THE M16 CURSE

 

Levels by Alan

 

Walkthrough by Phil Lambeth. Video walks have been posted by Doggett TV and by kapil4417037.

 

 

Level 1: SUICIDE TEMPLE

 

Begin in a ramped corridor and note that the shotgun is already in your inventory. Drop down into the hole on your right for a small medipack. Get out, walk past the spikes on your left and step on the grate that opens to drop you down into some water. Swim straight back up into the hole and pull out for SECRET #1 and the SILVER DRAGON. Hop back into the water and look on top of the nearby dirt mound for shotgun ammo. Swim into the narrow floor opening, turn left and follow to a ceiling hole where you can pull out and confront a tiger. Pick up the shotgun ammo at one corner, find the blocks at another corner and climb up to a closed door.

 

Pull down the wall switch to open the door and also to flood the area you just left. Jump into the water, swim up through the ceiling hole and find a place where you can pull out for the JADE DRAGON and SECRET #2. Return to the door you opened, hop over the spike trap at the entrance and look up the slope to see two poised boulders. However, when you jump over the slope nothing happens (yet), so pick up the automatic pistol ammo, turn your back to the boulders, hop back and grab the edge. Release and slide a short distance to a flat surface, turn around and note the spikes down below.

 

Stand away from the spikes, slide down backwards to trigger the boulders, back flip when you hit a flat spot and when you drop down to the floor, immediately reverse roll as the boulder passes by overhead. Pick up the large medipack, jump over the two blades and safety drop down the floor hole. Two spike walls start to converge, so dash into the side passage between them and step out carefully for the shotgun ammo when they come to a stop. Go up the middle of the passage and jump between two boulders as they come rolling down toward you. 

 

When you reach the top, save your game for a breaktile run that's made more difficult by the dart traps. Take one step back from the edge, stand jump onto the first two tiles, continue with a running jump straight ahead to the third tile, veer right as you land to continue with a running jump to the last tile and stand jump to land in the alcove. Pull up left and use the zip line to get across the canyon. Release, grab the ladder and climb down to the canyon floor. Run to the far wall for the GUARDHOUSE KEY, return to the ladder and climb up to face a wall switch that opens a trap door and lets in a vulture.

 

Pull out into an outdoor area, shoot the tiger and no, your newfound key won't fit the nearby keyhole, so pull up into the wall opening. Hop down to the cave floor to target and shoot three baby spiders, note the flooded floor hole and go up the central ramp for shotgun ammo. Pull up higher to a ledge and trigger the boulder before picking up the large medipack. Shoot three more baby spiders, jump to grab the ladder and climb to a high ledge. Pick up the uzi ammo, jump the gap to grab the jutting ledge, pull up and run across the breaktile bridge (save at least one tile for the trip back) to a wall switch that opens a door somewhere.

 

Return to the ladder, climb down and go to that flooded floor hole you noted earlier. Jump in and swim down the shaft, pausing for flares in the side alcove, pull out past the opened door and over the block, climb down the ladder on the other side and find a pushblock in the room below. Push it to reveal a passage, enter, loop around left, push another block against the first one to form a bridge for your next task and shoot a baby spider. Return to the first room, jump to grab the ladder and climb back up. Swim back up to the cave and make your way to the corner that's opposite the opening to the outdoor area where you shot the tiger.  

 

Find the ladder and climb down to a short passage where you'll see those two pushblocks you moved earlier. Pull down the wall switch to lift a grated trap door. Climb back out (you'll need to back flip at the top of the ladder), exit the cave to the outdoor area and find the floor hole in the near right (not the far right)corner. Drop down onto the raised trap door and follow the short passage to the RUSTY KEY and a wall switch that lowers another trap door behind you and blocks the passage. Use the ladder to climb back out and go to the keyhole, which thankfully accommodates the Rusty Key.  

