CLASSIC TRILOGY COMPETITION – SUNKEN ARKHANGELSK – THE COMPASS OF DESTINY
Levels by DennyCroft
Walkthrough by José
COLORS: pickups – enemies – necessary items - secrets
LEVEL 1 – DEEP IN THE OCEAN
First Secret
Pick up the Harpoon Gun, 6 X harpoons and 3 X flares; jump into the water hole and explore this huge area (difficult to explain without compass) to find on a rock with a single jellyfish the SECRET #1: a Mini-Submarine (brown). Swim back to the capsule for air and in this area beware of the sharks.
Second Secret
Now swim in the direction of a rock with colored algae, then to the right and near another lonely jellyfish there’s an opening in the floor leading to a cave where you can take a breath and get the SECRET #2: a Mini-Submarine (purple).
Third Secret
Back to the ocean swim to your right until you eventually find two wooden crates with a large and a small medipacks; near the crate with the small medipack look for a small opening in a side of a big rock and swim through, go left at the junction to get the SECRET #3: a Mini-Submarine (blue). Continue swimming to finish this short level.
LEVEL 2 – ARKHANGELSK TYPHOON WRECK
Underwater Passages
Swim a short distance until you see some barracudas coming from your left, go to the area where they came from and swim up to find a place where you can get out of the water and take a breath; pick up the flares and jump into the water. From here swim back to the opening with the broken grates you came from and continue swimming through a small crawlspace and always left when possible until you find a wider area with rocks to your left, now continue swimming through the opening with the broken grates in the corner, left and left again to a room with a big propeller where you can get some air and a small medipack. Back to the ducts, swim left until you find an underwater lever in the left wall, pull it to open the nearby door and create a shortcut for later (this way takes you to the room where you got the flares moments ago) and continue swimming to a new room where you can surface; climb the grated ledges and jump to the hole in the ceiling.
First Areas
In this room there are five keyholes, but you still don’t have any key, so climb the ledge with the wheel-switch door and open it. In this corridor there is a movable box to your left, pull it once to get access to the switch it was hiding from the other side and continue to the end of the passage. From the opening with the broken grate take a running jump to the opening to your left, drop down in a new room, shoot the skeleton, pick up the shotgun shells and climb the rocks in the corner, go up through the hole in the ceiling, right at the junction and left to pick up the automatic pistols ammo, locate the corridor with the movable crate and pull the switch to open a door somewhere, also push the crate once to the corner to create a shortcut (*) for later, then go to the other end of the corridor, open the wheel-switch door, climb down the ladder (**) and
go through the dry passage first.
Timed Run
Perhaps you can’t see it but when you step onto the raised tile in front of the spiked trench a door opens in the back side of the room (timed), so take a running jump onto the slopes left or right and jump back and forth with right or left curves until you slide onto the first safe tile over the trench, take a standing jump onto the next safe tile and without stop run and jump onto the next slopes repeating the same maneuvers until you reach the back side of the room and enter before the door closes. Go right, pick up the flares and open either door, slide down the ramp and jump from the bottom to grab the crack, shimmy left (or right) and pull up.
The “Note” Room
Advance to a sort of maze, go straight ahead at the junction, shoot a skeleton and go left to find an opening leading to a new room. From the entrance spot a white object to pick up in the far corner, go there and pick up a Note (clues for later); from the upper ledges at the other side jump to grab the crack, shimmy right and pull up, advance and climb the left opening at the end of the corridor [note the closed trapdoor (***) in the niche]; continue and climb down the ladder. In this room with the water hole open the exit door and climb the opening in the corner, time the teeth doors and pull the switch to open the trapdoor (***) you saw on your way here, go back to the previous room, jump back and forth onto the slope to grab the ladder, climb up, turn right and jump to the niche with the open trapdoor. Climb to your right and run down the ramp to get shotgun shells; retrace your steps and when you go up the ramp the trapdoor closes (suspicious…); the tiles with the circular shapes trigger rolling barrels, so you’ll need to run and jump fast to the niche where you got the shotgun shells (twice); once at the top of the ramp pull the switch to stop the big propeller you perhaps saw in the room with the rectangular water hole moments ago; jump to grab the crack in the corner and drop/grab the next cracks below (always from the lower parts) to safely land into the room where you got the Note.
