THE
PAGAN REACTION - CHAPTER 1
Levels by Franco Bula
Walkthrough by Phil
Lambeth (with the help of Doggett TV's video walks)
Level 1:
THE LONELY CITY
Click here for the video walk.
Lara begins facing
wooden barriers in a street in the Lonely City. You have only the shotgun (2
rounds) and magnum (10 rounds) in your inventory, so go around the barriers to
confront a soldier. Go left down the
short alley and come right back to find that a second soldier has materialized. Go up the steps opposite
the alley to find a pickup of shotgun ammo
(only 2 rounds). Return to the short alley and find the crawl space behind a
potted plant. Enter and find the barely discernible GOLDEN
KEY in the corner next to the flower box.
Exit the crawl space,
turn right into the alley, turn the corner and go left. Follow around to a dead
end and pick up shotgun ammo in the
corner. Go back to the main street and the wooden barriers where you started.
Go away from the barriers to the far wall to find shotgun
ammo next to the blue door. Head back toward the barriers and turn
left into the opening. Keep left to find more shotgun
ammo near a translucent door requiring a key. Continue around the
corner to confront a soldier guarding
another translucent door. Keep going around the next corner to find flares in an alcove. Return to the first
translucent door and open it with the Golden Key.
Enter, shoot the mercenary and take his shotgun
ammo. Go to your right to find more shotgun
ammo in a crawl space that you must access from the back side. You
can't reach the other pickup in the same manner, so go around the periphery and
deal with two mercenaries. You may have
seen a button on the side of a column, but that may be for a later timed run.
Anyway, if you push it, all that happens is that it turns from black to white,
and shortly thereafter back to black again. Go to the back wall, pull down the
wall switch to open a translucent door you saw earlier, turn around and get
into the crawl space. Crawl all the way around for magnum
ammo, then return to get out of the crawl space.
Go all the way around
and exit through the door by which you entered, turn left and then right to
find the opened door. Go straight through past the side openings to alert a guard standing outside next to a slimy pool. Take
the last opening on your left (as you face the pool) and find a wall switch
that opens another translucent door and attracts a thug.
Jump into the pool for uzi ammo and return to the previous room with the
mounted T-Rex head. Go around to find the opened door
at the corner on your right where you startled the two mercenaries earlier. But
first, go around to your left to the wall switch to find another opened
translucent door just opposite the switch. Go in, climb the crate in the alcove
and enter an upper room cluttered with more crates for SECRET #1. Search the room for grenades and shotgun
ammo, then return to the other opened translucent door.
Go outside, follow
the passage until you hear the door closing behind you, then pull up left into
the crawl space opening in the brick wall. Drop down the other side, shoot a rat and find flares
in the near corner. Go around the other way, climb over a block and go up some
steps to a translucent door that requires a key. Drop down into the adjacent
dark hole, light a flare and find the crawl space. Back into it and drop down
to the basement. Reverse roll and go around to find uzi ammo for SECRET #2.
Go back and climb up through the hole.
Turn right in front
of the translucent door and follow around left to a wire fence and a corner
block you can hop onto. Climb the adjacent blocks until you're overlooking what
appears to be an obstacle course of slopes and ledges. Turn right and save your
game for a very tricky jump. Take a running jump (low ceiling) onto the near
slope and jump off with a right curve onto the corner of a flat surface. Save
again when you do it successfully. Turn right, run off onto the adjacent slope
and jump twice to land on another flat surface. Turn left and take a running
jump over the next slope into the darkness to land on a block. Turn slightly
right and take a running jump up into the opening on your right.
At the end of the
short passage, jump onto the block ahead and down to the ledge to your right
for the UZIS. Safety drop to the floor,
find the blocks in a corner of this room and climb them to the top. Take a
running jump down to a block with shotgun ammo
and get back down to the floor. Push the wall button to open two timed doors
and alert a mercenary. Deal with him,
then push the button again and go through the door on your left before it
closes. Follow the dark passage to an outdoor alley, at the end of which is a health crystal. The door re-opens, so go back, push the button a third time and go through the door on your
right.
