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The Upper Plains stretch endlessly under Pandora’s twin suns, but amid the serene beauty of the Zeswa Clan’s territory, a dark storm is brewing. Colonel Harding’s forces have set their sights on the Zakru – the gentle, revered giants at the heart of Zeswa spirituality – and the Na’vi are ready to strike back. That’s where our protagonist steps in. Fresh from uncovering the grim fate of P’asuk alongside Minang, the hero becomes the crucial link between the Resistance and the Zeswa, tasked with leading a surgical assault on the Extractor Plant. The mission, titled Combined Forces, is a sprawling gauntlet of stealth, sabotage, and all-out combat. Let’s break down every phase so any player can guide this unlikely alliance to victory.

🔥 Zakru’s Promise & The War Council

After the emotional close of Call to Battle, the quest log updates and points toward Zakru’s Promise – a Na’vi camp nestled west of the Circle and directly north of the Weeping Steps, where floating islands drift lazily in the sky. The player’s first task is simple: navigate to the camp and locate the central red tent. Inside, Minang, Nasim, and Alma are already deep in discussion, their faces etched with urgency. The goal crystallizes quickly: find Harding’s Extractor Plant, slip inside, and tear it apart from the inside while the rest of the cavalry draws the enemy’s attention outside. The tent buzzes with the energy of a war council, and the hero leaves with a clear directive – fly west.

🦅 Locating the Extractor Plant & The Loading Bay

Mounting an Ikran turns the short journey west into a breathtaking glide over the plains. However, players who try to land directly inside the Plant will be greeted by a hail of anti-air fire – the RDA isn’t taking chances. The facility bristles with defenses that make a direct aerial approach suicidal. Instead, staying low and hugging the outer wall on the southeast side reveals a gap in the chain-link fence, a perfect covert entry point.

Sneaking past (or silently dispatching) the patrolling AMP suit reveals the Loading Bay, a cavernous hangar that swallows the outside light.

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This is the threshold to the real nightmare. Right upon entering, a lone mech stomps its routine patrol. Behind it waits the Gas Mine Elevator. Dropping down and crawling through a breakable vent leads into the murky underbelly of the facility – the Gas Mines proper.

☣️ Sabotaging the Injectors: A Toxic Ballet

The underground tunnel winds into a chamber crawling with a mech and three human gunmen. Once they’re dealt with, Teylan’s voice crackles over the radio with the next objective: sabotage the injectors in areas A, B, and C. Each injector room is choked with a sickly green fog that eats away at health the moment the hero inhales. To destroy an injector, one must brave the toxic cloud and locate an electrical panel bristling with exposed wiring – a sharp tug is all it takes, but staying alive is the tricky part.

There are two playstyles at this juncture. Speed demons can blitz through each room, holding their breath and tanking the damage while dodging bullets, then ripping out the cables in a frantic rush. More methodical players will prefer to clear each room of hostiles before holding the interact button on the panels. Whichever path is chosen, clearing Injector Area C triggers a door at the far end to groan open, revealing two guards and a tilted elevator shaft.

⬆️ Ascending to the Processing Area

From here, environmental navigation becomes the star. Looking right shows a climbable platform perched beside a gas tank. The hero leaps up, squeezes through another vent, and emerges in a room dominated by a tangle of yellow pipes.

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These pipes serve as improvised handholds, allowing the protagonist to scale the wall and break through yet another vent door. A lever at the end of this claustrophobic detour opens a canteen stocked with Spare Parts – a welcome sight – and signals that the Processing Area is just ahead.

💥 The Ambush: Bullets Rain Like Pandoran Monsoons

No sooner does the door slide open than the trap springs. A flood of AMP suits and RDA soldiers pours into the room, their muzzle flashes turning the corridor into a shooting gallery.

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The key to survival is immediate cover – a stack of crates works perfectly – and disciplined potshots. Enemies come in relentless waves, so ammo conservation is vital. The hero should pick off targets one by one, retreating to cover whenever shields crack. Once the last mech crumples, silence returns, and a door marked Processing Room B beckons. A short tunnel and a lever later, the next test begins.

🎯 Extraction Fluid Pipes: Six Shots to Chaos

Before charging through the newly opened door, activating Na’vi vision is a game-changer. The ceiling is lined with pipes, and six weak points glow like beacons. The mission now is to destroy all six. Each successful shot ruptures a pipe and belches poison gas into the room, creating a deadly race against time. The hero must line up shots quickly and accurately – using a bow or a well-aimed firearm – while holding their breath to avoid the spreading fumes. Once the last pipe bursts, a lower-level door slides open to Production.

🔒 Disabling the Lockdown: A High-Tech Headache

Inside the new corridor, disaster strikes: emergency shutters slam down, trapping the protagonist in a tunnel. This calls for SID, the trusty hacking device. Pull it out and scan for a red cable snaking from a panel near the shutter. The trail leads to a broken panel perched atop a stack of crates. A single arrow shatters it, allowing SID to interface with the shutter panel. A tense cutscene featuring Harding and Mercer plays, but the lockdown doesn’t fully lift yet.

The path continues to a control center, where a vent at the back leads to the Security Office. Hacking the computer there opens a door to a balcony – but below, an infuriating door cycles open and shut. The hero can’t slip through; instead, they must stand beside it and aim at the red fuse box on the far wall.

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A well-placed shot destroys the fuse box, finally breaking the lockdown. SID then gets one more workout on a terminal beside the exit shutter, and the hero returns to Processing.

🧪 Destroying the Chemical Mixers: A Toxic Finale

The chamber ahead houses four hulking Chemical Mixers, and turning them to scrap requires a two-step dance. For Mixers 1 and 2 (nearest the entrance), the hero must first shoot the four pipes feeding into their tanks. Then, a valve on the bridge between them must be manually activated to trigger the destruction. The process is identical for Mixers 3 and 4.

Complications? Two. First, sentry mechs patrol the area and should be neutralized before any sabotage can proceed comfortably. Second, each destroyed mixer vomits a fresh cloud of toxic gas, and by the time the fourth is down, visibility drops to nearly zero. The hero must rely on instinct and sprint for the exit on the chamber’s flank, which leads into a control room.

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After dispatching a handful of guards, SID hacks the main computer to scrub the poisonous air. With the chamber breathable again, the hero returns to find four pressure-release valves in the center of the floor, each periodically spitting jets of flame. Firing down the barrel of each valve destroys them in quick succession, ending the threat for good.

🌿 Exiting the Extractor Plant & The Return Home

A lower-level shutter yawns open, revealing a convenient open vent. The hero crawls through, finds a vertical shaft, and uses familiar yellow pipes to break the descent. Crouching through a final series of vents brings the protagonist back to the Pandoran wilderness – the plant now a smoking ruin behind them. Fast traveling directly to Zakru’s Promise wraps up the mission’s final steps.

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At the camp, Alma waits by the cooking station, a tired but satisfied smile on her face. A brief conversation with her is followed by a talk with the Zeswa Clan sisters inside the tent, and the Combined Forces quest officially concludes. The RDA’s stranglehold on the Upper Plains is loosened, and the bond between the Resistance and the Zeswa grows stronger – a victory carved out of poison, fire, and sheer determination.