 

Stand at the entrance just past the opened door, hop right onto the ledge and if you want to risk a rather tricky jump, turn around and take a long running jump into the alcove just beyond the entrance for a small medipack. Jump back to the ledge, go up the steps and climb two blocks to attract the attention of a vulture. From the top block, stand with your back to the wall, save your game and take a running jump toward the far wall, curving right to land inside an alcove where you see the surrounding ladders. Walk forward to pick up another RUSTY KEY, hop backwards through the opening to grab the ladder, shift right and climb up the longer section. Pull up and you'll slide down the other side onto a flat surface. Go across the rock bridge to an opening that leads to what appears to be a temple area.

 

Use both keys you're carrying to open the doors at the bottom of the ramp. Go up the next ramp to find a large medipack and the AUTOMATIC PISTOLS at the far corners. Climb the central platform and block for SECRET #3 and the GOLD DRAGON. The GRENADE GUN and assorted pickups also appear in your inventory. Exit the temple to the outdoor rock bridge, turn to your right and save your game for a harrowing trap sequence. Take a running jump onto the breaktile at the wall entrance, turn left once inside and negotiate your way past dart traps, boulders, blade traps and razor-sharp discs to the far right corner. Drop down the floor hole into the water below and look for uzi ammo at one of the corners.

 

Swim to the far wall, surface and pull out to trigger a boulder that you can easily evade. Run forward to where the passage narrows and pick up the cursed ammo (whatever that is). When you reach the opening, take a running jump across the gap, grab the far opening, pull up and run forward to pull out into the lair of a T-Rex. A few rounds from the shotgun will take care of it, so enter its dark cave and loop around left. Pull up for a nice assortment of pickups and return to the outdoor area. Pull up into that jagged opening in the wall and follow to a deep floor hole. Drop down through it to finish the level.

 

Level 2: PIT OF MISERY

 

Slide down to a lower room, shoot the dog, loop around right and pull up into the wall opening. Hop around the floor holes and pick up the SILVER DRAGON for SECRET #4. Return to the lower room, note the closed trap doors in the first floor hole, go down the ramp of the larger floor hole and hang from the edge. Make sure you're over the opening below, release and grab, then pull up into the next room. Turn around and shoot out a bunch of windows for automatic pistol ammo, a small medipack and uzi ammo. By this time that squeaking rat you probably heard upon arrival has come near, so shoot it.

 

Drop down into the central area, shoot another rat and pick up the harpoons. Move the pushblock onto the marked corner tile beside the closed door to lift a platform behind you. Turn around, pull up onto the ledge against the far wall and push the higher block two times toward the raised platform. Climb over the block to the raised platform for a large medipack (was it glued to the platform while it was down?). Hop back and turn left to find a third pushblock in the wall. Push this one until a dark room is revealed (but not as far as it will go) and shoot a rat

 

Explore this area to find the HARPOON GUN in a nearby alcove, note the closed door and return to the pushblock. Push it back the other way as far as you can (onto the ledge) and hear the sound of that door opening. Go back around, hop down to the outside ledge and climb over both pushblocks. Push one onto the other so you can reach the wall switch that opens the door beside the first pushblock across the room. Drop to the floor, go across to the opened doorway and enter a library.

 

Turn right to find the BOATHOUSE KEY and pull down the wall switch to hear the sound of opened trap doors. You also hear footsteps, but ignore them for now, exit to the previous room and pull up onto the ledge. Turn left, run to the end and pull up higher. Loop around left and jump to grab the ladder. Climb up past the lowered trap doors, pull up higher at the top into a familiar room and shoot the nervous thug. Pick up his shotgun ammo and find the receptacle for your Boathouse Key. Go past the opened doors and prepare to do battle with a masked baddy. Pick up his automatic pistol ammo and target a thug lurking in the room below.

 

Go up the ramp near the entrance and take a running jump to grab the checkered ramp. Pull up, go to the wall switch for a cut scene of the next secret and jump back down to the surrounding ledge. Go around to find automatic pistol ammo at a corner and drop down to where you shot the thug. Note the keyhole (if you dropped down from that side) and find a wall switch that opens the double doors behind you. From the entrance to another library section, hop right onto a block, drop to a lower block and take a running jump to grab the next block. Pull up for flares and drop from either side to slide to a flat surface.

