MARSHLANDS

 

Levels by Justin

 

Authorized walkthrough by Phil Lambeth

 

 

Level 1: MARSHLANDS

 

You begin at the entrance of an apparently deserted military compound.  Your time and location are noted as "Guantanamo, 2004."  It's late at night, and the crickets are chirping.  To your right and left are fenced-off areas.  Head forward and angle slightly to your right past a pool of stagnant water.  Go up the steps and enter the nearest building.  Search the cabinet to your right for some flares.  Exit and head SW between the two trees.  Go down the steps and kick the door open.  Make a hairpin turn to the left and pull down the wall switch to open a door elsewhere.

 

Exit the bunker and turn left.  Lara's attention will be diverted upward, but since that's for later just continue W through the ankle-deep water until you reach a building to your left. Continue past it and alert a dog that will come charging at you from ahead.  Kill it, then turn left just in front of that rock arch to find an opening in the S rock face. There's a small room guarded by a mummy.  It won't come out after you, but you can't kill it either.  However, you do need to enter the room to pick up the LASER SIGHT in the near right corner.  Expect to suffer loss of health in accomplishing this task.

 

Exit quickly and go back E to the previous building on your right.  (The building you may have seen in the distance W is for later.) Kick open the door and enter.  Go into the room to your left and spook a worker.  When you kill him, he leaves behind the DESERT EAGLE for you.  You can go around the glass enclosure S and push two buttons that give you screen shots of a glass-enclosed switch and another worker, but nothing else appears to happen.  Go over to the W room that has a muddy pond, and walk onto the apex of the triangular rock.  Take a standing jump and grab N, then shimmy around the corner to your left and pull up into the passage.  Go to the S end, combine your desert eagle and laser sight, and shoot the red dot on the fuse box through the slit in the wall. 

 

An alarm sounds.  Go back down and find that the S door is now open.  Go down the steps and pull back the crate.  Go around it to pick up the RESEARCH LAB ID.  Exit this building and turn right to return to the area where you began this level. When you get back, turn to your right in front of the fenced-in area and you'll find a little rock alley along the S wall.  Follow it into a swampy area populated by giant mushrooms.  Splash along S past several trees until you encounter a crocodile slithering toward you from your right.  Kill it, then turn left at the point where you first saw the croc and you should see a small building E. 

 

Approach the building and find an open door to your right. Enter the building and stop when Lara's attention is drawn to the fuse box in the far wall.  Draw your combined desert eagle and laser sight, and shoot the red dot from where you're standing.  Doing so prevents the door beyond the glass barrier from opening as you step further into the room, and you won't have to deal with the aggravation of another mummy.  Enter the N alcove and push the button there to open the door across the room in the S wall.  Go there and search the cabinet for the FACILITIES ID. 

 

Leave this building and return to the swamp.  Turn left and keep to your left as you pass several more trees and come to a clearing where the camera angle changes.  Continue forward to a flooded bunker and jump into the water at the entrance.  You'll attract the attention of a hungry fish, so swim quickly past it around to your right and loop around to the left until you reach a place where you can pull out.  Try to kill the fish if you have the patience, then use the Research Lab ID in the N receptacle to open the adjacent door.  Run forward and turn the wheel in the far wall before the mummy can inflict too much damage.  A cut scene shows a trap door opening elsewhere.  Quickly reverse roll and beat a hasty retreat from the mummy and the fish (if you weren't able to kill it), and exit this building.

 

When you return to the swamp proper, keep working your way left and you'll first come to an area to which access is barred by a closed door and a button protected by a glass cover.  Keep going along the swamp to your left and you'll next come to another area where a button is protected by a glass cover.  However, this is also where you lowered the trap door, so locate the hole and jump in.  There's another fish in here, so quickly swim along the steps until you're able to wade out to safety.  Don't bother waiting for the fish so you can shoot it;  it's already lost interest in you.  Until you jump back into the water, that is.  Go first into the room to your left.  Turn the wheel in the W alcove and you'll hear the sound of a nearby door opening.  Go across to the opposite room and use the Facilities ID to open the door.  Go inside and shoot the dog, then loop around to the right and search the cabinet for more flares.  Now pull down all three switches in the W wall.  Two of them power up different parts of the compound, and the third one lifts the glass cover protecting that button near the lowered trapdoor.

 

Leave this building, avoiding the fish, and push the now unprotected button outside.  The door next to you lifts open silently, so enter and shoot the dog that runs forth to attack you.  Search the dual cabinets in the N wall for shotgun ammo and uzi ammo (two stashes each), then enter the bathroom opposite the steam blower and pick up the uzi ammo.  As you leave this room and camera control is restored, you may see a vent just above the doorway, but save that for later. Continue W past the steam blower, turn right at the crates and kill the worker in the next room.  Turn left in front of the flame blower and enter the control room.  Grab the uzi ammo NW and go over to the S end of this room.  One of the crates is movable (crate #1), so push it forward twice, allowing access to a new area.

