THE UNKNOWN

 

Levels by Mahetus

 

Walkthrough by José

 

COLORS: pickupsenemiesnecessary itemssecrets

 

 

LEVEL 1 – THE UNKNOWN

 

Floating Islands

Collect a small medipack and 2 X shotgun shells on the rocks to your right and to your left, advance S, pick up a large medipack on the next platform, take a running jump to grab the S island, pull the switch, jump back to the platform and take a running jump to grab the E trapdoor. Advance and go right at the junction jumping from ledge to ledge until you find a niche with a trigger tile, step onto it and jump all around clockwise to find the raised trapdoors; continue to find a large room with several spherical nests.

 

Movable Block

Pull the switch in the SW corner to open the nearby door; in the next corridor note the different tile which triggers a rolling boulder; cross the lava room jumping from block to block and in the next room note the movable block attached to the W wall (for later). Continue through the SE passage to find a big lava room. Advance running/jumping all around in a clockwise direction, picking up 2 X shotgun shells, a large medipack and automatic pistols ammo on your way until you reach an opening in the far SW corner; a trapdoor raises but first continue to a small lava cave and pull the switch behind the pillar to raise a trapdoor in the room where the movable block is. Go all the way back there and place the block into the niche to open a door in the large room with the nests.

 

The Portal Key

Go back there and locate the open door in the NE corner, enter and pick up the Portal Key. The entrance door is closed now, so jump into the water and swim all the way N to the very end (open door) avoiding a croc until you find an air hole in the ceiling; get out of the water, pull the switch to trap the croc, pick up 2 X shotgun shells, 2 X large medipack and automatic pistols ammo, advance N over the spiked pit, drop into the water, swim W and S through a crawlspace to find an underwater lever which will open the exit door in the N side of this watery area; exit and continue swimming N a bit, look for a big air hole in the ceiling: get out of the water, pick up 2 X shotgun shells, a large medipack and automatic pistols ammo next to the skeleton and look for a nearby hole in the ceiling in this dark part, climb and run to the very end of this passage timing the teeth doors to get the SECRET #1: 4 X large medipack and 4 X shotgun shells. Go back to the room with the skeleton, jump into the water and swim N to find the door you opened moments ago with the underwater lever, continue swimming to the very end and when you find what it seems to be a dead end, jump up to magically find yourself in a dry room next to the large room with the nests. Go there (E) and this time take the passage in the SE corner to reach the high ledges, pick up a small medipack and 2 X shotgun shells next to the skeleton, cross the room to place the portal key in its receptacle and quickly (you are unarmed) go back outside to the island where you pulled the first switch time ago.

 

Underwater Business

Climb the block with the switch and take a running jump through the pink waterfall, advance and when you climb the ledge with the key the room changes and the key disappears. Jump into the water and fight against the current to swim behind the E pillar and get the SECRET #2: 2 X large medipack, 2 X small medipack and 5 X shotgun shells; then swim N, pick up 2 X shotgun shells in the corner and surface in a small cave with a large medipack, automatic pistols ammo and 2 X small medipacks. Advance NE and follow the path picking up a small medipack on your way until you find a bigger lava cave.

 

Large Room with Crawling Atlanteans

Take a running jump onto the safe block, jump/slide onto the next sloped blocks, grab the crack, shimmy left and pull up to get 2 X shotgun shells; drop/grab the edge and shimmy left a long way to the corner; now take a standing jump to the N opening and continue to find a golden door which opens as you approach. In this room pick up the Shotgun and 3 X shotgun shells, pull the switch, approach to the closed door and in the next room shoot a sort of human atlantean, shoot it until he disappears, pick up 2 X small medipack and shotgun shells, approach to the next door and in the next room two crawling atlanteans will attack, shoot them, pull the W switch, shoot more crawling atlanteans, jump into the water and explore the bottom of the room to get a large medipack, 2 X small medipack, 5 X shotgun shells, 2 X automatic pistols ammo and swim E to find a timed underwater lever; pull it and quickly swim back to the very W side of the room avoiding the darts to find the open door, advance, take a breath and continue swimming to surface in a room with two bats.