Turn left, go down the alley and through the opening on your
right to enter a very confusing area. The lack of a compass in TR3 levels makes
it even more difficult to describe the following tasks. Take the first right
and the second left to face a series of crates. Jump over the first one, take a
right in front of the second one and go around right to find flares. Go back around, turn right at the wall
and follow the passage to a room with more crates. Go right to flush out a mercenary and continue around in the same
direction, staying right until you reach an intersection. Take the right fork
and go around the stacked crates for shotgun ammo.
Exit this room, keep
left until you pass by the dead mercenary, then go
right whenever possible until you reach an enclosed area with shotgun ammo on your right. Go back the way you
came, continue straight when you reach the dead mercenary in the area to your
left, and follow the passage back to the crate you jumped over earlier. Get up
on it and find the higher crate around the corner you can jump up to. Do so,
turn a bit right and jump onto the crate in the alcove. You may wish to save
your game periodically as you progress, because if you should miss along the
way you'll have to start all over again. Walk forward and jump around the
corner onto another crate to your right. Walk forward, turn right and jump the
gap onto the next crate, and the next, turn left and continue jumping from
crate to crate, dog-legging around corners wherever necessary, until you reach
a crate with shotgun ammo and attract
the attention of a mercenary.
Continue along the
tops of the crates a short distance until you reach a short passage where you
can jump down the other side. Save your game in front of the timed button in
the far wall. It opens a door in a dark room you've already been to, and it
requires some extensive backtracking to get there. If you don't make it in time
(it's pretty tight)and don't have a handy savegame, you'll have to repeat those painstaking jumps
over the crates to get back to the timed button. Push the button, turn around
to your left, go to the next room and use the lone crate on the left to hop up
to a higher crate. Drop down the other side and follow the only possible path
until you reach an intersection. Turn left, then take an immediate right and
keep right to exit this area.
Back outside, turn
left, go around the corner and pull up right into the crawl space in the brick
wall. Drop down the other side (lighting a flare on the way down), turn right
and go around the corner, jump (not climb) over the block in the dark passage
ahead, loop around to the right past the translucent door to that dark room
with the sloped columns, loop around left once there to the corner past the
wire fence, hop the blocks as before and yes, you now need to repeat that
difficult jump off the near slope onto the adjacent block (so save again in a
different slot). Run off right onto the slope, slide and jump twice to the
level block, turn left and jump over the slope to the next block, and jump up
with a right curve into the upper opening. Instead of jumping onto the block in
the dark room ahead, safety drop down to the floor. The timed door is to your
right in this same wall, and hopefully is still open.
Go on through and
around to your left, climb up at the corner and start climbing crates (only one
possible route) until you reach a level plateau where the GOLDEN KEY rests. Get back down and find a floor
hole on the right side of the room as you enter. Drop down and vault up into a
corner opening. Hop down into the next room to alert a mercenary. Go through
the opening to an area with red-tinted and blue-tinted corridors. All the
corridors lead to dead ends except the red-tinted one. Turn right at the wall
and proceed to the shotgun ammo. As you
pick it up three rats converge on you.
Take the next right (not at the corner) and proceed to a wall. Turn right and
follow to a room with the dead mercenary and a pushblock
in the opening to your left.
Pull the block three
times into this room, get around and pull it once, get to the other side and
push it once, get up on it and pull up into the dark room with the timed door.
Push the wall button and exit through the door on your right. Turn left, go to
the familiar passage leading to the crates and yes, perform the crate-hopping
exercise once again to reach the room with the timed button. Sorry, but yes,
you need to do a timed run again, but this one follows a different route from
the earlier one. Save your game before beginning.
Push the button and
follow the description set forth a few paragraphs back. But when you reach the
passage leading outdoors to your right, take the left opening this time toward
the crate area. Turn left at the wall, jump over the first crate and go right.
Go left, then right along the passage and follow until you reach the next crate
room. Take an immediate right, turn left at the wall, take
two quick rights and then a quick left to find the timed floor hole. Safety
drop to the room below.
In one corner you'll
find grenades, in the alcove flares, and in the other corner uzi ammo. Continue along the passage to the end for shotgun ammo. On your way back step onto the
trigger tile in the alcove to your left to re-open the timed trap door. Go back
to where you dropped down and find that the wall to your right has a climbing
surface. Climb back up and back flip to the room with crates and retrace your
steps to exit to the outdoor alley. Turn left twice and pull
up right into the crawl space in the brick wall, then drop down the other side.
