its role is the propagation of its species. The Skaarj Queen was probably the first Skaarj creature to have entered Na Pali.

She is over 20 feet tall, and has 2 fully-developed arms and legs, much like other Skaarj classes. Her legs are quite different and appear to be avian in structure, allowing her to move faster than the player. The Queen also has two less developed secondary legs, which she uses to keep her balance and to stab her prey (explaining the blood stains). When walking, these limbs examine the surface in front of her feet, similar to how insects use their antennas to get a sense of their surroundings. The Queen uses these limbs as an extension to her eyes, as her eye height of roughly 19 feet limits her view on the surface underneath/near her feet.

The Queen seems rather peaceful, as her main occupations are meditating and looking after her Pupae. Interestingly enough, she won't hesitate to send her Pupae into battle when she is approached by danger. When her Pupae die, she will simply call in for more. And of course, being the top-class in the Skaarj hierarchy, she is more than capable of defending her hive.

Her main weapon is a series of projectiles coming from her 8 breasts. These are the same projectiles as the Skaarj Warriors use, with the exception that they move faster. The projectile damage of 16hp may not seem much, but if the player is hit by all 8 projectiles, it will sum up to a total of 128. She will also use up to 5 of her Pupae to fight the prey. When one is killed, the Queen will belch out a ground-shaking scream. Many believe that the Queen screams out of anger that her Pupae was killed, but it is actually a scream to call new Pupae to the hive to take the killed Pupae's place

Skaarj Assassin

Health 220
Melee damage 14-30
Projectile Damage 9

A more disciplined Skaarj Warrior, Assassins are yellow in color, and wear a full-body armor suit that has a slight blueish hue. They are smarter and have faster reactions than a typical warrior. They remain fairly rare until late in the game, and can be hard to distinguish from Lords. Their armor allows them to take more damage than a typical Warrior. As tough foes, Assassins are commonly mistaken for Lords. If the player assumes a Skaarj Lord to be an Assassin, he or she will be in trouble as Assassins are a bit more aggressive (and as a direct result easier to attack) than the rather more tactical Skaarj Lords. This is especially true in the Core Generator of the Mothership, in which about 20-30 (depending on difficulty) Skaarj Assassins are led by 5-7 (again depending on difficulty) Skaarj Lords.

Skaarj Beserker

Health 320
Melee damage 20-40
Projectile Damage 8

These terrifying Skaarj stand as the tallest and largest of all standard Skaarj classes. They are similar in color to a Scout, but more pronounced, bearing a deeper red-brown chest and darker scales, as well as the same armor loadout, but the similarities effectively end there. Berserkers are semi-rare and are usually presented as specific encounters, as opposed to regular enemies.

While most Skaarj will fight with a degree of tactical care, Skaarj Berserkers will attack nearly anything in sight, and will close in on their target as swiftly as possible. Their large size allows them to take and dish out significantly more damage than regular Skaarj, and allows them greater speed, making them extremely hard to evade. The Berserker's extreme aggressiveness can be used against it, as two Berserkers will almost automatically engage each other, which can allow the player to either slip away, wait it out and pick off the victor, or ambush the two with heavy firepower while they're distracted. Other than Berserkers, these can attack any type of enemies around, with the sole exception of Pupae, unless these ones are bothered.

Skaarj Gunner

Health 170
Weapon Eightball
Melee damage Clae 10, Lunge 20, Spin 15
Projectile Damage 85-100

A startling cyan in coloration, and wearing slightly less coverage in terms of armor, the Skaarj Gunner is a heavier-set Trooper class that typically wields a deadly Eightball rocket/grenade launcher, making them a significant threat, especially in close quarters. Luckily, they are not an overly common enemy.

Skaarj Infantry

Health 170
Weapon Stinger
Melee damage Clae 10, Lunge 20, Spin 15
Projectile Damage 85-100

Skaarj Infantry look exactly like Skaarj Troopers, but carry Stingers rather than Dispersion Pistols, making them significantly more deadly opponents. They follow the same tactics and should be dealt with in roughly the same way, keeping in mind that they tend to carry more deadly weaponry than Troopers.

Skaarj Lord

Health 320
Melee damage 20-35
Projectile Damage 12

The Skaarj Lords are one of the highest classes of the Skaarj's forces, and while most other Skaarj were sent out to claim/defend towns and facilities on Na Pali's surface, the Skaarj Lords were used to guard the Mothership itself.

At first glance, the Skaarj Lord looks like an Assassin, but larger, bolder, and darker. A Lord's armor loses the Assassin's blue hue in favor of a more black look, but their slightly larger size and more tactical attack strategies, as well as their increased health, will be the primary distinguishing factors. They are similar in power to the Berserkers, except are more intelligent and won't kill everything that they see.

Skaarj Officer

Health 200
Weapon Razorjack
Melee damage Clae 10, Lunge 20, Spin 15
Projectile Damage 30

Comparable to a Skaarj Lord in size, the Skaarj Officer wears a full-body armor suit sporting a bright light-blue and reddish coloration. The few areas where its scales are exposed reveal its yellow hue.

Officers are the strongest and most aggressive of the Trooper class, and by default, carry a Razorjack, though they can also be found with Rifles and other weapons.

Sometimes Officers are found wearing the cyan-blue armor of the Gunners and Snipers. In those cases, their larger size should give them away.

Skaarj Scout

Health 180
Melee damage 14-30
Projectile Damage 8

The Scout is the weakest of the Warrior-class Skaarj, having the least amount of health. For this reason, they are the best type of Skaarj for an inexperienced player to practice on to understand how the Warrior class fights. They are the first type of Skaarj encountered in the campaign. The player first meets one when they get locked into a hallway in the Rrajigar Mine. Killing them is rather easy, as long as they have a hitscan weapon such as the Automag.

