ASPIDETR EASTER TIME 2026 - COLUMBUS' TRAIL (DEMO)
Level by Ranpyon
Walkthrough by Phil Lambeth
After the opening flyby through a charming seaside village, vault into the window opening for the PDA, hop down and go around to the nightstand for the PISTOLS. The door to the balcony opens when you pick them up, so exit and go up the steps for a small medipack. Go down to the courtyard and continue through the N passage to another courtyard. Loop left down the ramp and find a button that lowers a trap door in the passage behind you. Turn around, kick open the grate and enter the crawl space. Climb down the ladder at the other end, past the opened trap door to an underground sewer and pick up the nearby flares. Follow the walkway S and shoot a couple of rats, look for a floor trap door in the E side passage and open it. Swim down and pull the underwater lever to lift a nearby gate. Surface, pull out E and go around the corner to find the lifted gate. Shoot the fusebox cover and pull down the wall switch for a cut scene of a ladder shaft.
Exit and follow the walkway S until you get an onscreen hint. Turn right at the wall, jump up to grab the overhead pipe and treat it as monkey bars as you time your way past two steam blowers. Drop down, shoot the fuse box and pull \down the wall switch for another cut scene of the ceiling shaft. Hop back into the water, search for a small medipack and use the ladder to climb back out and avoid having to use the pipe again. Make your way in zigzag fashion all the way to the N wall, turn right to encounter a rat and continue around to a pushblock. Pull it away from a grate that you can shoot to reveal a crawl space. Enter, light a flare and crawl around the corner. When you can stand up, shoot the fuse box and pull down the wall switch to lower a trap door in that ladder shaft (which is your next destination). Return to the walkway and go W, S past the ladder you climbed down from, E, S and loop around right at the wall to find the ladder shaft
Face S, jump up to grab the ladder and climb up past the opened trap door to a crawl space. Shoot the grate, crawl to a small room exit and shoot the corner box for a PEARL (cut scene of the outdoor courtyard). There’s no way out from here, so climb down the ladder shaft and return to the first ladder you passed by earlier, shooting a rat along the way. Climb back up, crawl through and loop around left up the ramp to an earlier courtyard. Continue through the S passage to the first courtyard and place the Pearl on the extended hands of the mermaid statue to extend a swingpole. Go up the steps toward the balcony, and at the top step jump up to grab the roof. Shimmy left a bit and drop onto the vine-covered awning. Side flip left onto the lower roof, shimmy close to the wall, pull up and take a rolling back flip to grab the swingpole. Swing around and jump off to land on the far balcony. Pick up the YELLOW KEY and side flip over the railing down to the courtyard. Exit to the first courtyard, go through the E alley toward the sea and turn left past a closed gate. Continue down the winding ramp to a lower area where you can use the Yellow Key to open a gate leading to the beach. Go on through to trigger an extended flyby through the area ahead.
Take a few steps forward to trigger a conversation with someone who needs 15 sea shells and is willing to provide some unspecified reward should you find them. A DETECTOR is added to your inventory, as well as a PDA entry that tells you the Detector works properly only when you’re facing due N. If you activate the Detector now, you see that a shell is 19 meters from where you’re standing. Head toward the sea past the beach ball and look to your right near the water for a SHELL (1 of 15). Jump into the water, swim around to your right past the pier and look for a shallow hole containing a SHELL (2 of 15). From the shallow hole, swim SW toward a vertex in the sand where it meets the rock wall for another SHELL (3 of 15). Surface for air and swim N toward the buildings in the distance. As you approach them, look down just to the right of the buildings for a hard-to-see SHELL (4 of 15) on the sandy floor. Turn left from that spot and swim W to the left of the rowboat. Look for a SHELL (5 of 15) in the clump of seaweed.
From the seaweed, swim at bit NE to the right of the rowboat and find a rectangular section of the wall beneath the wooden ledge that you can crumble with a kick. Swim inside and pull the underwater lever to move the rowboat forward, just enough so that you can pull out onto it and jump to activate a jumpswitch in the wall. A door rolls open on the other side of the building, so loop left around it and pull out near another rowboat. Enter the building to find the CROWBAR on the work table. Exit, turn right onto the balcony and go up the steps to find a SHELL (6 of 15). Go back down and follow the walkway past the rowboat and around to a ramp that brings you up to a balcony that leads to the village proper. But first, turn around near the top of the ramp and take a running jump over the closed gate for a small medipack. Side flip back over the gate and go up to the higher balcony. Loop around right up the steps and pull up N onto the wall just to the right of the closed gate. Look on the vine-covered awning close to the window for a SHELL (7 of 15), get back down and open the gate with the crowbar. Look just inside on the ledge to the right for the BROKEN BRANCH and continue W up the steps to a crossing.
Turn left and hop onto the second brick balcony to your right for a SHELL (8 of 15). Return to the steps, continue down S to the short wall and open the door on your left. Enter a dining area, pick up the large medipack at the back wall and go through the phantom curtain N into the kitchen to engage in a conversation with the cook. He needs a fish to fix for lunch, but before leaving, open the refrigerator door and pull out a PIECE OF MEAT (cut scene). Push the button to your left to open the door to the meat locker and crawl under the hanging hams for a SHELL (9 of 15). Exit the building, go down the steps and turn left to run across the walkway to the next building. Go up the ramp to your left and continue around the corner and all the way S to a blocked crawl space. Shoot the grate, crawl inside for a SHELL (10 of 15) and go back N until you reach an alley on your left. Go up the steps there and jump up right (you can’t pull up) onto the low roof. Stand jump W onto the low corner of the higher roof. Turn left, jump over the red flowers onto a walkway and place the Piece of Meat in the empty bowl.