You know what to do: go back to the room with the water hole as you did before, jump into the water, find a large medipack in a niche opposite the propeller, swim behind it, up and to your right through the hole in the ceiling and pull the wheel-switch to open a door in a room we’ve not visited yet, go to the end of the corridor to get uzi clips and go all the way back to the room where you got the Note. There’s a crack in the left side of the wall so you can go back to the maze area where you shot the skeleton time ago. In the maze, if you go always left you’ll find shotgun shells on a low ledge, but what you want is to go always right until you find a closed door with a wheel-switch. Open the door and drop down.
Room with Six Underwater Levers
In this room pick up the uzi clips and jump into the water to find six underwater levers, examine the note to see that you must pull only the ones with a red pipe below, pull those three levers and swim to the back side of the pillars to find three open doors, swim through either door and explore this passage to find a large medipack and an opening in the ceiling; swim there and through the ducts, ignore the first passage to your right (except if you need air) and continue to a room with shallow waters to get the Automatic Pistols; pull the nearby switch to raise a trapdoor in the room where you got the Note too.
Swim back to the room with the six underwater levers and locate the door you opened in the dark room after the big propeller, dive and pick up grenades in the right hand corner; in the room with jellyfish look for an underwater lever to pull behind a pillar to raise the second trapdoor in the room where you got the note. Swim back to the room with the levers, through the big opening opposite the entrance until you can surface and get out of the water (part with the broken grate) to find yourself in the maze, where two skeletons are waiting for you.
The First Key
Go back to the room where you got the Note a long time ago, jump onto the raised trapdoors and pull the wheel-switches to cause a collapse in the adjoining room and break the wall-grates: from the corner near the entrance you can jump into the water of that room, swim right, climb the flatter rock, turn around and take a diagonal running jump to the blue rock, from here another running jump to the tall rock next to the huge pipes and a last running jump to the back side of the pointy rock, slide and jump to land onto the (before) inaccessible platform with the skeleton.
Pick up the small medipack and climb the high opening, continue right and right to get automatic pistols ammo in a hole, safely drop through the next hole in a room with three skeletons (note the first secret on fire). There’s a pit in the middle of the room and ladders to climb down, go to the bottom, shoot the barracuda and pick up the first Control Mecha Key (1 of 5). When you get out of the pit three more skeletons will disturb you. To exit this room look for a crack in a corner, grab it, shimmy right, pull up, pick up the flares and take a standing jump onto one of those small platforms, continue jumping to the other side of the room, go up through the hole in the ceiling, cross the passage, grab the crack to your left, shimmy right, go through the next passage, climb the block in the corner (****) and…
Detour for a secret: after you climb this block, turn around and light a flare to see a higher opening, jump there and at the end of the path pull the wheel-switch to turn off the fire in the tile with the secret; go back to that corner (**), drop through the nearby hole and pick up the SECRET #4: a Mini-Submarine (green). Now you need to repeat all the tasks/movements to get back to the same corner (****).