You may have noticed that you can't access the crawl space from this side,
which otherwise may have eliminated some of the backtracking required in this
level.
Repeat the moves
described earlier for the first timed run. Drop down into the dark room, and this time go across the room and jump over a row of crates
into the opened doorway for SECRET #3.
Light a flare and go to the far left corner (avoiding the steep drop to your
left) for magnum ammo. Drop down to the
lower area and go toward the red-tinted corridor once more. Turn right at the
wall and go right just before the next wall to follow back to the room with the
dead mercenary and the pushblock.
Turn left into the
passage formerly occupied by the pushblock and follow
around to the end for shotgun ammo. Go
back to the pushblock room, continue straight forward
and go left past the now opened door. Follow around to an open area where
you'll find the ROCKET LAUNCHER in the
corner. Go back to the pushblock, get up on it and
pull up to the room above. Run straight ahead, push the wall button and go out
to your right. Get into that crawl space in the brick wall yet again and drop
down the other side. Go around to the translucent door and use the Golden Key
to open it.
Go out into the
street and meet up with two mercenaries,
one on your left and the other on your right. The latter
drops shotgun ammo. Continue up
the street and check the entrance area of the building on your right for shotgun ammo. As you come back to the street,
note the translucent door near the red car. Return to the section of the street
where you encountered the mercenaries and take the second doorway on the left
into a room you visited earlier. Remember that button on the column ahead, the
one that appeared to initiate a timed run? Well, when you push it a door in the
building, directly opposite from where you just now got the shotgun ammo, opens
for a few seconds, so make your way there with haste for SECRET #4 and more shotgun
ammo.
Go up the street past
the red car and go through the opening into what looks like a hedge maze. Draw
a weapon and wait for two vultures to appear.
Go right from the entrance and continue along the path until you reach the uzi ammo. Turn right there and go diagonally left
across the room and through an opening to the next room to find flares on a ledge. Go back to the entrance to
this maze, take the left fork this time and explore this area which is too
confusing to describe in words. Your objective seems to be to find a number
(I'm not sure how many) of apparent trigger tiles that show a cut scene of a
translucent door on the far side of the maze when you step on them. Along the
way you'll meet up with several vultures,
locate a number of shotgun ammo pickups
and find uzi ammo in a triangular crawl space.
After I'd written the
above paragraph, Treeble went to the extraordinary time and effort of preparing
a detailed map of this area, taking all the guesswork out of its successful
navigation:
You'll eventually
reach an area where quicksand abounds. When you step into an alcove in the
quicksand area you hear what sounds like a door opening. This may or may not be
important, but probably isn't. Not far from the quicksand patch I stumbled
across a floor crawl space leading to a small room with uzi ammo
for SECRET #5. At some point you'll
need to find an upper opening in the two-toned wall that you can crawl through
to the other side. There you'll find one of those trigger tiles and at least
one shotgun ammo pickup.
When the requisite number of trigger tiles have been located and stepped
on (four, as confirned by Treeble's
map), you'll be rewarded with a cut scene showing the translucent door opening. Go there, but before entering draw a powerful weapon. Your first order
of business upon rushing into the next room (the door closes behind you) is to
quickly shoot two flameblowers,
first the one on your left and then the one on your right, before dealing with
two Tinnos monsters. You can then use the health crystal and pick up the magnum ammo, 2 x shotgun ammo and MP5 ammo dropped by one of the flameblowers. When you approach the door near the corner
where you got the health crystal, it opens automatically.
The door leads you to
a room already explored and allowing access back to the maze area, so ignore it
and proceed through the opening beyond the horse statues. Go around the central
area to the back of this sprawling area and go down steps on either side for shotgun ammo and a rocket.
Return to the fenced area near the entrance, but
don't just jump inside as the floor there is deadly. Find a corner where you
can jump over the fence onto a black safe tile. Stand jump to the higher slab,
and from there stand jump to grab the ledge slightly to your right. Pull up,
walk forward and take a running jump (low ceiling) around the corner to grab
the next ledge.