 

Note the wall opening above the spikes below, save your game and stand as far away as possible with your back against the far corner. Stand jump with grab and you should land just inside the opening. This is preferable to jumping onto the slope above the opening, then sliding and hitting the action key just after clearing the edge so that you don't grab but rather glide into the opening below, a move of questionable legality. Pull down the wall switch to raise a platform bearing the next secret, turn around and jump to grab the opposite roof. Shimmy right, pull up, back flip to the opposite roof and jump off with a right curve to land on the flat surface. Use the old back and forth jumping trick to reach the block with another BOATHOUSE KEY.

 

Use the higher blocks to get back up to the entrance and go past the opened doors to use your key to open the doors behind you. But first, turn right and make a couple of drops to pull up onto that raised platform you saw in the cut scene and get the JADE DRAGON for SECRET #5. To get back up, take an angled running jump toward the opened doors and stand jump onto the slope ahead. Slide, grab, pull up and take a rolling back flip onto a narrow ledge. Jump into the wall opening beyond the slope, turn around and stand right. Jump with grab into the gap for uzi ammo and use the ledge to your right to jump back and grab the wall opening.

 

Pull up and run forward for shotgun ammo, go around the slope and take a running jump over the spike pit with drawn weapon. Shoot the dog upon landing and take standing jumps over the blade traps. Pick up the small medipack, time your way past two guardian swordsmen and pull down a wall switch that opens two picture doors elsewhere. Return past the guardsmen and blade traps, take a running jump over the spike pit and go around left to jump with grab into the gap in the central structure. Hop up right onto the ledge, pull up into a higher gap in the central structure and take a running jump to grab one of the picture window openings.

 

Pull up, shoot the thug and a masked baddy, pick up the cursed ammo and small medipack they dropped and look for a large medipack not far from the doorway. Jump into the central pool, find the corner opening, swim inside and turn left to find an underwater lever that opens a door past a blade trap. The door you entered by closes so you can't return for air, so quickly swim the other way, turn right past the opened door, swim over or beneath the blade trap, continue past two more blade traps and a dead thug to find another underwater lever that opens a nearby trap door so you can get some air.

 

Go back past the first blade trap, turn left past the second one and swim into the narrow floor gap. Stay low to avoid the guardian swordsman and grab the BOATHOUSE KEY, return to the opened trapdoor for air and make your way all the way back to the first underwater lever. Turn left past the opened door and a gate lifts to your left. Continue forward for the STEEL KEY, exit through the lifted gate and pull out of the central pool at the low spot. Go to the opened picture doors, jump to grab the gap in the central structure, pull up and drop down left onto the ledge.

 

Use the Steel Key to open the trap door behind you so you can climb down the ladder and back flip from the very bottom onto a ledge. Jump into the nearby wall opening, shoot a rat in the partially flooded room and look for a small medipack in the far corner. Move the pushblock three times onto the marked tile to open a door in the far wall of the central room. But first, enter the alcove where the pushblock was for grenades. Return to the ledge surrounding the central structure, go around to the opened door and jump into the opening to find a row of five wall switches.

 

Pull only the middle one and the next one on your right (if you pull any of the others you'll be set aflame), pull up onto the ledge for uzi ammo and return to the door opening. Jump to grab the gap ahead and pull inside for the UZIS. Drop down left onto the ledge, climb down the ladder to drop to the floor and shoot the masked baddy. Pick up his shotgun ammo, look on the other side of the room for 2 x uzi ammo and go past the opened door into a sloped hallway. On your way up pause for harpoons to your left, and at the top of the slope make your way past the guardian swordsmen and shoot two waiting baddies and a thug.

 

Continue up the slope while pausing for the dropped harpoons, automatic pistol ammo and flares, go out through the window opening and follow the walkway to the end for a large medipack. Hop into the motorboat and drive over two ramps. Dismount and swim down to a floor hole. Follow the short passage and pull out into an ornate room. Search the lower corners for 2 x grenades, a large medipack, automatic pistol ammo and uzi ammo, then pull up onto the central blocks for 3 x automatic pistol ammo together with the GOLD DRAGON for SECRET #6.