 

Go around S and locate another movable crate (crate #2).  Push it forward twice to create a new path.  Crate #2 is now blocking a switch you need to get to, so loop around to your left and locate a third movable crate (crate #3).  Pull it back once, then go around to crate #1 and push it E three times.  Turn to your right and push crate #3 S once, then go all the way around and push crate #3 E once (blocking the entrance to the next room, where there's nothing of interest anyway).  This clears a path for you to pull crate #2 away from the SW alcove so you can pull down the wall switch there to open a nearby door.

 

Reverse roll and exit the crate room.  Turn right and go past the flame blowers, then make a hairpin turn to the right and find the door you just opened.  Go inside and push the button to lift a steel door outside.  Exit and go around the crate to your right to find the new area.  Enter and locate another movable crate to your right.  Pull it back once, then run all the way around to your left through the crate room and push it once E.  Run back around to your right and pull it back twice along the conveyor belt.  Go around to the left side and pull it once.  Then pull and push it all the way N so that it blocks the flame blower.  This turns off the flames in the adjacent passage as well, so go there and into the next room for the BLUE BATTERY. 

 

Return to the bathroom SE, turn around just inside the doorway and jump up to grab the vent.  Pull up, and you'll find that this duct system is large enough to walk around in.  Follow N and pull up to your right.  Step forward and pull up to a still higher area, then pull up even higher SE.  Step forward and hop down into a new room where you'll find a ZIP line.  Save your game here, because you get only one chance.  Grab the ZIP line and ride it down a short distance.  Release so that you drop down onto the steel column, where you pick up a large medi-pack and the SHOTGUN.  (SECRET #1 is registered here, but I didn't hear the tell-tale chime.) 

 

Safety drop to the ground and head S to the lookout tower.  The glass cover has been raised, so push the button to open the door beside you.  Enter and kill the crocodile, then proceed W and enter the room to your right.  Pick up the uzi ammo in the corner, then exit and push the button outside to gain access to the main building.  Turn the wheel to stop an overhead steam blower, then turn left and kick open the SW door.  Walk up to the left glass pane, hop back once and turn around.  Take a back flip to the slope and jump off to grab the ledge.  Pull up and walk forward.  You now have access to the ladder, so take a running jump and grab it.  Climb up two rungs and take a rolling back flip to grab the higher ledge.  Pull up and stand in front of the N wall switch.  Save your game here in preparation for a timed run.  Pull the switch, reverse roll while hitting the look key to kill the cut scene, run to the ledge and safety drop to the floor below, reverse roll and sprint to the open door N before it closes.

 

Push the timed button in the next room to raise a ledge in the entrance room outside.  Reverse roll, exit this room and run to the ladder in the S wall.  Jump up to grab it, climb up three rungs, back flip to the raised ledge and quickly side flip to your left before it drops.  Follow the vent down to a crawl space.  Turn around and drop down into a small room.  Search the cabinet for the YELLOW BATTERY, then pull back up into the vent and return to the opening that overlooks the entrance room.  Either safety drop to the floor or jump to the ladder and climb down.  You can open the W door and use the facilities if you like, but there's nothing of interest in the bathroom.  Exit this building and go between the tall pillars outside.  The camera angle will change, but you can climb a ladder to your left to the upper deck, where the camera angle changes again.  Locate the large medi-pack and climb back down the ladder.

 

Return to the place where you began this level by following the swamp around to your right.  When you get there, loop around to your left until you reach the place where Lara's attention is diverted upward.  Step forward to the bright light W, sidestep to your left and take a slightly angled standing jump and grab to the rock ledge.  Pull up, turn right and step back.  Take a slightly angled standing jump N to reach the higher ledge.  Walk around to the other end and take a standing banana jump NW, swerving to your left so that you land on a sloped but stable ledge.  Pull up W to the higher ledge and run forward.  Push the button beneath the raised glass cover to open the door to your left.  Enter and kill the worker, then go down the stairs to the S opening.  Use the monkey bars to swing over to the column, drop down and use the ZIP line to reach the top of the next column.  (If you go too far before releasing, you'll drop into some barbed wire and die.)  Take a running jump NW and grab the ladder.  Climb up a bit, shift left and drop down into the upper passage.  Place the two batteries in the W wall receptacles to lower the glass cover.  Pull down the wall switch to power up another section of the compound and lower a trap door behind you.

 

Pull up N into the vent and slide down the other side.  You drop down into a room you visited earlier, where you hear the friendly sounds of a mummy.  Exit N and turn left.  Run all the way to the W end and push the button beneath the raised glass cover.  The door to your right opens, so go inside but stop before you reach the grated flooring in front of the entrance.  Use your combined desert eagle and laser sight to shoot the red dot in the fuse box you can see past the narrow opening to the left of the door.  If you step on the grated floor by mistake, an alarm will sound and the door will slam shut.  You can still exit by pushing the button in the NW alcove to raise the door above you, but you have to hop back, turn to your right and jump up at just the right spot to grab the ledge, shimmy to your left and pull up into the opening before the timed door closes, but it's much easier simply to disable the alarm.   Enter the building and you'll be taken to the next level.