Pull up and take a
running jump into the alcove to your right. Turn and take a running jump across
the gap to grab the next ledge, pull up and jump a bit to your left to grab the
crack. Pull up into the crawl space and follow to the end and around the corner
as the camera angle changes. Lower Lara down the other side and drop down to
the floor. Nothing productive appears to have happened, but if you'll jump back
to that safe tile within the central structure you'll find that a nearby trap
door has been lowered next to the safe.
Hop down for the magnum ammo. I didn't hear the secret sound, but
the level editor tools used by Treeble indicate that this is indeed SECRET #6. Note that you now have somewhat of a
problem getting back out, so save your game. You can stand jump from the far
corner onto the safe tile, but it takes pixel-perfect accuracy. Once you get
there, get on the higher slab and jump the ledges in the same manner as
described above. However, instead of jumping to grab the crack ahead, turn left and take a running jump to grab the next ledge.
Jump to the next ledge, then jump left around the corner to access an opening
that leads to a new room.
Enter, find a hole in the floor and
safety drop into a shallow channel. Wade forward, doggie paddle to a block,
pull up to activate a flame tile ahead and jump to the right corner where
you'll be safe. Face the wall and side flip over the flames. You'll be set
ablaze for an instant, but the flames will be doused when you land in the
water. Make your way forward past a gauntlet of flame blowers.
You'll eventually
reach a wall with a climbing surface. Climb up a long distance and back flip
into an upper passage. Hop from ledge to ledge until you reach the WAREHOUSE KEY. When you pick it up, a cut scene
shows that translucent door opening near the red car you noted earlier. Safety
drop to the area below, shoot two thugs and
exit to the central area you've already thoroughly explored. Continue to the
room with the horse statues and go through the only opened door back to the
hedge maze.
Turn left and run to
the exit where the red car and the opened door await outside. Go through the
opened doorway and follow the passage to end the level.
Level 2:
TOWN'S WAREHOUSE
Click here for the
video walk.
You have everything
accumulated during the first level except for the Warehouse Key. Step forward
to alert a mercenary, pick up his shotgun ammo and take refuge in one of the
cramped side areas to deal with a Tinnos monster
from a spot where it can't get at you. The corner holes in this room lead down
to crawl spaces that you can't access from this side. Ignore the central trench
for now. Find the ladder in the column next to one of the corner holes and
climb up to the upper ledges. Step on the nearby ornate tile (it may trigger
something, but if so there's no evidence of that) and note the inaccessible
rocket across the way.
Go around this column
and find the ceiling monkey bars. Jump up to grab them and monkey swing across
the gap to the other side. Collect the rocket,
uzi ammo, shotgun ammo
and flares, then drop to the room below.
Go to the central trench and look down to see all that barbed wire. Drop down
from a corner and crawl down the ramp for SECRET
#1. Grab the shotgun ammo and
uzi ammo and crawl into one of the corner holes to
get back up to the starting room.
Find to the wall with
two openings and go up the steps on either side. Go past the opening with the
spider web and shoot two vultures in the
next room. Loop around right from the entrance and pull up into the corner
crawl space for the GRENADE LAUNCHER.
Get down and go to the corner left from the entrance for shotgun ammo.
Explore this room to find shotgun ammo in a crawl space you're unable to
access. There's also uzi ammo in a crawl space you can
access, but save that for a minute.
Go past the
inaccessible shotgun ammo on either side into an area with crates and go around
to flush out a thug. Take his shotgun ammo, crawl into the room beyond the
crates for more shotgun ammo and return
to that uzi ammo in the previous room. Go around the
column and find a crawl space you can jump to and pull inside. Crawl around to
grab the uzi ammo, return and drop down into the hole. You'll
slide down two ramps and drop to the lower floor.
Follow the floor
crawl space past an intersection to the far wall where you can stand up. Turn
left and jump to grab an upper crawl space. Drop down other side,
turn around and save your game. Take a running jump up the ramp to find a
button around the corner. Push it to open a trap door, slide down the long
slope to the floor below and run forward to an open area where you'll find MP5 ammo. Go to the nearby raised slab in the
corner, stand at the edge and jump up to grab the opening. Pull up, jump to
grab the crawl space and pull up to where you were earlier. Crawl toward the
far left corner until you can stand up near a ladder.