 

Return to the motorboat, drive over a third ramp and park near the opening. Dismount and pull up to do battle with three baddies, a thug, a dog and a rat while avoiding the central spike pit. Collect the dropped grenades, shotgun ammo, uzi ammo, automatic pistol ammo and the STEEL KEY, find the wall switch on one of the columns and pull it to lift an exit gate. Return to the water, drive or swim over a closed trap door to the exit gate, pull out and run past a detonator to find a seemingly unobtainable pickup on a slope. However, I was able to grab the cursed ammo by jumping over it against the metal fence while keeping both the jump key and the action key depressed.

 

Return to the detonator, stand with your back to the water and use the Steel Key to cause an explosion that opens the trap door you saw and drains the pool. Safety drop from the opening, go around the marooned motorboat to the opened trap door, drop through and go around to find a pushblock in the underground area. Push it away from the closed gate to reveal a receptacle for your Boathouse Key.  Use it to lift the gate and go inside for a small medipack to your left. Go around the other way to find a "bonus" GOLD DRAGON for SECRET #7, together with 4 x automatic pistol ammo. Exit to those ladders you undoubtedly noticed, save your game first and climb up to finish the level.

 

Level 3: THE STAINED RIFLE

 

When the level starts you hear the sound of a door opening. It's timed, however, so Immediately hop back, reverse roll when you hit the ground and run past the opened door for the SILVER DRAGON and SECRET #8. To get back out, jump up to grab the opening, pull up and go around the floor hole for shotgun ammo. Drop down through the hole and return to where the level started.

 

Climb the ladder, pull up and shoot a dog, hop up into an alcove behind the ladder for a small medipack and go to where the dog came from for flares. Run past the floor light and get past two swinging barrels. Save your game in front of the corner opening, slide and jump three times, grab the far edge, pull up and go around left to face a pushblock. Push it three times, turn left to find another pushblock and push this one four times to reveal a passage on either side. Go left into the second passage for automatic pistol ammo, then go across into the first passage and follow to an intersection. Turn left, push the pushblock in the alcove one time, turn left into the revealed passage and pull the next pushblock two times.

 

Loop around past both pushblocks and enter the revealed passage to find a button that opens a door in the opposite corner of this area. Push it, reverse roll and go left around the outside perimeter to find the opened door. Go to a slope and look left to see a closed trap door near the wall. Hop up the slope, note another closed trap door and a keyhole in the right wall, slide down the other side and pull up into the wall opening. Slide down, wait for the thug to arrive, shoot him and take his flares, turn right and take a running jump over the gap to grab the wall. Pull up for uzi ammo and a small medipack, drop from the medipack side onto a lower ledge and climb down the ladder for shotgun ammo, automatic pistol ammo and harpoons.

 

Climb back up, jump over to the dead thug and go around counterclockwise up the ramp for grenades. Go back to the steps you just passed, jump into the water and swim down a long shaft. Take the LIBRARY KEY from the raised slab at the bottom and go back up for air. On the way, just after you pass a pair of closed windows there's an opening you can swim into for shotgun ammo and flares (next to another pair of closed windows). After surfacing, note another underwater opening just below the surface. Enter and swim along the passage, staying right past a corner ceiling hole, grab the small medipack at the end and return to the ceiling hole. Swim up the shaft and pull out past an opened trap door that you noted earlier.

 

Jump to the top of the slope and use the Library Key in that wall receptacle to open the other trap door behind you. Drop down and allow Lara simply slide down into some water. Note the closed underwater trap door, pull out where you can see a keyhole and a closed door, shoot the rat and run around to trigger a hanging sand bag, then jump back into the water. Pull out onto the jutting ledge and note the nearby large medipack with a row of boulders poised menacingly. Trigger the boulders, run over and past the medipack to trigger a devious sand bag trap and now you can grab the medipack without fear. Trigger another sand bag in the alley next to the boulder ramp, jump across the water from the jutting ledge to the other side and trigger another hanging sand bag, jump up the slope to trigger more boulders, and finally hop up into the wall crack.