 

Level 2: BASE AT GUANTANAMO BAY

 

Step forward and open the door.  Go to your right into the next room and turn around to shoot the advancing dog.  Push the button to lift a gate elsewhere, then turn to your left and pull down the wall switch to lift another gate.  Go to the lopsided crate, face E and jump up to pull down the trap door.  Turn around and pull up W into the vent.  Follow the passage and shoot the N grate to reveal a side passage.  Go there and find a floor trap door to lift up.  Drop down into the computer room and go to the NE corner for SECRET #2.  Pick up the UZIS and some uzi ammo for your trouble, then go back and pull up into the vent.  Go back the way you came and turn right at the intersection.  Drop down into another computer area and locate the SECURITY PASS.  There's a trap door in the middle of the floor, but it has to be opened from below.  Use the triangular rock to jump back to the vent, pull up and follow E.  Drop down into the previous room with the lopsided crate and exit to the S end.  Turn around and hop back to grab the edge (watch out for the barbed wire below) and shimmy to your left until Lara's feet find a ladder.  Climb up to the top, release and grab immediately, using the crouch key, to pull up into the crawl space.  Follow the crawl space until you're able to drop down onto a bridge of sorts.  Safety drop to the floor and ignore for the moment the receptacle in the S wall.

 

Head W into the mess hall and go across to the ramp leading upward.  Go up the ramp.  The first door opens when you get close, but there's nothing to do in there.  Continue along the upper ledge, and the door at the end opens when you approach it.  Go inside and shoot the SAS stationed to your right. Head S into the control room and push the radar screen once E (right into the console).  The trap door beneath it falls open, so drop down and locate a wall switch that turns off the stove in the kitchen.  Go back up and return to the upper ledge.  Run down the ramp (again ignoring the glass doors that open for you) and open the door in the SW corner when you reach the bottom.  Shoot the dog and the SAS, and pick up the shotgun ammo dropped by the SAS.  The bathroom on the right has some desert eagle ammo for you.  Exit this room, go E through the mess hall and find the receptacle just beyond that crate in the hallway.  Use your Security Pass to lift the steel door to your right.

 

Go inside and kill a dog and an SAS.  You can open the door at the end of the ledge on your right, but it leads to the same place.  Pick up the uzi ammo dropped by the SAS, then go into the small SW room and pull up N into the vent.  Follow around the corner and dogleg to your right around the steel obstruction.  When you reach the S opening, hop down to the lower ledge and turn around to find the button in the wall.  Save your game for a brief but difficult timed run.  When you push the button you open a door high up in the W west.  You need to jump to the chain, climb up while turning to your right, back flip onto the ledge and jump forward and through the doorway before the door slams shut.  However, you don't have room on the ledge to reverse roll and take a running jump to the chain, and taking a standing jump doesn't give you sufficient time to make the climb.  Here's the way I did it: Sidestep once after pushing the button, reverse roll and make a slight adjustment so you can take a running jump straight to the chain, climb up three rungs, quickly turn to your right, back flip to the ledge and jump forward just in time to beat the closing door. 

 

Pull down the wall switch in the next room to open a door elsewhere.  Exit and go out to the E edge.  Take a running jump slightly SE, using grab so you'll land safely in an alcove where you can pick up the desert eagle ammo.  Take a standing jump NW up to the small ledge, then turn to face NE and shoot the grate high up in the wall.  Jump over the N railing to land on the ledge with the timed button.  Pull up into the N opening and face the opening you just created.  Take a standing jump and grab the ladder just beneath it.  Climb up into SECRET #3 and claim another SHOTGUN as well as a large medi-pack.  Climb back down to the ledge and exit this area N.  Use the square hole beneath the steel obstruction to lower Lara onto the now-safe kitchen stove.  Go N, vault over the steaming pans and take the TUNNELS KEY from the table to your left.  (You need to be facing S with your back against the wall.)  Open the SE door if you like, then push the button in the N alcove to open the door to the mess hall.  Before proceeding, however, go back around to where you dropped down onto the stove.  Push the button in the SW passage to open the door to your left.  Vault up onto the ledge ahead and shoot the grate.  Pull up S and follow the vent until you reach a floor opening.  Drop down onto a ledge, and from there to the floor.  There's a floor lever in the SE corner that's protected by flames.