This time continue to the end of the passage, drop down and jump over the hole to return to the room with the underwater levers. Nothing more to do in this areas, so go back to the maze (this time locate the opening under the platform with the skeleton, swim to the back side of the pillars with the levers, up the hole in the ceiling and take the first right in the ducts), exit the maze and in the room with two ramps jump into the water, surface in the room with the grated platforms, go up to the room with five keyholes, climb the ledge with the open door and if you created the shortcut (*) moving the crate before, go left and all the way to the very end to the room with the ladder. (Without shortcut you’ll need to go all around the rooms like you did the first time)
Wooden Crates Room
Climb down the ladder (**) again and drop into the water hole this time; in the next room with the barracudas look for an air hole just in the wall opposite the entrance and surface; shoot the skeleton and locate the high switch in a wall near the colored algae, now look for a couple of movable crates you can move: one of them on the floor, to the right of the switch and another one above another crate in the left side. Move the crate on the floor around the corner to create a bridge so you can move the crate in the high position onto the opposite crates, now move the crate on the floor under the switch and finally place the other crate above the first one and climb it to pull the switch: a trapdoor opens at the other side of the room but it’s timed, so first jump to the hole in the nearby corner to get a large medipack and grenades and pick up the automatic pistols ammo on a low crate in the opposite side of the room. Pull the switch, run to that corner and jump to grab the edge of the sloped crate to your left, pull up and jump back and forth to grab the edge of the high opening.
The Second Key
In this ducts pick up shotgun shells and flares, and pull the switch to open a trapdoor somewhere, look for the broken grate in the floor and drop down. Here pick up a small medipack behind the wooden crates, shoot the skeleton and jump into the water hole: you are back in the room where the barracudas attacked before, look for the opening in the ceiling to go back to the room with the movable crates where you did the timed run. Locate the open trapdoor in the corner opposite the switch and drop down to get the second Control Mecha Key (2 of 5). Go back to the room where you shot the last skeleton the way you came.
Flooding Rooms
Now go to the opposite side of the room and behind the blue rocks (beware of the trapdoors in the floor, jump over to open them), take a standing jump to the niche in the left side to get shotgun shells and pull the switch at the other side to raise a door somewhere. Go back to the other side of the room and locate the movable crate next to the wall, pull it three times so you can climb it and reach the high corridor with the first movable crate of this level, go right to find the raised door and pull the wheel-switch to raise a big underwater gate somewhere (you can see a big propeller working), pull the wheel a second time to close the gate and pull it again a third time to re-open the gate: you can see now that the big propeller is not working.
[Note:] Later on I discovered an underwater lever to the left of the big propeller to stop it; that way you don’t need to pull this wheel-switch three times. [End note]
The Third Key
Drop into the big hole with the open trapdoors to see that the room below is now flooded, pick up the flares and the small medipack in the corners and swim back up for air; take a deep breath and swim through the opening with the propeller, down the hole in the floor, in the next room with propellers up through the broken grate in the ceiling, advance through the next opening in the wall, in the next room down through another broken grate, down to the very bottom crossing the hole with the pipes, in the next room with propellers to the room with the rocks, again through the broken grates in the ceiling and through a last opening in the wall to a room where you can surface. Pick up the shotgun shells at the bottom and climb the ledges to the very top of the room (not difficult), take a running jump to the opening in the corner and get the third Control Mecha Key (3 of 5). Go all the way back to the room where you moved the last crate the way you came.
Multiple Wheel Switches Room (First Time)
Now climb the crate and go back up to the corridor with the wheel-switch, pull it again to dry the room with the big propeller and from the opening with the open trapdoors safely drop down onto the big pipe below. Now it’s time to explore the cave to your left, slide down the slope from the left side and when you’re sliding on a brown metal tile take a standing jump to the opening in the left wall. In this cave go left and jump into the water, advance to a room with multiple wheel switches. Swim through a hole in the right far corner and pull a lever to open a door somewhere; time the teeth doors to go back to the main room.
The Hint
Go back to the cave with the cascade and from the edge of the water hole, this time take a standing jump with grab to the recess in the right hand wall, and another standing jump (with grab too) to the corridor. Go right to find the door you opened with the lever in the lake, jump into the water, continue to a second pool room, shoot the barracuda, pick up the small medipack in the niche and take a look at the wall to see the wheel-switches you must pull in the room with the multiple switches. Go all the way back there.