 

Shoot the windows to your left for harpoons, run down that alley next to the ramp, drop into the water hole and swim over for harpoons and automatic pistol ammo, pull out and run up the ramp to trigger a couple of boulders. At the top of the ramp is a button that opens a trap door. Back flip onto the slope, grab the higher ledge, pull up, shoot the window and step inside for the JADE DRAGON and SECRET #9. Get back down, jump over the water hole and turn left as gates close behind you. Pull up into the wall opening, run forward and slide down to an enclosed area. Shoot the windows and pull down the wall switch to open gates in the main room.

 

Climb the nearby ladder, shift left and back flip to a opening with swinging barrels ahead. Drop from the opening, slide down next to grenades and go across the room to where the gates opened. To reach them, jump over to that keyhole you saw earlier, go up the ramp to your left and jump up the slope. Pull up to a higher ledge, either use the wall crack or jump directly to the opened gateway and note the boulders lined up ahead. Take a few steps forward to trigger them, reverse roll and jump back to the previous ledge as they roll over the edge.

 

Go up the boulder ramp and note four openings to your right. Enter the third one and jump onto the left ledge, noting the poised boulder. Face the next next ledge before picking up the LIBRARY KEY, take two standing jumps in quick succession to the third ledge, followed by a back flip, and now that all boulders have been triggered you can pick up the uzi ammo and small medipack at your leisure. Hop into the water on the far side of the medipack ledge and follow the winding passage to a dead end and grenades. Return, pull out and make your way back to the main room.

 

A new thug is waiting down below, so shoot him for his uzi ammo and use the Library Key to open the adjacent door. There's a sand bag trap at the doorway unless you triggered it earlier. Go inside, push the button to your left and drop down the elevator shaft into water that protects you from glass shards. Pull out, shoot a rat and find a wall switch that floods the nearby pool. First, go around for cursed ammo, then jump into the water and find an underwater lever that opens a door to an alcove with a button. 

 

In order to push it the pool needs to be drained, so pull out, go to the wall switch and push it back up. Hop down, push the button in the alcove, note the other door that's still closed and climb back out. Pull down the wall switch to fill the pool and lower a trap door to your right, hop down into the flooded floor hole and pull a second underwater lever to open the remaining door. Drain the pool a final time, go to the opened door and find a pushblock. Push it three times to reveal a crawl space. Unfortunately, you can't crawl in TR2, so return to the wall switch to flood the pool once again.

 

Now you can swim into the crawl space and pick up the P1. Swim up the long shaft and pull out into the main room with all the triggered boulders. Go to the ramp next to the keyhole and pull up to the upper ledge. This time go the other way, past the swinging barrel. Pull up right for automatic pistol ammo and jump over to the ledge next to another swinging barrel for uzi ammo. Jump back to the previous block and climb the nearby ladder onto a roof-like structure for shotgun ammo. Turn around and note the receptacle, but the P1 doesn't make a good fit for it. Walk past the receptacle and hop down to a lower block. Turn a bit to your right and take a running jump into the wall opening. Follow to a large medipack and another receptacle which does accept the P1 and lifts the door to your right.

 

Jump over the spinning fan into the water below. Swim toward two other fans, go between them, surface and pull out to engage a dog and a thug. Take the grenades from the thug and go around for a large medipack. Enter the passage from which the thug emerged and loop around left past the pushblock for cursed ammo in the fan alcove. It's not necessary to move the block, but pull it once below the ceiling hole in order to soften a fall for later. Get up on it and jump to grab the ceiling opening. Pull up and jump to a higher alcove. Turn and jump to grab a still higher opening, pull up and step forward to slide down a slope. Jump with grab over a spinning fan to land inside an opening, turn right, pull up on the left side of a block and walk past another fan to pull up higher.

