How to clear The Old Quarry and beat Doctor Jalanta
"Footprints enter the old quarry, but they do not exit." An abandoned Water Shipper quarry on the outskirts of the Polar Sink, entered from the overland map; your ornithopter is unavailable inside. Deep within is Doctor Jalanta's lab: she grows experiment subjects and, as her own records reveal, feeds on them. The key to the fight is not letting her eat.
Route
The quarry is bigger and more tangled than the testing stations: a huge labyrinth, two arenas, optional rooms behind coloured doors. No timed consoles; buttons open the doors.
- Entrance and the deep pit. The descent and the first room with a pair of buttons.
- First arena. 3 waves: 10 enemies solo, 16 for two, 21 for three, 26 for four. Nearby, a blue door leads to an optional room with a document.
- Round room. A rare container.
- Labyrinth. An 80 × 80 m hall. Behind the green door is the fan room with a rare container.
- The Slums. The second arena, almost all experiment subjects: 21 solo, 30 for two, 38 for three, 47 for four. Then the research rooms with a rare container.
- Boss. A respawn point and the pentashield door. The arena is round, about 50 m across.
- After the boss. A blood door to the north leads to the room with the ultra-rare container, where the last body for the contract lies, and then the exit.
The contract runs through the whole quarry: find Salvez, Parvati and Andrei, go deeper and disable the signal jammer, then find Levi, Gabe and Myrna. Myrna is in the room past the boss, so the contract can't be finished without the kill. Reward: 8,000 Solaris and 1,250 Landsraad points.
Boss: Doctor Jalanta
Jalanta herself isn't the toughest (base health 37,911, the same as Takulki in station 152), but her subjects are endless and she can heal on them. The fight is won by whoever watches the crowd.
An elite version of the Drillshot FK7: 3 powerful shots, then a 5 s reload, reaching up to 66 m. Every hit hurts: take cover while her magazine is full, hit her during the reload.
Once every 50 / 40 / 30 / 20 s (for 1–4 players) she raises experiment subjects from the floor, more each phase, up to 25 alive. Up close they only have a knife, but when they can't reach you they throw rocks, and a rock goes straight through your shield. Rock damage grows with level: about 300 at level 20, about 1,200 per throw at level 40. At high levels one rock can knock you down and a second can kill. Don't stand in the open away from the crowd; use cover.
Below 90% health, about once a minute she calls subjects: they walk up to her, kneel, and she eats them one after another. Every subject eaten heals her by 2.4–6% of her health solo and up to 14% for four. Kill the ones walking to her — that cancels the heal.
Every 30 s she enrages nearby subjects: they hit noticeably harder in melee. When it gets crowded around her, she leaps away on suspensors and keeps shooting.
Boss arena: three phases
At each threshold (66 and 33%) her health is set exactly to it, Jalanta is immune for 4–5 seconds, and the subjects she had called to feed die. After each threshold the waves and the number of subjects she calls to eat grow.
Above 90% health there's no feeding: burn this part fast. Keep the subjects at a distance, but your main damage still goes into her.
As soon as subjects head to her and kneel, switch to them. Every one you miss is several percent of her health back.
The subjects' rocks are most dangerous here: the waves are the biggest, and a throw goes through shields. With four players she can heal almost fully in one feeding. Split the roles: someone hits Jalanta, someone shoots the subjects heading to her. When she dies, the remaining subjects go berserk: finish them before going for the loot.
Watch the ones walking to her, not her. While you break the feedings, the fight moves forward. Miss them, and the fight drags on while the subjects keep multiplying.
Challenge levels
The quarry uses the same difficulty rules as the testing stations: until your faction rank reaches 20, the highest level equals your rank. The feeding heal grows up to level 20 and stays the same after.
| Level | Boss health solo | Four players | Heal per subject solo |
|---|---|---|---|
| 1 | 2,369 | 4,739 | 2.4% |
| 3 | 9,478 | 18,956 | 3.6% |
| 10 | 22,747 | 45,493 | 5.4% |
| 20 | 56,867 | 113,733 | 6% |
| 30 | 175,338 | 350,677 | 6% |
| 40 | 222,727 | 445,454 | 6% |
| 60 | 317,505 | 635,009 | 6% |
| 100 | 507,060 | 1,014,119 | 6% |
As in the stations, loot quality only grows up to level 40.
Rewards
The boss drops nothing; everything is in the ultra-rare container past her. The big difference of the quarry: almost every schematic comes from its own set (about 98% of rolls), 13 items with equal chances and no level limit. Plus augment schematics, including new ones.
- Phantom Whisper Helm
- Phantom Whisper Chestpiece
- Combat Exoskeleton Chestpiece
- Eel's Tooth
- Leech's Maw
- Serpent's Fang
- Prescient Edge
- Branding Blade
- The Angry Adder
- Hell-Fury Pistol
- The Hateful Barker
- Spitting Cobra
- Blind Fury
Numbers come from the game data: the boss's abilities, her phases, the difficulty curves. They may change with game updates. Found a mistake or know a trick? Write to support and we'll add it with credit.