 

Large Room with many Trapdoors

Pull the switch to open the E door and in the next room pick up a small medipack, 2 X shotgun shells and check the N wall to note a part with small cracks in the low side: it’s a movable block; pull it out and move it W so you can climb the NW block in the corner, from the raised trapdoor take a running jump (no grab) onto the high SE sloped ledge [*], from here a standing jump onto the ledge attached to the W wall and a final running jump onto the block in the SW corner. Save your game, pull the timed switch and use the raised trapdoors to reach the top of the blocks in the SE corner, jump to grab the crack, shimmy right, drop, shoot the bats and take a long running jump onto the block in the NE corner; pull the switch to raise more trapdoors (for later), climb the sloped block in the corner and jump into the higher opening in the N wall.

 

In this lava room take a standing jump onto the first safe block and to get an extra pickup turn left, take a running jump to the block in the corner and a last running jump onto the ledge with the large medipack and automatic pistols ammo; anyway advance W and eventually you’ll find yourself back at the top of the previous room with all those trapdoors. Run/jump onto the safe ledges and step onto a trigger (timed) tile [**] in a niche in the S wall, use the raised trapdoors to reach the niche in the SE corner, take a running jump to grab the edge of the hanging block, shimmy left, pull up and slide/jump with curve to land onto the E ledge.

 

The Passage Key

Shoot the bats, climb the E gray rocks, jump to grab the hanging platform and climb even higher to a niche with a wall switch, pull it, drop down and go back to the ledge attached to the E wall, take a running jump with grab N to land onto the sloped block in the NE corner below and continue W until you can jump onto the top of the sloped block [*] in the central structure; from here you can take a running jump to the niche with the switch, pull it, take a running jump onto the ledge attached to the W wall and use the raised trapdoors to reach the high niche in the SW corner [**], repeat the timed run and all the tasks to reach the ledge in the S wall and now jump onto the central structure, climb the trapdoor and climb again to the top to get the Passage Key. Make your way to go back down to the very bottom of the room (not difficult), shoot the human atlantean and exit W to find the door you opened when you picked up the key.

 

Room with Asleep Atlanteans

Go to the end of this narrow passage picking up 3 X shotgun shells on your way to be teleported to a dark area, pick up the Note (Watch your steps!) and enter a room with several crawling atlanteans; here, if you jump only onto the fawn tiles, the atlanteans will remain asleep, if not… Pick up a large and small medipacks in the corner and exit through the SE opening. Drop into a room you’ve already visited, shoot the crawling atlanteans and go to the E side of the room, there is a raised trapdoor now so climb the block, pull the timed switch and use the raised trapdoors to reach the upper ledges; in the N and S passages behind the pillars you can find shotgun shells and a large and small medipacks; anyway run/jump onto the beams to the W side, use the key and go back to the E side to finish the level.

 

 

LEVEL 2 – SECRET CHAMBER

 

Lowering the Drawbridge

Advance to a lava room with a drawbridge, turn right, take a running jump to the top of the safe block in the corner and a standing jump to the opening in the E wall; advance and at the end of the path find a building with closed gates, pick up the small medipack, automatic pistols ammo and go to the SW corner, pull the timed switch and use the raised trapdoors to reach the high ledges: on the N one there are 5 X shotgun shells, and in the S one the exit opening; continue to the very end to find a wall switch which lowers the drawbridge, so go all the way back to the starting lava room the way you came; cross the bridge, advance to a dead end and jump up to be transported above.