 

Walk forward, save your game for a tricky running jump with no grab across a floor hole with glass shards, hop down into a passage and follow to shotgun ammo. Jump into the water and swim across to pull an underwater lever on your left that turns off a fan. Return to the shotgun ammo ledge, pull up and time a standing jump onto the block with the swinging crate, continue with a running jump to grab the next block and pull up. Turn left and jump to grab the opening with the dormant fan. Pull up and pick up the P2 that looks like a circuit board. Look down into the passage below and hop down right to a safe spot between the glass shards.

 

Turn left and walk carefully through the shards to a wall button, push it to lift the door behind you and walk over there. Hop over the last pile of shards into the opening and drop down the other side into the room with the pushblock. Go back around to the water and swim into the floor hole between the twin fans. Surface, pull out into a familiar passage and follow the route back up to the high ledge you've already visited a couple of times. Hop past the swinging barrel and climb the ladder to the receptacle you tried to use earlier. Place the P2 to lower a drawbridge to your right, allowing you to run across toward an open door and a passage. Before entering, pull up onto the block on your left for automatic pistol ammo.

 

The door closes behind you as you enter. Explore the side passage for cursed ammo and shoot a rat, continue to an alcove for a small medipack and go around past a closed door. Grab the grenades in an alcove, continue past a corner floor hole and step on the trigger tile at the very end to open that door you saw. Go back there, pull down the wall switch in the revealed alcove for a cut scene of closed doors, return to that floor and drop down to a wide ledge. Run to the other end for uzi ammo, grenades and flares, find the very long ladder near those pickups and climb about two-thirds of the way down.

 

Back flip onto a ledge, turn around and make your way counterclockwise around the perimeter of the room. It's hard to see what you're doing, even with a lighted flare. Start from the other end of the ledge and take a running jump and grab to a smaller ledge. Pull up, take another running jump to grab a slope, pull up, slide down the other side and jump off to land on a corner ledge. Turn left and jump onto a row of breaktiles. Jump from the far end onto the roof of a structure, pick up the cursed ammo and pull down the wall switch to open those doors you saw in the cut scene.

 

Slide, grab and safety drop to the floor and find the opened doors leading into the structure. Do battle with a two-gun baddy who's surprisingly hard to kill and take his LIBRARY KEY. Go where he came from to find the receptacle for your key and use it to open the nearby gate. Go inside for a large medipack, shotgun ammo, flares, cursed ammo, and between those pickups the GOLD DRAGON for SECRET #10. 4 x shotgun ammo also appear in your inventory.

 

Exit the structure, turn right and save your game for a battle royal. As you approach what appear to be airplane propellers, a dog and four baddies of various types will materialize. Sadly, they leave behind no valuables. Shoot the windows between the propellers, enter and go up left to find the M16. When you pick it up, the level ends.

 

Level 4: PAYING THE PRICE

 

After all that work acquiring the M16, you find that it's gone as you begin the final level. Adding insult to injury, your other weapons have disappeared as well, although you have still a moderate amount of ammo for them all. Turn right and step on a trigger tile in the alcove to open the ceiling trap door. Pull up into a metal-lined passage and follow past a corner floor trap door to a dead end with a wall switch. Pull it down to set off an alarm and open the trap door. Return there and drop down to where two thugs are waiting. Run past them to the other side of the room (noting a button on this wall as you turn right) to a wall button and push it to open the door to your right.

 

Enter the new room and pull up into the alcove on your right where you'll be safe from the thugs. There's a pushblock in front of you, so push it two times to reveal a passage to your left and go around to find a second pushblock. Push this one once, note the overhead opening, turn right and push the first pushblock back the other way one time to reveal another passage. Turn left and follow to the SILVER DRAGON for SECRET #11, but sadly, no weapons.

 

Return to the second pushblock, pull up into the opening you noted earlier and follow the passage to an item seeming floating in midair. Stand under the item facing it, pull up onto the slope, back flip onto the slope behind you and jump without sliding to grab an invisible platform. Pull up for the large medipack and drop back down. Continue to the end of the passage and drop down into some water. Amazingly, a thug jumps in to join you and immediately drowns. Take his miserly small medipack and pull out.