Jump to grab the
ladder, climb it to the top, pull up and slide down the other side, jump four
times in succession and land on a level surface (or grab the edge if necessary
and pull up). Follow the passage around the perimeter past the trap door you
opened until you attract the attention of a thug.
Shoot him and continue a short distance to a slope on your right. Jump and
slide two times to land near shotgun ammo.
Run off onto the nearby slope to jump and get back to the passage. Continue
around the periphery to the opened trap door. Climb the ladder to an upper room
with crates. Vault up into the opening, crawl ahead and left to that shotgun ammo you couldn't get to earlier and
return.
Go to the opened trap
door, hop over the opening and push the adjacent pushblock
one time. Go around the corner and pull it once, go around once more and push
it two times onto one of those ornate tiles that may or may not be a trigger of
some sort. If something just happened, it remains a mystery for now.
Return to the spot where you vaulted up for the shotgun ammo, but this time
crawl to your right. Continue crawling down the long passage until you hear a
burst of action music and the camera angle changes. Swivel to your left, draw
your magnum, face the guard from a
crouched position and shoot him. Continue crawling until you can stand up, then hop down to where you can see a button.
Push the button to
open a nearby door, vault back up onto the ledge and stand facing the button.
Save your game, hop back to grab the edge of the floor hole,
hang left, release to land on a slope and bounce off that one to a lower slope.
Jump to grab the monkey bars (you may first need to slide ever so slightly) and
monkey swing past the gap, turn left and drop down
into an alcove. Take a running jump into the next alcove and go around the corner
for shotgun ammo. Stand at the end of
this ledge, save your game and take a running jump with grab to land on a flat
surface below. Turn to your left and stand jump a bit up to your right into a
shaft that drops you down in front of a button.
Push the button (1st
of 2 to open a trap door) and use the ladder behind you to climb back out. Pull
up and slide down to the floor. Go to that raised slab in the far left corner
again and jump up to grab the ledge. Pull up, vault up higher, turn left and
start crawling, staying left until you reach that corner opening with the
ladder. Climb the ladder once again, pull up and slide four times as before,
follow the passage to the opened trap door, climb up to the crate room and
enter the crawl space ahead. Crawl to your right again, past the remote camera
to the floor hole you dropped from earlier. Save your game.
Hang from the edge
again, but this time face the near wall with the push button to your left.
Shimmy to the right corner, release and jump off the slope after a brief slide
to grab the monkey bars. Turn right, monkey swing to the end and drop down into
a passage. You've alerted a mercenary, so
turn right to take two standing jumps over gaps, shoot him and take a running
jump and grab over to where he was. Use the health
crystal and push the wall button to open the trap door you saw in
the earlier cut scene. To get back, take a running jump (no grab) down to the
first block and return to the passage where you dropped down, pull up into the
opening to your right and continue with running jumps over the gaps until you
reach the opened trap door.
Pull up into the room
above, shoot the mercenary and go around
to where he was for uzi ammo. Pull down the wall switch in one corner to
open a door somewhere nearby. Go through the opened door in the corner and
follow the connecting hallway to a room with crates. You'll find uzi ammo hidden in a hole created by clustered
crates. Close by is the door you opened with the wall switch. In this room
you'll encounter a flameblower
and a Tinnos monster off to your left. The flameblower
drops the STEEL KEY. Locate the crawl
space in the far corner and crawl around right until you can stand and find
another crawl space, follow that one to the end and lower Lara down to a lower
unfinished room you visited earlier.
Go past the slain
enemies to find a door you can open with the Steel Key. A mercenary appears behind you, who drops shotgun ammo
when he dies. Before entering the water-filled area ahead, find the ladder in
the corner column and climb to a passage with a health
crystal in an alcove to your left. Get back down and hop into the
water trench in the new area. Swim and wade until you encounter a mercenary perched up on a ledge around a corner.
Eliminate him, jump into a deeper portion of the trench and swim to the end to
find underwater openings on your left and right.
Grab the rocket in the left opening, surface and pull up
onto the steps over the left opening. (The right opening is for later.)