 

Room with the Trial Hall Keys

Pick up the Trial Hall Keys on the golden ledge to trigger some events and explore this area to find 4 X shotgun shells, now climb either block in the corners, take a running jump to the top of the E or W arches, shoot a winged atlantean and time the moving trapdoors to go up to the higher ledges; shoot another winged atlantean, time the next N or S moving trapdoors to reach the hexagonal openings and finally continue climbing to the highest ledge with the wall switch. Pick up a large medipack and 5 X shotgun shells from the top of the blocks, pull the switch and from this position you can reach two high openings:

 

East Opening - Maze with UW Levers

Shoot the bats, jump into the pool and swim through the opening at the bottom, pick up 4 X shotgun shells and a small medipack on your way, surface at the end of the passage, pick up 2 X automatic pistols ammo and jump into the waterfall (you always can swim out to the previous room if you need air and there are also some air holes in this maze) and pull the underwater lever in front of you, swim back to the dry room; jump into the waterfall again, swim right, right at the next junction, left at the next junction and pull the first underwater lever you find to your right (W wall); turn left and swim to the corner to pull the underwater lever in the N wall; take a breath here and swim always right when possible to pull the underwater lever in the E wall. That’s all; now swim all the way to your left when possible until you find a tile in the floor marked with the “Lever” word, get out of the water, pull the switch and swim always left to exit this maze; shoot the human atlantean, locate the open ceiling trapdoor, go up, shoot the human atlantean again (this time he will die), pick up his shotgun shells and small medipack, pull the wall switch in the corner and swim all the way back to the pool room you came from.

 

Room with Red-Green-Golden Tiles

Get out of the water and jump onto the central platform, jump to the high N ledge and the gates open, enter this room with red floor tiles and note that there are some green and golden tiles next to the walls; you must avoid stepping onto the red tiles and step only onto the green tiles to open the door near the entrance, you can jump onto the golden tiles too, but they will trigger rolling boulders. So go all the way around the room in a clockwise direction avoiding the red tiles, jumping only onto the golden and green tiles and avoiding the rolling boulders until you are back at the entrance with the open door, enter the corridor, use one of the keys and go back to the main room.

 

West Opening - Multiple Switches & Rolling Boulders

Run up the stairs, shoot the bats and pick up the Polaroid Photo (“Think before you act”), enter the room and take a look at the structure of it (three pits in the right side and two pits in the left side, the boulders, and the textures above the six switches). Your goal here is to raise all five trapdoors in the pits so the rolling boulders land onto the upper trigger tiles and not on the lower trigger tiles; the arrows over the switches indicate the trapdoors they will activate (a first time raise them and a second time lower them). So start by pulling the timed switch in the NW corner (the fires turn off under the switches in the S wall) and quickly pull all three switches left from the closed doors and the far right switch in the right side of the closed door to raise all the trapdoors and avoid your death; the S gates open.

 

Room with appearing Rolling Boulders

In the next room you need to pull all four wall switches left and right to open the next gates, so time the rolling boulders and the darts to do it (not too hard but you’ll need to be fast approaching from the very sides of the corners and take sidejumps). Once you are success climb the blocks, use the remaining key and go back to the main room.

 

Make your way to go down to the very bottom of this main room (no difficult) and go N to find the open door, enter to find a huge lava cave.

 

Big Lava Cave

Run down the first ramp avoiding the rolling boulders, from the corner in the right side you can take a running jump to grab the N rocks and get 2 X automatic pistols ammo and a large medipack; back on the path, pick up the small medipack in the corner, run down the second ramp, shoot the human atlantean, continue N and before the triangular structure with the keyhole [***] explore an area in the left side of the path without lava to get a small medipack and 5 X shotgun shells; follow the path W and at the end of it, from the left corner take a long running jump onto the NW rocks (yes, they are safe), continue up and through the N opening to your left, advance to get the SECRET #3: 2 X large medipack and 4 X automatic pistols ammo. Go back the way you came and continue running/jumping onto the safe rocks that protrude from the lava until you reach the entrance of a building (W side), pick up 3 X shotgun shells, the large medipack and continue running/jumping in an E direction until you reach an opening in the E wall, enter, shoot the bats, exit from the other side and continue jumping onto the rocks until you spot a wide opening to your left (E), go there and save the game (timed switch). Pull the switch and go all the way back to the entrance of the building with the last pickups as fast as you can; when you are success run up the ramp and note the suspicious tiles at the other side of the pit: you know what to do.