Multiple Wheel Switches Room (Second Time)
From the left far corner you can climb the ledge with the first row of switches, in this lower ledge pull only the central one; use the ladders in the sides to reach the middle and upper ledges: in the middle ledge pull the left and right switches and in the upper ledge pull only the central one: fires turn off somewhere.
Detour for a secret: from the upper ledge you can take a diagonal standing jump to grab a last ladder in the corner, climb up to a very dark room and continue climbing blocks to get the SECRET #5: a Mini-Submarine (gray).
Jump into the water, climb the lower ledge again and use the rock in the center of the lake to reach the ledges in the opposite wall; in the lower ledge pull the left and right switches, in the middle ledge only the central one and in the upper ledge the left and right switches: more fires will turn off somewhere.
The Fourth Key
Go back to the cave with the cascade and jump back to the corridor as you did before. Go left and open the door to find the room where the fires turned off; pull the switches left and right to open the next door. In the room with the green goo slide down the ramps left or right and jump at the end to grab the edge of the sloped blocks, shimmy left or right (depending of your election), pull up and take a standing jump with curve to the final block, jump to grab the edge above, shimmy left or right, pull up, roll and take a running jump to grab the central bridge, shoot the skeleton, pick up the shotgun shells and take a running jump with grab to the niche with the fourth Control Mecha Key (4 of 5). A trapdoor raises so you can go back to the corridor.
The Cascade Area
Now go back again to the cave with the cascade and go through it, from the rock with the colored algae in the corner climb the ledge above, jump to the next protruding rock, take a running jump to the climbable cascade, climb to the top, pull up and take a backflip with twist to grab the edge at your back, shimmy left, pull up and go up clockwise to the next ledge, take a running jump to the next climbable wall (to the left of the cascade), shimmy right and climb up to an opening in the center of the cascade. Advance, drop through the hole and go either passage up, taking care of the rolling boulders, climb the central ledge, drop through the dark hole, advance in the dark cave and find at the end another hole, drop to find yourself in a familiar room.
Engine Room - The Fifth Key
Climb the movable crate again, go up to the corridor with the switch which dries/floods the rooms with the propellers and this time go straight ahead, left at the junction, drop through the hole and continue until you reach the first dry room of this level, the one where you got the first pack of flares. Grab the crack in the opposite wall, shimmy right and pull up to find the door you opened time ago, climb down the ladder, shoot the barracuda and advance to find a room with another ladder, pick up the shotgun shells and climb up the ladder to the very top.
In the room that seems to be the engine room shoot a bunch of skeletons, climb the opening to the right of the entrance to get flares and note that in the central structure there are some openings with missing pieces, in the left and right sides of the room you can find that movable pieces (with a brown part in its center), so place the pieces in the central niches and when the three pieces (pistons?) are placed a camera shows you the lower part of the machine. Now go to the back side of the room, pick up automatic pistols ammo near the skeleton and drop down onto a metal beam below. For an extra pickup you can jump to the opening with the broken grate and climb the ladder to get shotgun shells; anyway, from the metallic beam take a running jump to the first ledge and continue running/jumping to the very end (the last jump to the metal beam without grab). For an extra pickup you can jump to the opening with the broken grate to get a small medipack; anyway, from the broken part of the beam jump onto the sloped recess in the wall, slide/grab the edge, shimmy left and drop onto the lower slope below, slide to the flat part and jump to the next beam to get the fifth Control Mecha Key (5 of 5).
Detour for a secret: run off diagonally the edge of the beam in a corner to land onto the lowest beams, don’t drop into the water, but jump from beam to beam to the back side of the room, light a flare and look for a part between the beams with a closed trapdoor, drop onto it ant it will open, swim to a room with jellyfish to get the SECRET #6: a Mini-Submarine (yellow). Go back to the lowest beams.
At the other side of the room there are some parts with water between the beams, drop there and in the room with the shark look for a crawlspace with shotgun shells if you want and opposite the jellyfish there’s an opening leading to the room with the ladder; climb up and go back to the initial room. Jump into the water, locate the opening with the first door you opened in this level (shortcut) and swim left to the room with five keyholes as you did when starting this level.