Go up and around the corner and look left to see uzi
ammo in a crawl space. Jump to grab the crawl space, pull inside for the uzi ammo and drop down either side to pull back up
to the steps. This time jump forward to grab the higher crawl
space, crawl until you can stand up and pull up left into an even higher crawl
space for shotgun ammo. Get back
down, turn left and pull up into the highest crawl space yet. Crawl around the
corner, hang from the far edge and shimmy left until you're over a crack. Drop
and grab the crack, shimmy left some more until you're over the second of two
cracks near the water's surface, release, grab and crawl inside.
Follow around the
corner, stand, jump to grab the higher crawl space,
enter and crawl around the corner until you can stand, face the crack in the
wall to your right and jump to grab it. Shimmy left until you can pull into a
crawl space, follow to a room guarded by a mercenary on a ledge across the water trench. Step
forward to the edge of the ledge on this side of the water trench, look left
and target another mercenary. Take an
angled running jump with grab to land on the ledge occupied by this second
mercenary, pick up his shotgun ammo and
take a running jump with a right curve to get back to the previous ledge.
Take a jump across to
the ledge with the remains of the first mercenary, look down to your right and
hop down to the ledge where you shot another mercenary earlier. Go to the end
of this ledge and look up right to target yet another mercenary. Take a running jump to grab the ledge
he was on, pull up and continue with a curved running jump in the same
direction around the corner into an alcove with a health
crystal. Turn to your right and look down to see an opening above
the water's edge (but too far above it to be reached from down below). Save
your game and hop down with a right curve to land inside the opening. Jump into
the water on the other side and swim down the shaft into an underwater maze.
Swim to the right and
keep in that general direction until you reach an opening where you can wade
out, locate the corner passage and push a wall button to open a door somewhere.
Turn to your left, vault up into a corner alcove and pull up higher into a
familiar area. Go to the back wall of the room with the crates, enter one of
the floor crawl spaces and find the opened door in the next room. Enter and
keep to your right for grenades. Reverse
roll and loop around right for MP5 ammo.
Prepare to do battle with a Tinnos monster and two flameblowers hiding in the passages to your
right as you head back the other way. One of the flameblowers
drops magnum ammo. Search this area for uzi ammo and a health
crystal. In the back of the room you can access a lengthy lateral crawl
space for uzi ammo at one end and MP5
ammo at the other end.
Exit the crawl space
and find the passage in the far corner of this room. Enter this new area and
step only on the white squares. The black squares are deadly, and you'll also
note the strategically placed barbed wire. Follow with routine standing
jumps, and at one point you'll need to make a fairly tricky "walking
running jump" past a column (although I was also able to do it safely with
a simple standing jump). You'll eventually reach a wall with a row of blocks
bearing flares and 2 x shotgun ammo. Pick them up in that order and
continue in the same direction to pull up into a higher passage.
Note the slope to
your left and loop around right to the end. You can see a button on the column
ahead, and the black tile beneath it is safe. Take a running jump to it, push
the button and return. Go to the slope and slide down to a new area. The floor
squares here are safe, but you need to be mindful of the barbed wire scattered
here and there. You can slide into the barbed wire at the cost of some health,
but if you jump or drop onto the barbed wire you die. With this in mind, pull
up left onto the block, hop down right, pull up onto the slope, slide and jump
over the barbed wire, vault up into the opening ahead and follow around to meet
up with a Tinnos monster.
Jump up the slope
near the spot where he appeared and ignore the opening ahead. Jump to the
blocks with the white surfaces until you reach a floor crawl space at the end
on your left. Crawl through and follow to a ledge overlooking a deep room. Jump
to the ledge on your left, slide and grab the edge, and shimmy right to the
wall. Pull up as the flame blower behind you is subsiding and take a running
back flip with a left curve to land on the ledge. Immediately run forward
against the wall where you'll be safe from the returning flames. Turn left to
face another flame blower and take a running jump onto the ledge to the left of
it.
Turn left, jump to
the next ledge and to the next ledge around the corner. Turn to find the crack
in the wall ahead and take a running jump to grab it. Pull up into the crawl
space and lower Lara down the other side. As you move forward you hear the
sound of a trap door either opening or closing. When you step into the nearby
alcove you get a cut scene of the water trench and hear the sound of a door
either opening or closing.
Go through the open
doorway to find yourself back in familiar territory. Turn right, then left into
the crate room, then right to find the door you opened. Follow to a room where
two Tinnos monsters attack. When they're dead, drop down
through the floor hole for SECRET #2.