 

The Barrier Key and the Spear of Balance

In the next room several human atlanteans are waiting, shoot them all and pick up all they dropped: 2 X shotgun shells and a large medipack; there are also some pickups to get in this room:  2 X shotgun shells and 2 X large medipacks. Go to the SW corner, behind the pillar and note a brighter texture in a wall: it’s a movable block; pull it out and place it onto the patterned tile in the SE corner to raise trapdoors so you can climb to reach the high ledges in this room; on the E ledge there are automatic pistols ammo and a small medipack, and in the E and W ledges are wall switches to pull; pull both to open the gates below. Enter and pick up a Note, after read it climb the small block to get back to the previous room, shoot a human atlantean and pick up his goodies: the Barrier Key, the Spear of Balance, the Magnums and the Pistols. Go all the way back to the triangular structure [***] with the keyhole the way you came shooting some flying atlanteans on your way.

 

Use the key and it seems that nothing happens, but a barrier has disappeared in the nearby N side of the cave, go there and slide down the ramp to finish this level.

 

 

LEVEL 3 – BENEATH THE WORLD

 

Floating Islands

Approach to the upper parts of the ledge in the very left or right sides so you can take a running jump to grab the edge of the S island; continue running/jumping S onto the floating ledges until you reach the platform with the closed door, turn left and continue running/jumping onto the small floating islands in a W direction until you reach a N opening after the breakable tiles. Continue climbing blocks, pick up 2 X automatic pistols ammo and once outside pick up 2 X shotgun shells and a small medipack; soot the bats, cross the bridge and in the room with blue fires pick up the Drawbridge Key: two doors open left and right.

 

South Opening

Step onto the patterned tile opposite the entrance to know what blocks you can climb to open the trapdoor in the middle of the room, drop down and step onto a second patterned tile to get a screenshot of the closed door in the room with four fires.

 

North Opening

Jump from block to block counterclockwise timing the swinging blades until you reach the niche in the E wall, pull the switch to make some changes in the room and go all around to the NW corner, climb the block and see how the door opens in the room with four fires. Jump into the water to get a small medipack, shotgun shells and automatic pistols ammo and go back there.

 

Teleporting Areas

Advance, drop through the hole and you are back in the floating islands area; use the key to lower the bridge and jump/climb from island to island until you reach the high building. Pick up 2 X shotgun shells, a small medipack, advance and you'll be teleported to a room with a winged atlantean, walk a bit and trapdoors open under your feet, swim to the end of the underwater passage and in the dark room pull three levers to release several raptors, shoot them and jump up into the water above, swim up and in the dark room with the white panel run towards it and continue down a passage to a bluish room with poor Winston.

 

Room with Winston's Corpse

Go right (W) and in the next room pick up 2 X automatic pistols ammo, a small medipack and climb the blocks and ledges to the very top of the room, continue W, take a running jump onto the slope to your left [*] and if you want extra pickups you can take a running jump S, onto the ledges with the skeletons to get 2 X large medipacks, 3 X automatic pistols ammo, 3 X small medipacks and 4 X shotgun shells, but unfortunately I couldn't find a way to go back to the high ledges, so you'll need to drop to ground floor and repeat all the movements to go back there [*]. Anyway continue jumping onto the E floating ledge, onto the next one and take a final running jump with left curve around the slope to grab the edge of the high balcony [**].

 

Outside Area with Floating Islands

Advance to find another area with floating islands, at the end of the path find an area with gray islands where you can pickup the Winston's Heart, 2 X automatic pistols ammo, 2 X large medipacks and a switch to pull opening a door somewhere; shoot all the winged atlanteans (roll, draw weapons and keep your back against the switch or you'll be in a trouble) and go all the way back to the room with the high balcony [**] the way you came.

 

Again, take a running jump onto the slope to your right, onto the floating ledge and continue to reach the high W balcony, advance W, and cross the bridge to find the open door, run through the narrow passage and at the end a trapdoor will open; slide to a pool room with several crocs.