The Skaarj Scout has a yellow-green skin and is covered by a red suit of armor. They have various small grey pieces of armor such as a crotch pad, anklets, wristbands, and thigh bands.

Skaarj Sniper

Health 140
Weapon Rifle
Melee damage Clae 10, Lunge 20, Spin 15
Projectile Damage 45

Appearing very rarely, the deadly Skaarj Sniper carries a Rifle by default, but can also be seen wielding a GES Bio Rifle. They appear as thinner Gunners, and are the weakest of all Skaarj classes.

Skaarj Trooper

Health 140
Weapon Dispersion Pistol
Melee damage Clae 10, Lunge 20, Spin 15
Projectile Damage 15

Skaarj Troopers are artificial Skaarj, they carry Dispersion Pistols. Size-wise, Troopers are roughly on par with a Scout (7.5-8 feet) but are yellow in color, and wear light gray/white armor consisting of shoulder pads, knee-height boots with knee-pads, a pointed helmet, bracers, a light chest-plate, and a belt with crotch plate.

Skaarj Warrior

Health 210
Melee damage 14-30
Projectile Damage 9

They are a Warrior-class Skaarj which are the most common enemies encountered by the prisoner while escaping from Na Pali. The Skaarj Warrior is a green lizard-like being with Raziks on their wrists, colored a light green with a gray chest and no apparent armor. They are the standard Skaarj, having a fair amount of health, speed, and damage.

The Warrior species is stronger than the Scouts, and tends to be a little more aggressive. They appear to be about 7'10" tall at the top of the head, not counting the trademark dreadlocks.

Slith

Health 210
Weapon Claws, Acid Spit
Melee damage 25
Projectile Damage 40

The Slith are an amphibious serpent-like creatures that are said to be cousins to the Skaarj. Upon seeing the player, they begin to spit acid at him/her. At close range, they slither toward the player and briefly attempt to swipe at the player.

They are green, serpent-like creatures that can slither around on land and swim very fast under water. They can spit acidic saliva or use their claws to attack their enemies. According to the Unreal manual, they are 12 feet long and weigh 385 lbs on average.

Evolving from the same parent species, the Slith are the Skaarj's amphibian "cousins", and they fight alongside them on Na Pali, most commonly throughout the temple of Chizra. In here, the Slith are said to be serpents summoned by Chizra to put the Nali to the test, but in reality they are invaders like the Skaarj. These serpents are also seen swimming around the toxic pools of Terraniux and Foundry Tarydium Plant.

Stone Titan

Health 1800
Melee Damage Punch 80, Slap 85
Projecile Damage 300

Stone Titans are a rarer subspecies of the Titan found on Na Pali, which have grey, stone skin, and greater endurance to weapon fire. They have the same abilities of a regular Titan, but are stronger.

Tentacle

Health 50
Weapon Thorn
Melee damage 0

The Tentacle is a creature native to the planet of Na Pali. It consists of a base that is usually found connected to a ceiling and three tentacles protruding from the base. At the center of the three tentacles is a red mouth to consume any prey it manages to kill or capture. The back of the base holds a great number of suckers to allow it to stay attached to a ceiling. The Tentacle attempts to ambush its prey by remaining dormant until a creature gets within its firing range. While dormant it keeps its tentacles furled towards the base in an attempt to blend in with the natural environment of the planet. They also attempt to hide in darker corners or just after the entrance to a larger room so they will not be easily noticed.

The Tentacle makes a growl when it is ready to attack its prey and rapidly unfurls, leaving the three tentacles hanging from the base. The left and right tentacles flap around helplessly while the central tentacle fires small thorns at its prey. If the creature gets too close it can attempt to use the tentacle to whack the prey back so it can begin firing upon it once more. The thorns are very slow and can be easily dodged, while the Tentacle itself does not have much health and can be killed in a couple shots. It thus relies on the element of surprise to injure the player or anything else that treads in its path.

When killed, the Tentacle's suckers releases its grip from the ceiling and the base drops to the ground with the rest of the body. The releasing of the suckers is extremely audible while being mixed in with the sounds of the creature's death. Sometimes it will leap towards the player while dying, causing a slight shock factor to unsuspecting players.

Titan

Health 1800
Weapon Hurled Rocks, Powerful Arms
Melee damage 80-85
Projecile Damage 300

Titans are huge semi-sentient creatures that are indigenous to Na Pali. The basic Titan is a mixture of brown-orange and grey-white with red eyes. It is ten meters in height, it weighs from 15-16 tons and can be usually found in rocky areas. The Titan is aggressive to other lifeforms due to their sheer size and mass. There also exists a rarer species known as the Stone Titan, which has grey skin and a greater endurance to weapon fire. Titans are one of the deadliest enemies in the game, and due to their great mass, they should be defeated quickly.

The Titan has four main attack types: it throws a large boulder(s) at its opponent, smacks its opponent at close range, punches its opponent at close range, and stomps on the ground, knocking its opponent into the air.

Warlord

Health 1100
Weapon Rocket
Melee damage 40
Projecile Damage 60

The Warlord is at the top of the militaristic side of the Skaarj presence on Na Pali. The WarLord towers over even a Skaarj Berserker, wears a full-body armor suit with a dark green and black color scheme, wields a large, heat-seeking missile launcher, and possesses the ability to fly with a pair of large, bat-like wings on his back.

The WarLord is as agile in the air as other Skaarj are on the ground, avoiding incoming fire and dodging out of the line of fire of instant-hit weapons before you even fire at him. His missiles do significant damage, and their ability to track the player makes them a formidable attack. Up close, the WarLord will bash the player with his launcher, a surprisingly clumsy seeming attack from such an agile race. When getting lower on health, the Warlord will also teleport away to regain its health.



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