Room with Five Keyholes
Pick up the flares and use the five keys (to place two of them you’ll need to move a couple of wooden crates under the keyholes); inside the ducts there are five pad trigger tiles with the roman numbers: I, II, III, IV, V; I think I had to step onto that tiles in the right order, but you can step onto them in any order: trapdoors raise in a nearby corridor; jump over the slope with the “Control Room” placard and in the final room pick up the large medipack and pull the wheel-switch to finish this long and complex level.
LEVEL 3 – THE TYPHOON GRAVEYARD
Underwater Business
Swim straight ahead and in the next room pick up the flares behind a pillar and swim up through the hole in the ceiling; once in the underwater cave, beware of the falling rocks and look for a couple of air holes in the ceiling to take a breath. Explore this area to find 2 X harpoons, automatic pistols ammo and shotgun shells; now locate the opening at the bottom and swim there to get uzi clips in a niche. Under one of the air holes (the one closest to the moray eels lair) there’s a small octagonal hole in the floor, swim there but not to the very bottom, at middle way you’ll find a room with several closed doors (for much later), automatic pistols ammo, flares and an underwater level to pull; swim back to take a breath and this time swim down to the very bottom; in a side of this cave there is automatic pistols ammo and a passage in the floor if you need air, now swim to the other side of the cave (watch for the sharks, the barracudas and the falling rocks) to find two holes in the ceiling with open trapdoors. Both holes lead to the same passage, so swim through the first one, turn around, swim through the circular opening, get out of the water and pick up the Uzis.
To the Big Cave
Back to the duct, swim to the opposite side and pull an underwater lever to your left, don’t go forward and up (it takes you to the beginning of the level) but roll and swim back to the main cave. Facing the jellyfish area look for a big opening to your left and swim through, advance avoiding the eels and finally take a right to an opening with a yellow eel you must cross to reach an area where you can surface (I never explored all this underwater area searching for pickups; it’s your choice). Climb the lower ledge, go up counterclockwise, pick up the shotgun shells and pull the switch to open the exit doors, enter, go left to pick up a small medipack and continue to find a very very huge area with multiple levels.
Take a long running jump to land onto the lake at the very bottom of this area; I only found some flares here, so get out of the water and to get the first secret of this level climb the blue rocks in the right side of the cascade, jump onto a sloped rock, slide/grab the edge, shimmy left, pull up and take a running jump through the cascade to get the SECRET #7: a Mini-submarine (pink). Go back to the main area.
Icy Caves
Go to the icy opening in the corner (there is automatic pistols ammo on a brown metallic surface near one of the walls, before entering); advance and pick up a large medipack at the end of the cave (right side). Don’t go left to the water hole (previous areas) but go right and from the left side take a standing jump over the slope, slide and jump onto the rocky pillar in the pit, turn right, jump to the next pillars and from the last one turn left and take a standing jump to the next slope (closest edge) and slide/jump with a left curve to grab the edge of the snowy bridge, pull up, go left and from the highest point take a running jump to grab the rocks at the other side of the pit.
The Engine Room Key
From the rocks overlooking the main huge area turn right and climb a nearby block, take a running jump to the corner and climb the next block; now jump/grab the invisible crack in the wall (greenery) and shimmy right until you can drop onto another block, turn right and take a running jump to grab the next grassy rocks (*), pull up and jump to the blue opening in the corner. Go right and up the brown ramp avoiding the rolling boulder; climb the icy block to your left and continue to an opening overlooking the main area. Turn left (if you dropped forward), grab the edge of the sloped rock and shimmy right until you can pull up, turn around and take a running jump to the next rock attached to the wall, drop down onto the rock below and turn left to go inside a cave. Advance always left, pick up the shotgun shells in the niche and continue to the cataract area; spot the key in the middle of the watery slopes to your right, jump/slide and pick up the Engine Room Key. Slide down to the end to land into the water below, swim to the main lake and get out of the water.
