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DreamWalkers-BeyondTheWall-0.7.34 icon

BeyondTheWall

Custom underground boss arena with charged eye laser, harder ordered-bell battle, animated retreat and safe surface return.

Date uploaded 3 days ago
Version 0.7.34
Download link DreamWalkers-BeyondTheWall-0.7.34.zip
Downloads 40
Dependency string DreamWalkers-BeyondTheWall-0.7.34

This mod requires the following mods to function

BepInEx-BepInExPack_IL2CPP-6.0.755 icon
BepInEx-BepInExPack_IL2CPP

BepInEx pack for IL2CPP x64 Unity games. Preconfigured and ready to use.

Preferred version: 6.0.755

README

Beyond The Wall

Private build 0.7.34 for Big Walk.

Beyond The Wall adds mysterious figures, shared encounters and a boss battle against the One Beyond the Wall. The final fight takes place in the Sunken Observatory, a custom underground arena.

Installation and multiplayer

Requires BepInExPack IL2CPP 6.0.755. Close Big Walk before replacing mod files. Keep only one active BeyondTheWall DLL and keep the included audio files alongside it. Preserve BeyondTheWall.progress.txt when updating.

All players participating in the custom encounters should install 0.7.34. This build uses sync protocol 6. Unmodded players do not see the custom boss or its effects; installing it on one PC does not install it for friends. Encounter leadership is selected among participating clients.

Controls

  • 6: open or close the debug menu.
  • 1 / 2 while the menu is open: request White One / Black One spawns.
  • E: ring the currently exposed bell when nearby. Holding E does not repeatedly ring it.
  • Enter or the respawn button: request respawn after the death sequence.

The debug menu also provides spawning pause, entity cleanup and reset controls. Shared controls depend on encounter leadership.

Starting the boss battle

Approach the selected dry clearing beyond the wall, toward the big ball. The trigger checks proximity to that entrance: within 45 metres horizontally and 12 metres vertically. Crossing the wall alone does not start the battle. NoClip can trigger entry, but it still disables normal collisions; turn it off for normal combat.

When the arena is ready, participating players are moved into the Sunken Observatory, approximately 300 metres below the surface entrance. It has a continuous floor, enclosing walls, a ceiling and three bell positions. If terrain preparation is unavailable, startup retries. Bell placement does not independently prevent the boss from spawning.

Fighting and ringing the bells

Dodge the marked attacks, then approach the exposed bell and press E during recovery. Only the next bell in order works, within 3.2 metres. Its glow is visible through scenery, and the HUD shows its number and distance.

Normal attack cycles last 5.2 seconds. The first bell becomes eligible at cycle 2; each subsequent bell requires at least three more cycles after the previous ring. Missing an opening means waiting for a later eligible recovery window. The third bell starts the finale; it does not immediately remove the barrier.

The regular attack set includes a slam, arm sweep, expanding shockwave, Sky Rupture, rising shard rows, Shard Rain, Sky Tear and Weaving Barrage. Ground warnings indicate damaging areas. The weaving portal follows its target at a bounded speed, while other attack locations lock before impact so players can move away.

Final laser and ending

After the third bell, the boss roars and charges for two seconds, then fires its eye laser for 5.5 seconds. The beam follows a target position delayed by 0.85 seconds and is clipped by solid scenery. Keep moving to dodge it. The charge guide itself does not damage players.

After recovery, the boss makes an angry gesture, turns and accelerates away through an exit rift. The progression barrier opens when retreat begins. The boss survives. The screen then displays TO BE CONTINUED on black for five seconds before normal vision returns and participants return to checked surface positions.

Battle music loops quietly and fades during retreat. Voice-chat volume is unchanged. Attack effects are hidden on retreat; the exit rift hides when the boss disappears. Reset and disconnect clean up owned effects and temporary player changes.

Death and recovery

Caught players disintegrate into drifting binary fragments. The affected player freezes individually; the whole lobby does not freeze. After the death sequence, request a respawn near the arena. Respawns use checked standing space and grant eight seconds of protection.

Below-floor recovery is local to the affected participant. Surface return checks nearby alternatives if a destination is blocked. If no checked return position is available, the return remains pending instead of placing the player at an unchecked location.

Latest fixes included

  • 0.7.34: leadership changes preserve attack and bell timing; laser damage and rendering use the same combat-body pose.
  • 0.7.33: the exit rift clears after departure; zero-length beams do not damage players; delayed-beam and ordered-bell rules received additional offline checks.
  • 0.7.32: upgraded charged-laser effects, harder bell pacing, staged rage and accelerating retreat.
  • Earlier arena fixes remain included: collision-layer preparation retries, player contact overrides, temporary ground-mask restoration, below-floor recovery, bell visibility and safe return placement.

Verification status

The 0.7.34 build and offline boss, networking and capture checks passed. Numerical checks cover sampled laser dodges and bell progression. These checks do not establish live rendering quality, collision behavior or multiplayer latency. Big Walk was not launched for this update or the README correction.