 

Go N into the next room and the steel door ahead lifts as you approach it.  In the next room to your left is the door that you opened after conquering the previous timed run.  Go there and find a cramped room SW with a wall switch and a button.  Pulling the switch moves the crate down the conveyor belt in the previous room.  Pushing the button opens a door elsewhere.  Go back out to the room S where you saw the crate and the conveyor belt.  Push the crate S and into the next room.  When you push it onto the tile next to the floor lever, the flames are turned off so that you can push the lever.  When you do so, a door is opened elsewhere.  Go back N past the conveyor belt, turn right in front of the bathrooms (the door you just opened is in the control room to your left) and return to the mess hall.

 

Use the Tunnels Key in the receptacle in the N wall to open the door to your left.  Go inside and shoot two grates in succession.  Run through the vent (ignoring for now the opening on your right) and into the interlocking passage system below.  Turn left, and when you reach the intersection you need to deal with two SAS, one coming from your right and the other from your left.  At the N and S ends of these passages are two buttons that initiate another timed run.  There's a ladder in the W wall of the S passage, but it's blocked by a trap door so ignore it for now.  However, do shoot the grate to the left of the ladder before beginning the timed run.  Stand in front of the N button and save your game.  Push the bottom to open a steel grate, reverse roll and sprint to the S end, push the button there, reverse roll and dash into the nearby W opening and into the passage beyond before the first timed gate slams shut.  Bear to your right and into the NW opening before the second gate closes.  Shoot the grate at the other end of the vent and step down into a new set of interconnected passages.

 

Go down N and shoot two dogs and an SAS that come out to challenge you.  Pick up the grenade gun ammo dropped by the SAS, then turn right and go to the E end for a large medi-pack.  Reverse roll and return to the intersection, turn left and look for a grate in the wall to your left (before the next intersection) that you can shoot.  Do so, and also the one beyond it.  Enter and take the CONTROL ROOM PASS from the NE corner, then shoot the next grate E and enter the vent.  The door at the other end opens as you approach it.  Run out into the first set of passages and make a right turn, a left turn and another right turn to get back to the mess hall.  Go up the ramp, past the glass doors that insist on opening for you, and along the rail-enclosed ledge to the W doorway.  The door to the right just inside is now open, so enter and find the YELLOW SECURITY KEY on the floor.

 

Exit this room and climb the ladder straight ahead.  Back flip near the top to an upper ledge and use the Control Room Pass in the nearby receptacle to open the NE door.  Enter the control room and push the button to lower a trap door down below (reverse roll during the cut scene and you can see Lara moving at the top of your screen).  Exit, climb back down the ladder, head E to the ledge and follow down the ramp into the mess hall, go N and down to the interconnected passages, turn left and run to the intersection, turn left and locate that ladder you bypassed earlier.  The trap door in the ceiling is now lowered, so climb up into an enclosed upper room.  Push the button in the N wall to lift a grate, then go back down, return to the mess hall and take the E corridor.  Turn right just past the crate and return to an area you visited earlier.  However, the grate in the W wall has been raised, so climb down into some knee-deep water, follow the passage and shoot the grate at the end. 

 

The high and dry "underwater" lever means that you'll need to flood this area, so step inside the depression in front of the lever, face S with your heels against the depression and jump up to grab the trap door (for later). Shoot the W grate and enter the passage.  Follow, shoot the next grate you encounter and enter the next room.  Pull down the switch in the E wall to lift a gate elsewhere.  The ramp to your left leads to a closed door, so go back the way you came, past the "underwater" lever, climb the ladder, turn right at the top and return to the mess hall.  Go up the ramp and all the way to the W end, make a U-turn around to the right, climb the ladder and back flip to the upper floor, turn around and enter the control room, and continue N through the door you just opened.

 

Shoot the SAS in the next room and watch the fish circling about crazily beyond the glass wall.  Pull down the switch in the N wall and study the ensuing flyby.  Go all the way back down to the mess hall, continue across E and turn right just beyond the crate.  The opening where you climbed down earlier is now flooded, so swim down and pull the underwater lever to lift the gate at the end of the passage behind you. Go there and dodge the two fish while picking up the BLUE SECURITY KEY.  Swim back to the underwater lever and up through the open trap door for some air.  Continue back to the mess hall, exit through the SE doorway and continue E past the bathrooms on your right into the next room.  Turn right through the open doorway, turn left and run up the ramp into a new area.  Kill the SAS and the dog, then enter the W  room and run up the stairs into a control room.  Press the button SE for a cut scene of the previous area.  Go there and pull up onto the lower block in the N wall.  Turn right and pull up onto the right hand side of the slope.  Slide down the other side (there's barbed wire beneath you) and jump off to grab the bridge in the center of the room.  Pull up and push the radar screen all the way S to the marked tile. 

