The Singularity

**The Singularity** is the fourth and longest section of Chapter 4 where you have to make your way through a horde of mobs to the Wormhole Engines.

## Walkthrough

You will first spawn in a large, open area with a massive army of Varkem Soldiers in front of you, and you will have to fight your way forward. However, you will be assisted by Battle Drones, Bomber Drones, a Celestipede, and some Phaser Turrets, including four that are constantly hovering above a randomly-chosen player.

The main objective here is to keep moving forward. At some points you will encounter a Varkem Mech, which has to be defeated in order to open up the way forward. Some Varkem Elite Soldiers can also be encountered, however defeating them is optional.

Once you defeat the third mech, you will then enter an arena where you will face one of two bosses. Which boss you fight depends on whether you fought Utgy or Narelle in The Central Spire. If you fought Narelle, you will fight Lieutenants Dundoo and Lunloo. If you fought Utgy, you will fight Sergeant Marys. Both boss fights start upon reaching the other end of the arena.

### Boss Fight - Lieutenants Dundoo and Lunloo

If you fight the lieutenants, the door at the back of the arena will be closed and requires a key card to open, which they are carrying.

Phase 1

You fight both of them at the same time. Dundoo focusses on ranged weapons while Lunloo is more into melee weapons. They have the following loadouts:

Dundoo:

* Plasma Rapid Blaster when a player is closer than 8 blocks.
* Fusion Energy Launcher when no players are within 8 blocks but a player is within 8-16 blocks.
* Varkem Commando Phaser when no players are within 16 blocks.

Lunloo:

* Randomly switches between a Varkem Energy Blade and Extreme Beam when a player is closer than 8 blocks.
* Lightning Bolt when no players are within 8 blocks.

Phase 2

Once their combined health falls below 75%, this phase starts.

They will take turns riding their Hover Scooters. One of the lieutenants will always be on the ground while the other hovers in a circular fashion around the outside of the arena.

The lieutenant on the ground is always shielded and cannot take damage, meaning you will need to focus on damaging both of their Hover Scooters. They use the same weapons as they did in Phase 1.

A lieutenant, when in a Hover Scooter, will use two types of attacks before switching with the other.

Dundoo’s Hover Scooter:

* His first attack is that he will shoot several exploding rockets forward.
* His second attack is he will summon a line of red Warning Indicators that then explode.

Lunloo’s Hover Scooter:

* His first attack is that he will shoot spreads of three phasers at a time.
* His second attack is that he will spawn a sky-laser similar to what the Varkem Mechs summoned.

Phase 3

Upon destroying one of the Hover Scooters, the other will stay in their Hover Scooter permanently. They will still use the same attacks as Phase 2, except they can now use both of their attacks at once.

Phase 4

Once destroying the other Hover Scooter, the lieutenants go back to fighting you on the ground at the same time. They use the same weapon loadouts as Phase 1 but they have some additional abilities which they alternate between.

Dundoo:

* Places down Varkem Force Fields and Antimatter Orbs in a deadly combo when at least 8 blocks from the player.
* Throws multiple Black Hole Grenades upwards that then land around the player. He throws more grenades the lower health he is on.

Lunloo:

* Uses a Shockwave Gauntlet which when slamming shoots out eight green phasers in all directions. He will make multiple slams in a row.
* Emits four beams in a + formation from his feet that constantly rotate around him and damage the player.

When you defeat one of them, the other will reveal he has the key-card (it doesn’t matter which one you defeat first), so you have to defeat him too. Once you do this, pick up the Key Card and use it on the slot at the back of the arena to open the door.

### Boss Fight - Sergeant Marys (aka The Reaper):

If you fight Marys, the door at the back of the arena will have a glass field pop up when you approach it, leading to her ambushing you.

Phase 1

In Phase 1, she alternates between teleporting between sniping positions that surround the arena or fighting directly head on with the player in the arena itself.

She will use three sniper abilities before switching to fighting in the arena, then three close-ranged abilities before switching to sniping, and so on.