 

Run across the room, grab the cursed ammo, push the button to open the door and go inside to find your PISTOLS and a small medipack. Exit and find the overhead ladder in the corner near where two thugs are trying frantically to enter the room past closed doors. Jump up to grab the ladder and climb up to a ledge. Go around clockwise, jumping as necessary, until you reach a wall switch that opens the doors below to the thugs' intense relief. Safety drop to the floor, deal with the thugs and pick up the ORNATE KEY dropped by one of them. Its receptacle is on a nearby column, so place it to open the doors to your left.

 

Before going there, turn right to where the thugs came from and run past a number of closed cell doors to some steps. Go up to push that other wall button you noted earlier. The door to your right opens, so enter the room, shoot the windows at the corner and push the wall button. You may notice that the left door across the way is open as well, but the room beyond has nothing but a dog. Exit this room, turn right, go down the hall and turn right into the middle room for a small medipack. There's still one closed door up here, but drop down to the lower level and find a wall alcove near the steps that you can pull up into. Go around for the JADE DRAGON and SECRET #12, get back down and return to the doors you opened with the Ornate Key.

 

Go inside and find a small medipack to your left. Push the button on the entrance block to open a path behind the small medipack alcove and go around and up a ramp for shotgun ammo. Go back down past a closed floor trap door and drop down through the corner opening. Pull the pushblock one time to release the trap door, pull out of the hole and hop down into a passage on the other side of the pushblock. Follow to an opening, pull out and engage a thug in the next room. Look in the near corner for a large medipack and go over to the dead thug for his automatic pistol ammo. Move the nearby pushblock onto the marked tile to open a trap door, go into the dark alcove next to where the pushblock was and hop into the floor hole for shotgun ammo and flares.

 

Hop back out, go around to the left side of the structure (as you face the alcove) and pull up onto the only tile that's not flame-protected for the SHOTGUN. Squeeze along the wall to the edge so you can hop back down. Get up onto the pushblock, jump to grab the suspended platform and pull up. Walk to the far edge and turn around so you can see the ladder near the lowered trap door. Jump to grab it, pull up into a duct and follow around. Somehow a dog manages to get in to harass you. Look for a pushblock in an alcove to your left and pull it one time. Continue along the duct to an alcove with 2 x harpoons, go past a floor hole and the pushblock you moved for grenades and a large medipack. Return to the floor hole and drop down to a lower passage.

 

A door opens automatically, and if you go past it to the next opening you'll trigger a couple of rolling barrels. Go past the opened door, hop past the flame tile and pull up on the right side of the ledge. Jump to grab the higher ledge, shimmy left and pull up in front of a wall switch that turns off a flaming tile. Get back down, exit past the opened door, turn left and pull up into the opening for uzi ammo. Save your game and run out left so that you'll land on the ledge and not in the deadly water. Get on the ledge separating the deadly pools, hop onto the slope, slide, drop, grab, shimmy left and pull up onto the safe tile for the K2. When you pick it up a platform rises nearby so you can get back out.

 

Hop forward onto the ledge and to the steps. Turn around on the first step and jump up to grab the sneakily hidden ladder. Climb up to a small room, shoot the window and step inside for the HARPOON GUN and automatic pistol ammo, 2 x harpoons and a small medipack. Drop through the floor hole and you'll land at the bottom of the steps. Go up all the way to find a receptacle for the K2. Use it to open the door, go inside and climb the wall ladder to a ledge with a slope on the far side. Save your game and slide down with jumps over the flaming tiles as barrels roll down behind you.

 

The barrels won't reach the far wall, so turn left at the bottom of the slope and push the wall button to open the door to your left. Enter and go down the ramp to your right while targeting the thug waiting down below. Note the green receptacle at the bottom of the steps, take the thug's large medipack and go back up the steps. Jump to grab the interior ledge, pull up for uzi ammo and run forward to find a wall switch. Pull it down and guess what, the water below isn't deadly. Drop down from where you're standing for 3 x harpoons, swim past the dormant fan and encounter a frogman. As you swim forward a second frogman joins the first one from the passage to your left.