 

Safety drop to the floor and return to the control room W.  Push the SE button again to open the door in the S wall in the room below.  Go down and enter the passage, and run down the ramp into a new area.  Drop down through the hole in the floor and use your Security Keys in the receptacles in the W wall.  The glass door between them opens, so enter and go around  the glass enclosure.to your right.  The glass door N opens, so enter and follow the passage to a hallway.  The huge double doors ahead slide open as you approach them, so continue into the elevator and push the button.  Exit the elevator after a brief rumble and run forward down the S passage.  Turn right as the glass door opens automatically, and kill the SAS in the next room.  Pick up the CONTROL ROOM PASS he drops, then push the button in the W wall to lift a gate.  Take a look at the floating alien, then return to the elevator, ride it back up and run through the S passage.  Turn right at the glass enclosure and enter the open W doorway.  Turn left and go through the open glass doors into a control room.  Push the button NE and you can see the gate lifting beyond the glass wall.

 

Return to the glass enclosure and enter the S doorway.  Continue forward into the next room where you have to use two facing slopes to access the ledge above.  The task is made all the more difficult by the barbed wire trap.  Stand to the right of the barbed wire, facing SW.  Take a standing jump to the first slope, back flip and jump off the second slope to grab the sloped ledge W.  Shimmy to the right (but not quite all the way), pull up and wait until the very last instant before launching a rolling back flip.  Grab the ledge between the railing and pull up.  Pick up the SECURITY PASS and safety drop to the floor.  Return to the elevator N and ride it to the next floor.  Exit and loop around to the left.  Use the Security Pass to open the door, then enter and take the POWER CELL from the table.  Watch the fish swimming about if you wish, then open the door to the bathroom if you need to take a potty break.

 

Return to the elevator and ride it to the next floor.  Run S to the glass enclosure, turn right and enter the W opening.  Turn left and enter the control room.  Insert the Power Cell in the SW contraption to open the doors of an inoperable elevator.    Exit this room, turn left and you'll find the new elevator.  Look NW and you'll see a chain.  Take a running jump and grab to it, climb up and back flip S into an upper area where you'll find another chain that leads nowhere.  Pick up the nearby UZIS for SECRET #4, then jump back to the first chain and slide all the way to the bottom.  It's still a long way down, so take a running jump SE back to safety.  Run E up the ramp and kill the dog in the next room.  Use your Control Room Pass to open the door in the N wall.  Enter, turn right at the intersection and push the button to lift a gate to another control room.  This gate is timed, so hurry back through the previous room and continue through the S passage.  Follow to a room with two facing slopes.  Stand against the slope to your left, facing S, back flip to the other slope and jump off to grab the ledge above.  Pull up and run through the opening before the door closes.  You're rewarded with an extended flyby that takes you through the vast area ahead, complete with heroic music.

 

Go inside and down the ramp.  Five SAS are there, in various places, to challenge you (the nearest one drops his UZIS), and you can also shoot the two fish swimming about in the water.  After you've cleared the area of enemies, jump into the water and locate the opening near the SE corner where you can swim into the ship's cabin.  Pull the underwater lever in the S wall to lower a trap door.  Give the floating alien a wide berth as you exit and pull out onto the ledge.  Locate the ladder in the pillar against the E wall and climb up through the open trap door.  Pull up onto the catwalk and make your way over to the NW side.  Take a running jump N to the roof of the control room, pull up higher to the right and take a standing jump and grab to the monkey bars.  Swing across E and drop down on top of the vent.  Follow the vent to the rope SW and take a running jump and grab to it.  Use the rope to swing across to the catwalk remnant SW, then walk out to the S tip and face NW.  Take a curved running jump W to land on a stable surface.  Take a standing jump SW, then another standing jump over the railing.  The SW door refuses to open, so walk E as far as you can and take a running jump to a stable spot next to the S wall.  Continue E, jumping the gap near the end, until you reach the SE corner.

 

The glass doors there open upon your approach, so enter and push the button inside to lift a gate.  Leave this room and slide down to the floor below.  Use the ladder near the E wall to get back onto the catwalk.  Turn right, enter the small room and push the button to open the exit door SW.  Repeat the regimen described in the previous paragraph to get back there.  Enter the open doorway for a concluding flyby that ends with a close-up view of a crude map before you're taken to the next level.

 

Level 3: GUANTANAMO BAY

 

Vault up onto the block and pick up the HALF OF MAP.  Here's what it says: 

 

Crack the lock

open the door

lift it up

it's no small chore

it's not just sand

but the other half

like the one in hand

together they make

one and the same

it's a map you fool

this just starts the game.

 

If I didn't know better, I would suspect I'd just been insulted. Hop down and head W.  Turn right at the glass doors  and alert the dog NW.  Go back into the opening between the glass doors and push the button in the W wall to open the door.  Run down the passage onto a veranda overlooking the majestic bay area, and enjoy the extended flyby to the accompaniment of theme music from The Last of the Mohicans.  Vault up onto the gray ledge and turn around to line Lara up with the closed door in the E alcove of the upper ledge.  Take a running jump and grab the section that has a different texture from the rest of the ledge.  Instead of pulling up here, shimmy to the left past the obstruction and then pull up.  Run forward and push the button to lift a steel gate elsewhere.  Drop back down to the veranda and kill an SAS. 