 

Pool Room with Crocs - Dark Passages with Torsos

Shoot the crocs, jump into the water and swim N to find a timed underwater lever, pull it and quickly swim S, climb the blocks and jump to the top of the pillars with the now extinguished fires to cross to the other side of the room; once you are success run through the water wall and in the next room watch the message in the right hand wall: RUN! So start by running/jumping like fool and soon you'll be persecuted by Torsos, ignore them and continue running/jumping until you find a white panel in one of the walls, go through and do the same several times until you find a rocky ledge, climb up and continue through the red waterfall to a room with a wall switch, pull it and you are back in the area with the bluish rooms.

 

Also big hammer will fall, drop down and explore the room to find shotgun shells, automatic pistols ammo and a large medipack; it seems that there is something to pick up under the skeleton but I couldn't get it. Drop into the pit and place the heart in the receptacle to finish the level.

 

LEVEL 4 – THE DEPTHS OF DARKNESS

 

Timed Run

Go N and jump into the W waters, pick up a small medipack and swim avoiding a croc until you can get out of the water; advance W through a mysterious passage until you fall into a dark room with floating islands and many fires. There's a timed switch in the S side of the block, so spot the ledge with the white tile (N) pull the switch and go all around counterclockwise running/jumping until you can go through it. Continue climbing blocks until you reach a dark room with high pillars, try to get the artifact in the center of the room and you'll be teleported to an underwater passage; as usual, advance swimming through the white panels and eventually you'll be back in the starting area.

 

Room with Symbols on the Tiles

Get out of the water (E) and go right to the opening with the keyhole, turn left to see that the door in this passage is now open; advance, shoot the bats, pick up 2 X shotgun shells and the Skull Key. When you pick up the key a trapdoor opens in the NE corner, so go there, climb up and explore this upper cave to shoot two raptors, note the symbol in the S wall and pull the switch to open the exit door. Climb several blocks and in the next room better explore the tiles with the fires and locate the five tiles with the symbol you saw in the previous room before you step onto the timed trigger tile; when you are sure of the five locations step onto the central tile and quickly run around the room stepping ONLY onto those tiles before the rolling boulders do their work and take you to your death; if all is correct the S door opens, climb to the upper floor, pick up 2 X shotgun shells in the NW corner, 2 X automatic pistols ammo in the SE corner and exit through the corridor in the NE corner.

 

A Last Timed Run

In the next room time the swinging blade to enter, shoot the centaurs, pick up 2 X automatic pistols ammo, the small medipack and the Gate Key. Go back to the previous room, all around counterclockwise to the N opening, slide down the slope, go right to the room with the symbol in the wall and drop down to the first areas of this level. Use the skull key to open the N door, pick up the shotgun shells in the right side before entering and advance to find a lava room. In the S side there is a passage with swinging blades and a timed switch at the end, pull the timed switch, time the swinging blades and quickly jump onto the raised trapdoors to cross to the N side of the lava pit (not hard, this timed run is generous); pick up the Note in the corner to open the next door, advance and in the next room pick up all the goodies: a large medipack, 4 X automatic pistols ammo, 3 X small medipack and 6 X shotgun shells.

 

Path with Lights and Shadows

Advance E and all the lateral doors raise, releasing a lot of crawling atlanteans, when the calm is restored use the gate key to raise the E gates and advance taking into account the message of the note: "Chase the luminance, shun the shadows of demise". In this path some parts will be bright or dark intermittently, so wait and advance only through the bright parts with light and wait when they are dark until you reach the white wall panel at the end of the path; go through and advance to find another of those white wall panels.

 

Final Fights

Explore this room to find 3 X automatic pistols ammo, 4 X shotgun shells, 4 X small medipacks and 2 X large medipacks; cross the long bridge and in the next platform shoot Torso and several apelike creatures, pick up 4 X automatic pistols ammo, 4 X shotgun shells, 4 X small medipacks and 2 X large medipacks; when Torso dies a bridge lowers in the S side, so enter the next building, cross the next bridge, pick up a Note in the corner, advance N, approach to the edge of the ledge and select the spear in your inventory; go back to see that another bridge has raised, go through the red waterfall and continue up the dark passage to find another platform where two winged atlanteans and a Big Boss attack; when the boss dies he drops the Gate Key, open the exit door and approach to the red waterfall to finish the adventure.

 

March – 03 – 2025