When sniping, she will teleport to a random sniping position every 15 seconds and switch to a different ability.

* She can lock on with a green laser-line, then shoot a red sniper blast that deals massive damage. It is a similar attack that Narelle uses, but attacks much quicker.
* She can shoot several horizontal spreads of seven green phasers.
* She can unleash an array of green blasts along the floor, which come from either the left or right-hand side of the arena. They have gaps in-between where the player can dodge in.

After teleporting three times she switches to fighting on the arena floor.

While on the floor she uses a Plasma Rapid Blaster that has the Punch II enchantment. She can pick from the following abilities randomly. Once she has used three abilities she will switch back to sniping.

* She can pillar up using lime stained glass blocks, and then shoot down from them.
* She can emit an antigravity pulse that sends you and herself flying upwards.
* She can unleash an array of blasts like how she can when sniping, except the blasts go perpendicular compared to the one during the sniping phase (i.e. from the entrance or the exit instead of the sniping pillars)

Phase 2

Phase 2 begins when Marys falls below 66% health, and the biggest change is that she begins to create lots of illusions. Each of her illusions have a very low amount of health.

She uses the same abilities as in Phase 1, however some work differently to take the added illusions into account.

When sniping, an illusion will spawn at every sniping position.

* The lock-on ability gets used by every illusion. Each individual illusion will aim at the closest player to them.
* Instead of the real one shooting a spread of phasers, all of the illusions will shoot one phaser at a time.
* The array of green blasts works the same as before.

While on the floor, she will be accompanied by many illusions, 11 new ones spawning each time she uses an ability. They can all shoot at the player with Plasma Rapid Blasters, having Punch I enchantments.

* All illusions will pillar up using the lime stained glass.
* The antigravity pulse still happens as normal, affecting everyone.
* The green blast array also still happens as normal.

Phase 3

Phase 3 begins when Marys falls below 33% health.

This phase works differently. The player is inflicted with erratic amounts of blindness, and Marys constantly stays on the arena. She also is constantly spawning new batches of illusions without a limit to how many can be summoned.

The following abilities can happen:

* The pillaring up ability can still happen as normal
* So can the antigravity pulse.
* The green blast array can also happen, however the shots criss-cross in two directions at once (an x and z direction), making it more difficult to dodge. This is the only time when the player doesn’t have blindness at all. However, Marys and all her illusions will be absent during this phase so the player can focus on dodging the bullet hell.
* A new ability is that three randomly-chosen illusions will place down a force field.
* Another ability is that the player gets randomly teleported somewhere else on the arena to try to disorient them.
* The last ability is that nothing happens. A small mercy.

Once Sergeant Marys is defeated, the blocked doorway opens.

Beyond the doorway, a Link Teleporter will take the player to the next area, which are some small hangars where Varkem Soldiers are stepping onto teleporter pads to teleport across to the Celestial. You have to use Black Hole Grenades to destroy all nine teleporter pads. There are twelve in total, however three are being held by Battle Drones and cannot be destroyed. These teleporters will summon Battle Drones to help you fight.

Some Link Teleporters also summon Varkem Soldiers. These have a high chance of dropping Black Hole Grenades upon being killed.

Once the player has destroyed all nine teleporter pads, they can step on one of the Link Teleporters that the Varkems have been spawning from to teleport to the next area, which is a large tower area.

In this area, the player has to make their way through a maze of bridges that span between several towers. At a few points the player will need to rocket-jump off of Jump-Pads to climb upwards. There are three Power Blocks hidden in this area which have to be taken to a tube entrance.

It’s honestly hard to describe the exact location of the Power Blocks given the nature of this area, so you’re on your own. Good luck!

Once you have found all three Power Blocks, you can enter the tube area. In this area you have to fight your way through some tunnels inside some of the green energy tubes, however you will also need to place a Magnetic Hovercraft to float between some of them. Despite constantly flying between tubes and altitude changes, the path is fairly linear unlike the tower area, so it shouldn’t be too hard to navigate.