 

Go back to the same spot where you jumped to the E ledge.  Go near the S end of the gray ledge and take a standing jump up to a stable triangular surface.  Turn to face NW and you can see a ledge a good ways down.  Take a standing jump over the railing, and you should land on the ledge without suffering any loss of health.  Turn S to face the waterfall and simply run off the edge.  You should land on another stable triangular surface.  Jump S across the waterfall for SECRET #5 and the GRENADE GUN.  The author suggests that you now hop down to the enclosed beach area and look around a bit.  You can't get lost, and you can't leave.  And by the way, that red thing you saw on the block in the flyby is not a pickup.  When you're done exploring, enter the waterfall E and find yourself in a wide-open area.  Wait for the shark to swim lazily within range, then kill it. 

 

Pull up onto the nearest wooden platform for some flares, then swim all the way over to the E end and locate an underwater lever on the far side of the column to open a door elsewhere.  Swim back W and pull up onto the long platform.  Take a running jump W to grab the tall ladder.  Climb up through a hole in the rock face and go down the passage.  You find yourself in a mazelike area.  Shoot the dog that jumps at you from behind as you explore the initial dead-end area to your left, then go down a few steps NW and follow the passage until you reach the NE opening.  Get down onto a rocky ledge, crawl underneath the low ceiling and follow the ledge along the water below until you reach a gap facing E.  Sidestep to the left to give you room to take a standing jump across to the flat part of the ledge ahead, and turn around to see a ladder in the rock face.  Jump to it and grab, climb up a short distance and back flip into an upper area.

 

Walk on out and take a running jump NE into an opening where you can see a chain in the far corner.  Go there and pull the chain once for a cut scene showing a door opening to give you a view of the pillar with the underwater lever that you pulled earlier.  Go back to the opening, turn around and hop back with a grab, and use the ladder to shimmy left and back to a flat surface.  Take a running jump S to the circular opening, walk forward and walk forward as far as you can.  You need to get to the SE ledge, but you can't get there directly.  Face slightly SW and take a running jump to the facing ledge, jump off with a midair roll and grab the ledge E.  Pull up and run forward a few steps.  Run off to your right and you'll land on the wooden walkway below.  Go E into the structure, turn left and go out to the N end.  Take a running jump between the ropes and grab the ledge.  Pull up, go inside and pull the chain once to open the gates to a portion of the beach. 

 

Go back, jump S to the previous  walkway, pull up and go to the structure ahead, turn left and take a running jump and grab to the next structure.  Pull up and draw a weapon quickly to kill the dog before it pushes you over the edge.  Go where it came from and pick up a small medi-pack. Go back out to the walkway and turn right.  Follow it until it slopes downward and slide down to the lower level.  Run forward and to the right into the next structure and pick up the STORAGE KEY.  This alerts an SAS just outside, so turn around and kill him.  Jump into the water and swim S through the open gates.  Wade up to the beach to your left and kill the dog and another SAS that are guarding a gently humming machine.  Slide down into the sand pit just beyond the machine, and you'll land in a shallow pool of water.  However, the pit starts quickly filling with sand, so pull up into the E opening as soon as you're able to.  Run forward to trigger a brief flyby that ends at a treasure chest overhead. 

 

Climb the ladder N and back flip into an upper room.  Turn around and open the treasure chest for the TREASURE MAP.  It simply says: "The treasure lies on a sunken isle."  Pull up into the N doorway and use the crawl space to drop down into an office.  Pull down the wall switch to open another gate to the beach.  The door to your right also opens, so go outside, jump over the rocks to your right and swim NW to the waterfall where you entered this area.  Go through the waterfall and continue NW until you reach the open gates.  Go on through and turn left just inside.  Locate a triangular opening you can swim into for SECRET #6 and a large medi-pack.  Be careful, as it's easy to become stuck in these cramped quarters. 

 

Many thanks to José for providing information about the following undocumented secret:

But don't go out to the sea yet. Do you remember your storage key? Cross again the metal doors and return to the beach where the crate with the orange light is; climb the ledges in front of it (E wall) and enter a small room of the base (under the room where you killed the first dog of this level). Use the storage key to open the door and get SECRET #7: the CROSSBOW and two stashes of ammo for it. Return to the open metal gates and start heading out to sea to be carried to the next level.

 

Level 4: ABYSSAL TREASURE

 

You find yourself underwater near the ruins of a sunken ship.  A shark is circling about ahead of you and headed your way, so turn left and swim S past the rock formation.  Look for a hole in the ocean floor and swim down into it.  Follow the passage until you can pull out onto a ledge.  Pull the chain once to open an underwater door elsewhere, then swim back out and head W to the main vessel.  Turn left and swim alongside the vessel until the camera angle changes as you near the stern.  You can see the underwater lever.  Pull it to open a gate at another part of the ship.  Use the nearby air hole, then swim around to the left (W or port) side of the vessel and look for an opening in the rocks directly opposite the two square wood panels.  Swim all the way to the far end and locate another underwater lever to pull. 

