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.