 

After the battle, get some air and continue forward in the passage for grenades and harpoons, enter the passage where the second frogman came from and find an underwater lever that opens a door a bit further on. Go there for flares, look up for a ceiling opening and swim along the higher passage until you can surface and pull out into a small room. Run forward, push the button to open doors somewhere and get onto the block for a small medipack. Note the weapon on the slab that's beyond your reach and return to the main room past the fan. Turn left and pull out at the bottom of the steps near the dead thug.

 

Go back up the steps, pull up onto the higher ledge and go up to the entrance. Take a running jump with grab down onto the ledge where the doors opened and enter. Go around to the far corner for automatic pistol ammo and a small medipack, return to the wall switch you passed and save your game for a timed run. Each of the corner pillars has a fire tile at the top. Pulling the switch turns off the flames for a generous period of time, but the real trick is making each grab during your clockwise circuit. Each jump must be pixel perfect, so I suggest you save between each successful grab. When you reach the last pillar, jump into the opening ahead before the flames return.

 

Pull down the wall switch to open a trap door, safety drop from the other side into a familiar passage and return to the partially flooded room. Run halfway along the ledge and take a running jump onto the broken bridge. Run forward toward the barrels (don't worry about triggering them) and take a running jump to grab the ledge to your right. Pull up, drop down the corner hole past the opened trap door into the water below, swim past a door that opens upon your approach and pull up into a computer chip room. Take a running jump and grab across the gap, pull up in front of a giant fan and jump past it with some difficulty (using the slope and the right arrow key) on the right side.

 

Vault up onto the ledge and push the button to flood the room and turn on the giant fan. Use the wall crack to swim past it and go to the other side of the block hanging from the ceiling to find an underwater lever to pull. Swim straight down to find grenades and the GRENADE LAUNCHER on the floor. Swim back up, find the opened door near the ceiling and swim inside for the K3. Exit and swim diagonally to your left to the floor hole. Swim down and turn right past that opened door you noted on the way in. Follow to a familiar passage, turn left and swim past the dormant fan to engage a frogman, surface and pull out onto the ledge to your right to engage a thug. Pick up his flares and swim over to the steps.

 

Pull out and insert the K3 to open the door at the bottom of the steps. Go inside and up the ramp to your right for cursed ammo. Go back down and up the interior steps. Pull up the rest of the way, shoot the thug, pick up his cursed ammo and the nearby shotgun ammo, push the button on the central block to trigger the barrels in the previous room and open a nearby door. Return there (watch out for the corner hole at the top of the steps and the fire tile down below), jump into the water, swim across to pull out onto the ledge, enter the room ahead where the door opened and shoot a dog.

 

Vault onto the slab and pick up the CURSED RIFLE you saw earlier from the other side of the fence (along with lots of ammo, much more than you've accumulated along the way) and jump into the floor hole to fall a long distance into some water. Swim to the end of the passage, pull out onto an airplane fuselage, hop up higher and use that cursed rifle to eliminate two thugs firing at you from above. Slide down the other side of the fuselage for flares and more shotgun ammo. Climb the nearby ladder for shotgun ammo near a spinning propeller (dropped by the thug), push the wall button, turn around and take a running jump to grab the jutting ledge.

 

Pull up, run forward to push another wall button, safety drop from the other end of the ledge and go to the far corner (to the left of the ladder as you face it). Hop down for the GOLD DRAGON for SECRET #13, and the UZIS together with 3 x uzi ammo. Pull back up to the fuselage and climb the nearby ladder once again. Jump up to the ledge where you shot the second thug, pick up the small medipack he dropped and face the opened doorway with a fire tile just beyond the entrance. Stand right or left at the edge of the flame tile, jump forward and slide down into a shaft to end the level.