 

Flip turn and return to the main vessel.  Turn left and go to the front (bow) and swim S underneath the ship.  Pull up into the opening and you'll awaken a skeleton.  Deal with it, then pull up onto the upper deck and run S past the swinging chains for a large medi-pack and two quivers of crossbow arrows.  Drop back down to the lower deck and find another water hole S.  Jump in the water and swim around N, then turn right and swim E to the next ship.  Pull up as the camera angle changes and pick up the SKELETON KEY and some crossbow arrows. 

 

Return to the previous vessel and pull up to the upper deck once more.  Head S to the right of the room with the chains and you'll spook two undead wolves.  Kill them and use the Skeleton Key in the S receptacle to open the door to your left.  Go inside and kill a couple of spiders.  Climb the ladder to a still higher deck , loop around to the left and open the trap door in the floor of the next room.  Hang drop from the edge and slide down to the opening of a cave.  Step forward and go through the W opening.  Shoot the bats, loop around to the left and pick up the flares.  Turn to face SW and take a standing jump up to the rock ledge.  Turn around and see the ladder E.  Take a running jump to grab it and climb up into a small cavern.  Hop down into a depression N for SECRET #8,  a large medi-pack, some crossbow arrows and another CROSSBOW.   

 

Drop back down and go W into an large area where a long flyby with action music takes you on a tour of another derelict ship.  Go straight ahead and get up onto the deck of the ship.  Climb the ladder to a perch high up on the mast.  Walk out to the NW corner and look down W.  You can see a hole at the top of the rock formation, so take a standing jump down to the hole and you'll land in a pool of water.  Swim outside through the opening and loop around to the right, trying to avoid a couple of crocodiles.  You'll come to an underwater lever.  Pull it to open a door somewhere inside the ship.  Go back the way you came and turn right when you reach the opening in the ship's hull.  Follow the short passage and pull up inside the ship.  Kill the crocs.

 

Jump over to the SE corner and stand facing S, with your toes on the right side of the slope at floor level.  Take a back flip to the slope behind you, jump off onto a higher slope, and jump off this second slope with a midair curve to the right to land on a slope in N wall and slide down backwards.  Grab the edge and shimmy to the left as far as you can.  Pull up and take a rolling back flip with a sharp midair curve to the right so you'll land on the facing slope.  Slide down a short distance and jump off to grab the upper S ledge.  Pull up into a flooded treasure room guarded by two crocodiles.  Open the chest atop the pile of gold coins for the SKULL KEY.  You hear the sound of a door opening. Vault up into the W opening and follow the passage up the ramp NW.  A group of spiders and a skeleton come down to engageyou.  Dispose of them, go into the corridor where they came from, pull up and slide down into the water below.

 

Swim across N past two crocodiles and wade out onto the island.  Kill two more crocodiles and run due E to find a receptacle for the Skull Key in a wooden pillar to your right.  A cut scene shows a door opening past two swinging chains.  There's another key receptacle NE, but that's for later.  Shoot the two crocodiles in the water, then jump in and swim S around to the back of the ship.  Wade out onto the deck and climb the ladder again to the lookout platform.  Take a running jump to the rope that has appeared NW, then rotate slightly to your right and swing over to the opening where you can see the swinging chains.  Grab the edge if necessary and pull up into the room.  Stand behind the trap door facing S and open it. 

 

Drop down onto the middle deck and run along the bridge to the S end.  Two skeletons come forth to greet you.  Safety drop from (or climb down) the W side, turn around and follow the walkway to a wall switch near the blazing fire.  Pull it down and prepare to deal with another skeleton and at least one bat. You may also see a nearby crocodile that you may as well kill now. Go back and climb the ladder up to the bridge.  Jump across E to the ship, toward what looks like a chain.  You may slide a bit down to a stable surface.  Turn to your right and jump S up to the mast platform and walk over to the S end.  Take two steps back, then take a standing jump slightly SE to a stable portion of the ship's side.  Look down over the edge ever so slightly SW and you can see a small triangular rock ledge beyond the ship.  Take a standing jump down to that ledge.  Turn to face NE and take a running jump through the opening, using grab to glide into the ship. Jump up to grab the ladder and back flip onto the upper deck.

 

Go around to pull the chain once.  A door opens elsewhere.  Go back down, slip into the water and pull up onto the nearby block that you raised when you pulled the wall switch near the fire.  Take a standing jump W and follow the walkway to the ladder.  Climb up to the bridge and jump E to the ship.  Jump up S to the mast platform and slide down to the deck on your left.  Open the trap door there and climb down the ladder into the ship.  Go through the open E doorway and continue all the way forward into the far room.  Shoot a spider and a skeleton along the way, and pick up the TORCH in the far E room.  Go back the way you came and note the flooring you'll be coming back to burn later.  Go S through the tiny opening and come to a room with burning pillars.  Drop your torch one hop back from the W wall switch, where you'll be able to pick it up quickly, and save your game in front of the wall switch.