There's nothing in the water, so pick up the MP5
ammo and uzi
ammo and climb back out. Continue along
the passage to a place where you can vault up into a slightly higher passage.
Follow around left to a ledge overlooking the water trench. You need to follow
the same path to your right that leads to that opening you can't reach from the
water below.
When you get there,
save your game and jump with a right curve to land in the opening. Jump down
the other side and swim to the right end of the mini-maze where you can surface
and wade out. Enter the passage and pull out to the room above. Go around to
the room where you began this level and find the opening covered with spider
webs. Enter and go down the steps to the room with the central trench filled
with barbed wire. Turn right to find the opened door in the near corner. Jump
over the gap with grab to land inside the doorway and find the pushblock on your immediate left. Push it once to reveal
the MP5 and pull it back to its initial
position.
If you want the next
secret you'll now have to do quite a bit of backtracking. Jump back over the
gap, exit this room up the steps, go right to the room with the crates, go to
the back wall and crawl through to the next room. Head toward the back left
corner where you find the passage leading to the room with white and black
floor squares. Jump the white squares around counterclockwise as far as
possible, then continue as before to the area where
you met up with the Tinnos monster. Proceed to the
crawl space at the end, continue to the sloped ledge and past the flame
blowers, jump the ledges to the crawl space in the wall, pull on through, drop
down the other side, exit this room, turn right and then right again through
the opened door and around to your right for SECRET
#3 and MP5 ammo.
Exit this room, bear
to your right into the room with the crates, turn right and follow past the
opened trap door to the place at the back where you vault up higher, go around
left to the ledge overlooking the water trench. Drop down into the water and
wade to the opened door. Continue to a floor hole, swim down and follow to a
brightly lit area with columns where you can surface. Find the corner ledge
where you can pull out and target the mercenary
who's probably shooting at you by now. Hop up to the higher ledge and shoot
another mercenary.
Take standing jumps
over the slopes until you can jump onto a column in
the water. Jump the columns toward the closed door, turn right and jump to grab
the ledge. Pull up, hop through the gap and take standing jumps over the slopes
until you reach a ladder in the far corner. Climb up, jump the ledges where the
dead mercenaries are and continue up to your left. When you pull up onto the
tallest column, another mercenary is
alerted across to your left. Run off onto the ice slope, slide and grab, shimmy
left and back flip onto the ledge.
Go around past the
dead mercenary, stand left at the edge and save your game. Slide down the
slope, jump off at the last instant with a left curve and grab to glide onto
the flat block below. Save your game again when you land safely. If you want an
ammo pickup, read on. Otherwise skip down to the next paragraph. Turn left and
take a running jump to grab a crawl space with shotgun
ammo inside. Drop down into the water and pull out onto the corner
ledge. Follow the same route to the ladder described above and make your way
back to the slope requiring that same tricky jump down to the block.
Stand at the back left corner and jump to grab the jutting platform
above. Pull up and take a running jump and grab to the
opening over the shotgun ammo pickup. Pull up and hop to your right onto the
corner trigger tile to open the door below. It's timed, however, so you have to
get down to it quickly. Save your game first. Take a running jump down to the
ledge with the dead mercenary, reverse roll upon landing and take another
running jump toward the timed door. Reverse roll upon landing and hop back to
squeeze past the closing door. If you get caught in the collision you'll have
to reload and try again.
Step on the trigger
tile to open the other door in this room, go on through and look up right for a
crawl space at the ceiling. Pull inside, drop down the other side and crawl
some more until you reach a health crystal. Return to the passage and follow up
some steps to another crawl space where you can gather flares and shotgun
ammo in an earlier area. Go back and continue around the periphery
of this area, climbing over blocks as necessary until you reach a wall button.
Push it to open a nearby door and go past the flares to climb more blocks to
find an opened trap door around the corner. Jump to grab the higher crawl space
and pull inside for SECRET #4. Go
around for the CRYSTAL STAR and drop
down the other side near the flares.
Return to the opened trap door, and this time hop down to enter the floor crawl space. Grab those flares and return. Go back over the blocks to the passage leading to the room with the timed door. Go past the trigger tile to find the door you opened with the button. Go on through and follow to end the level.