Once you get through the tube area, you will come onto a long bridge in a vast, dark area that eventually leads to a massive circular green gate. At the foot of the gate are some Varkem Soldiers guarding it.

At this point the story can slightly diverge. Earlier in the story (shortly after fighting Utgy or Narelle), you would have been presented with the choice of being a spy for the Varkem Forces. If you chose to be a spy, these soldiers will be friendly and let you enter the gate. If you are not a spy, you have to defeat the soldiers and then find all four Power Blocks in order to activate the gate. They can each be found at the ends of the curved paths to the left, right, going up and down.

## Mobs

  Varkem Mech | Three of them spawn in the first area of the Singularity

## Equipment

Nothing new, except for the Key-Card that Lieutenant Dundoo or Lunloo drop.

## Recommendations

This entire section involves fighting Varkem Soldiers in a variety of new situations. In the first area you have to fight a massive army of them with the assistance of various drones. Support weapons like the Nebula Orb, Big Brain, Sky Laser Beacon and Sweeping Laser Turret are very effective in this section. The Magnetic Repulsor and Gravity Gauntlet’s right-click abilities can deal large amounts of damage to groups of soldiers at once.

Rapid Blasters are your best choice for your main weapon. Melee weapons can be used, however it is best that you avoid too much melee damage where possible. The Cosmic Commando Phaser can be useful for quickly defeating Varkem Soldiers and Commandos that are some distance away. The Pigstep Subwoofer can be useful if there are a lot of soldiers in a line. The Quantum Energy Launcher can also deal large damage to a group of soldiers close together.

In the tower and tube area, or if fighting near the edge in the first area, the Pusher Beam or Magnetic Repulsor’s knockback can be used to knock enemies off, quickly taking them out of the battle. This tactic can allow you to speed through the tower area easily. Varkem Commandos are immune to knockback however, but the Cosmic Commando Phaser can deal with them in just a few shots.

The Varkem Mechs are, for the most part, not too difficult to deal with. Rapid Blasters and the Cosmic Commando Phaser can take them down quickly in combination with the Celestipede’s attacks. They are immune to the Big Brain, Orbs and the Sweeping Laser Turret, however the Sky Laser Beacon will deal damage to it.

Melee weapons can also be used on the first one, though you will need to be wary of its attacks, especially the sky-laser, as that will quickly kill you if you stand in the same general location for too long. The second and third mechs move around, so melee weapons won’t be as effective.

Rapid Blasters are most effective against Lieutenants Dundoo and Lunloo, especially since their Piercing or Multishot nature (depending on which one you use) means you can hit them both at once if you line up your shots right. Melee weapons can also be effective, especially the Magnetic Repulsor if you can slam them both at once, and the Gravity Gauntlet can levitate them into the air. This will stop Lunloo from attacking you, though Dundoo can still attack in mid-air. You should also set up whatever support summon weapons that you have in order to deal some extra damage here and there.

When attacking their Hover Scooters, Rapid Blasters are again the recommended weapon of choice because of their scooters’ small hitbox. The Varkem Rocket Cannon can home in, but it may get distracted by the lieutenant on the ground so be careful where you aim.

In Phase 4 it is recommended that you stay as far from both Dundoo and Lunloo as you can, as their special abilities are very dangerous up-close.

As for Sergeant Marys, when she is sniping, Rapid Blasters are most effective, especially in Phase 2 as you can quickly shoot at each of the illusions to find out which one is real (whichever one doesn’t die immediately upon being shot). When she is fighting up-close, both melee weapons and Rapid Blasters are effective. The Absolute Zero or Frost Thrower are good for quickly clearing out her illusions or for hitting her when she uses her levitation ability. Support summon weapons are also good for dealing with illusions.

Marys’s green array blasts each cover exactly 2 blocks and leave a gap of 2 blocks in-between. After one array passes, the next array will cover where the gap previously was, meaning moving sideways by 2 blocks will allow you to dodge it.