The Battery Negative
As you did to get the first secret, climb again the blue rocks in the right side of the cascade but this time from the white block jump to grab the crack, shimmy right and pull up; advance and a trapdoor will open, climb to an area where a skeleton is waiting, shoot it and pick up his uzi clips, approach to the edge and look for a place where you can jump to grab the high ledges and climb to the upper floor: you are now in the place where you arrived to this area a long time ago, continue climbing to the floor above and even higher to the next floor above; here go through the rocky opening, pick up the shotgun shells and drop through the hole, shoot a skeleton, pick up the uzi clips behind a pillar and use the key to open the door.
In this room pick up the shotgun shells in the corner and take a look to the ceiling to see three tiles marked with a circle, step only onto those tiles to turn off the fires in the corridors. Go to the corridor in the back of the room, jump over the slope, turn around and take a standing jump to grab the high ledge with the pipe, turn around, jump to the opposite ledge and pick up the Battery Negative; go back to the outside area shooting a couple of skeletons on your way.
The Battery Positive
Go to the icy cave in the corner as you did before; repeat all the tasks again to reach the grassy rocks (*) you reached before pull up and, again, jump to the blue opening in the corner. Go right and up the brown ramp, climb the icy block to your left and continue to the opening overlooking the main area. This time turn right after the drop and take a running jump to the icy rocks in the corner (no grab), continue jumping/climbing counterclockwise until you reach the top of the metallic brown structure, drop into the hole to get the shotgun shells, and continue counterclockwise until you can shimmy left and pull up into an icy cave. Go right, slide down the slope (beware of the crystals/spikes) and jump onto the rocks in the right side; continue jumping in a counterclockwise direction until you can turn left and take a running jump to grab a crack in the wall, shimmy right, pull up, climb the rock to your left, go up, turn right and take a running jump to the opening with the greenery, drop down, take a running jump to the blue ledge, pick up the flares and take a running jump to the brown bridge (**).
Detour for a secret: go left to the end of this bridge and turn left, take a running jump to the lower rock attached to the wall, turn right and jump onto the next rock, drop down through the hole and advance to a room with a ladder, climb down to the bottom of this room to get the SECRET #8: a Mini-Submarine (purple); pick up the Grenade Launcher and go back to the outside area; drop down onto the brown metallic structure and repeat all the tasks to go all the way back up to the brown bridge (**) (more flares magically appear on your way before you jump to the bridge).
Turn right and take a running jump onto the gray slope, slide and jump back and forth with right curves until you reach the safe ledge with the skeleton, climb the ledge, pick up automatic pistols ammo and pull the switch to raise trapdoors in the pit; but they are timed, so quickly run and jump to the opposite side of the pit before the trapdoors lower (the last running jump with no grab to the left side). Left and right are ladders with spikes at the bottom, jump and grab either ladder, climb up to the very top and jump back onto a safe ledge; now take a running jump over either hole and fall into the water, pick up the shotgun shells and surface, walk slowly over the spikes/crystals and in the dark passage trigger the rolling barrels, run back to the safe opening and pick up the Battery Positive and the small medipack.
Placing the Batteries
Go back to the ledge with the spikes and jump into the water again, this time swim through the hole in the floor and follow the underwater passage (pick up 2 X harpoons on your way) until you can surface and find yourself back in the huge area. Now that we have two batteries we must go down inside the nearby brown structure; take a running jump to the icy ledge to your left, drop onto the brown structure below, turn left and, as you did before, take a running jump (no grab) to the icy rocks in the corner; now drop down through the hole losing some health and jump to the brown ledges. If you are interested on a large medipack, go through the left opening, shoot a skeleton and go right to pick it up; if not, jump to grab the upper ledges and in this floor place the batteries to raise the nearby trapdoors. Nothing more to do here, so make your way to go back down and jump into the lake at the very bottom of this huge area.