 

Pull down the switch to turn off the burners temporarily, hop back and pick up the torch, turn to your left and hop back again.  Take a running jump SE to the first burner, side flip to your right to the second burner, take a running jump to the third burner S and run through the doorway before the flames return.   Light your torch carefully in the next room (not walking too close to the flames) and return to the opening.  Jump to the skull-paved floor and hop up onto the dormant burner tile N, and from there to the ledge with the timed wall switch.  Go through the opening into the ship and toss the torch onto the lighter-colored portion of the wood flooring.  When it burns through, hop down into the shallow water and pick up the SKELETON KEY.

 

Climb back out and exit via the W doorway.  Climb the ladder to the top and back flip to the upper deck.  Dive into the water and swim NE to where you can wade out onto the island.  Continue N to the building where you can see some caged critters, and use the Skeleton Key in the receptacle to open the door to the building.  Go inside past the chains and the caged critters, and go up the stairs to a landing with a wall switch.  Flames are activated nearby when you get there.  Save your game in front of the timed wall switch. 

 

Pull the switch down, then hit the look key to kill the cut scene of a door opening.  Reverse roll and take a running jump to the S slope.  Slide down, grab the edge and shimmy to your right as far as you can.  Pull up (you might save again in a different slot as you're pulling up, as the flames behind you will be turned off when you reload) and take a rolling back flip with a curve to the left so you'll hit the next slope and slide down facing backwards.  Grab the edge, shimmy to your right three times, pull up and wait until the last possible instant before jumping off with a rolling back flip, so you can grab the ledge, pull up and dash through the timed door before it closes in your face.  Save your game again when you complete this sequence successfully, so you won't have to repeat it. 

 

Hop back and grab the ledge near the closed door and locate the jump switch.  Make sure you're directly over it, then release and grab again to activate it.  The doors to the cages inside are opened, so enter the building and kill three undead wolves.  Enter the N cage and loop around to the right.  The door in the corner opens as you approach, so climb down the ladder, reverse roll and follow the E tunnel to your left.  You'll be attacked by a group of spiders.  When you pass the first alcove you'll also awaken a skeleton.   At the end of the passage you'll find a closed door to your left and a wall switch beyond a grate to your right.  The wall switch opens the timed door so you can exit, but you have to initiate all this from the other side.  Reverse roll and run to the opposite passage. You'll soon come to a ledge with a fire pit in the corner.    

 

Use the slope to slide down left into the lower passage, and climb up two blocks E.  Save your game in front of the wall switch.  Pull down the switch, turn to your right and run off the block angled slightly right.  When you approach the slope, jump so that you hit the very right side.  Without sliding, back flip to the slope behind you and jump off with a sharp curve to the right.  Turn to your right and start making judicious use of the sprint key as you go around two corners to your right.  On the home stretch, stay to your left as much as possible so you can veer left through the opening before the door slams shut.  You may have to try this fairly tight run a number of times before you successfully complete it.  Once you get past the open door, be sure to save your game again.

 

Go up the ramp E and enter the next room for SECRET #9.  There's an undead wolf to kill.  Pick up two quivers of crossbow arrows and go back down the ramp.  Before making the turn to your left, activate the jump switch in the N wall for a cut scene of the area outside.  Follow the passage S and the door at the end opens as you approach it.  Shoot another undead wolf that attacks you.  Exit to the ship area and jump up the sandy bank to your right.   Cross the ship deck, jump into the water and swim W to that block near the fire where you can jump to the wooden walkway.  Follow the walkway to the ladder and climb up to the bridge.  Run N to the intersection and note the monkey bars ahead.  Step forward and jump to the triangular ledge. 

 

Jump up to grab the bars and monkey swing N (be sure to follow the dogleg to your left) and drop down near the chain.  Pull the chain once for a brief flyby showing you the location of the nearby treasure chest.  Walk out to the N edge and hop down.  Run forward and enter the cave to your left.  At the far end jump SE to the ledge, turn to face S and take a curved running jump to your right to land on the stable surface W.  Turn to face NE and take a standing jump to a higher ledge.  Follow the passage, avoiding the falling debris as best you can, until you come to the treasure chest.  Open it for the STORAGE KEY and a flyby that ends with you underwater in the midst of an earthquake.  Fight the current and the falling rocks, and swim S along the passage with the shark escort, enduring the fixed camera angle, until you emerge in a secluded vacation spot called...

 

Level 5: ISOLATION  

 

Explore here to your heart's content.  It's pretty, and you can spend some time here enjoying the scenery, but there's apparently nothing to do or to find other than an empty treasure chest beyond a waterfall.  I never did find a finish trigger, so simply exit the game when you've seen enough.