Again, as you did to get the first secret, climb again the blue rocks in the right side of the cascade; again, from the white block jump to grab the crack, shimmy right and pull up, through the open trapdoor and now climb, climb, climb as you did before and finally climb to the very upper floor, shoot the skeletons and locate the movable block in a corner, place it under the zip-line so you can use it, pick up the uzi clips the block was hiding, the shotgun shells and slide to the opposite side of the huge area using the zip-line.
The Tower
Shoot several skeletons (one of them is a flamethrower), pick up the large medipack and use the switch to activate the elevator, once the elevator stops, climb the grated ledges to go up to the top of this brow structure. Climb up the ladder, turn right and take a running jump to the opening in the wall; shimmy right and continue clockwise until you reach a rocky ledge from where you can jump to an upper level of the brown tower, advance to the corner and take a curved running jump to your left to grab the edge of a brown slope in the corner, shimmy left, pull up and jump back to land onto the next floor of the tower, go around, pick up the uzi clips and climb up the ladder to get the HydroPumping Pipes at the top of the tower. Now make your way to go aaaaaaall the way back to the very bottom of the huge main area (not difficult at all).
Drying Areas
Again (Yes! Again!), go to the icy cave in the corner as you did before, this time go left at the first junction and jump into the water to return to the first areas of this level. As you did before, swim to find two holes in the ceiling with open trapdoors; as you already know, both holes lead to the same passage, so swim through the first one, turn around and swim through the circular opening, get out of the water to the room where you picked up the Uzis a long time ago; locate the place the screenshot showed you when picking up the hydro-pumping pipes and place the item to dry an area somewhere. Jump into the water and swim straight ahead through the ducts passing the underwater lever and up to surface in that room. Pick up the uzi ammo to your left and jump to the opening with the wheel-switch door, open it, go inside the bedroom area, shoot the skeletons and pull the wheel-switch at the end of the passage, back to the previous room shoot more skeletons and jump into the water hole.
The Ship’s Bridge
Once in the main underwater area swim to the opposite side and through the opening with the last open trapdoors, the one you used to get here near the beginning of the level, surface in the room where you pull the first underwater lever in this level: the doors are open now. One of them contains uzi clips and the other two lead to the same room (skeletons in the corridors); beware of the holes with crystals and finally get the Captain Hat: a horde of skeletons will attack (are the “mafioso bosses” two of them?). Once the calm is restored, in one of the rooms they came from you’ll find shotgun shells and uzi clips, and in the other one a couple of movable blocks.
The Six Switches Puzzle
Push the blocks to reveal a room with more movable blocks attached to the walls; move the blocks to places where they do not get in the way (I placed one of them in the corner near the entrance and the other one in the niche with the flares opposite the entrance) so you can pull the remaining blocks out of the walls (not difficult; pick up a large medipack on your way) revealing a passage leading to a room (climb the opening in the corner) with six wall switches, they are numbered with the digits from 1 to 6. Open the inventory and look closely the captain hat: it has the number 6351, so pull only the switches with these numbers (not necessary in that order) to open a trapdoor in the room of the final fight, go there, climb up the ladder (jump back and forth in the broken part) and run to the end of the corridor.
The Graveyard of Submarines
Jump into the water to find a graveyard of sunken submarines; to get the last secret swim straight ahead (if you drop facing the hole) and locate an air hole on the hull of the ship a bit further; again swim straight ahead and explore the back side of the last submarine to find the SECRET #9: a Mini-Submarine (white). Go back for air and, facing the way you came from swim down and to your right, locate the opening in the floor between two submarines and swim through the opening to your left, look up and go through the hole in the ceiling, avoid the barracudas, advance and get the final prize: the Compass of Destiny, continue swimming through the narrow passage to finish the adventure.
October – 07 – 2024