Out comes a dog from the doghouse ahead to devour the morsel. Hop over him and stoop to pick up the RED KEY. Go to your left for a SHELL (11 of 15) and jump back to the previous roof. Go up left and jump W over the railing onto a balcony for an onscreen hint. Stand against the wall next to the railing and jump up to grab a wall crack. Ledge jump up, grab the roof and shimmy right and around the corner until you can drop onto another balcony. Open the doors to your right and enter a TV room. Push the TV cabinet away from a panel bearing the digits 7453. Turn around, shoot the wall painting to reveal a keypad and punch in those four numbers, followed by the star key. The adjacent panel opens to reward you with the DESERT EAGLE. Exit to the balcony, jump W over the railing onto the steps and go down E to a courtyard with a dry fountain. Follow the E alley toward the beach and hop up left onto the low roof you visited earlier. This time, stand to the right of the green shutter and jump up to grab the higher roof. Shimmy right around the corner and continue around the next corner until you reach a lower line that you can drop and grab. Continue to shimmy right until you reach the end of the line. Ledge jump up to grab the roof, pull up and take a rolling back flip onto the adjacent roof. Slide and grab and shimmy left, drop down and turn left to activate a jumpswitch that opens a door in a nearby alley.
Hop back, safety drop to the alley and run up a slight ramp to find the opened door. Enter a small room and pull the pushblock away from a corner grate. Shoot the grate, enter the crawl space and pick up the SEA STATUE for SECRET #1. Exit, turn right in the alley and open the floor trap door facing N. Drop down into a sewer area and shoot a rat. Go around the corner and turn the valve wheel to activate the courtyard fountain. Climb back out of the sewer and proceed S to the courtyard. Loop around right up the steps, go to the corner of the seating area and shoot the trash can for a SHELL (12 of 15). Enter the short N alley and pull down the wall switch to open the squeaky gate. Continue N and use the Red Key to open the door to your left. Enter a kitchen and search the cabinet for a NYLON THREAD. Exit, continue N to a ramp and hop down E onto a balcony for a small medipack. Side flip over the gate and continue down past the yellow keyhole into the SE alley leading to the beach.
Turn right, follow the walkway up the SE ramp and shoot the small trash container at the corner for a SHELL (13 of 15). Continue along the walkway and go left down the steps to strike up a conversation with the guy with the fishing rod, who rudely declines to share a fish with you while an entry is being added to your PDA. Resort to Plan B by combining the Broken Branch and Nylon Thread. Use the FISHING ROD from where you’re standing and voila! A FISH is added to your inventory. Go back up and N along the walkway to the kitchen you visited earlier. Stand to the right of the cook and place the Fish on the plate to be rewarded with the ICE-CREAM SHOP KEY. Exit and go straight W and up the steps ahead for desert eagle ammo. Return and loop around right to find the receptacle for your key behind the lemon tree. Enter the unattended gelateria and go behind the counter to find a button that lowers a trap door elsewhere. Exit, loop around right in front of the lady and go partway up the ramp. Shoot the small trash can for flares you’re not likely to need, look down right to see the opened trap door near the end of the alley and hop down there.
Drop down into a different section of the sewer and shoot the lock to open the S gate and provide access to the area you explored earlier. My thanks to the builder for pointing out this short cut. Follow the walkway past the W ladder, shooting two rats along the way, and continue to the SW corner. Pry off the VALVE WHEEL with your crowbar and return to the gate you just opened. Head toward the burning tile, place the Valve Wheel on the vertical pipe to your left and then turn it to douse the flame after waiting a few seconds. Go around the corner to shoot a rat, then face N at the corner and jump up to open a ceiling trap door. Pull up N into a room with a closed gate and four wall switches. Counting from left to right, pull down switches 2, 3 and 4 to open the gate, go inside and turn the valve wheel to flood the NE corner down below and deposit the LASER SIGHT in the floor hole there. Drop down past the opened trap door, grab the Laser Sight and note in your new PDA entry that it needs to be cleansed of the dirt that covers it. Exit the sewers and pull out S in front of the closed gate. Side flip over it, go through the E alley toward the beach and loop around right up the striped ramp. Turn left at the crossing, hop over the floor hole and follow to the fountain courtyard. Facing E, rinse the Laser Sight in the fountain water to get rid of all that muck and combine it with the Desert Eagle.
Go back the way you came to the beach area, hop the rocks on the right side to get to a submerged ledge directly opposite the rowboat that's next to the N building. Shoot the green second story shutters on the far right to expose the glass window. Return to the steps leading to the kitchen, turn left at the door to the seating area and go up a few steps N. Turn left, jump up to grab the roof of the adjacent building, shimmy left to the corner, pull up and back flip onto the roof of the seating area. Jump to grab the higher roof over the kitchen, shimmy right around the corner and pull up. Take a rolling back flip to land on the roof of the adjacent building, slide and grab and shimmy left so you can pull up and back flip over the railing onto a balcony with a SHELL (14 of 15). Side flip over the railing onto the sloped roof, slide and grab and shimmy left a bit. Pull up and take a rolling back flip to land on the higher roof, slide and grab and shimmy right until you can drop onto a balcony for desert eagle ammo. Side flip over the railing, go down NE toward the ocean and hop into the water.
Swim N toward an underwater opening in the rock wall, enter and find a SHELL (15 of 15) just around the corner. Swim back to where you jumped into the water, pull out and return along the now-familiar route to the walkway encircling the beach. Follow W and loop around right to the doorway into the seating area. Turn left and jump up W to grab the roof as you did earlier, shimmy left and pull up to back flip onto the roof of the seating area. This time, go across and take a running jump E over the railing to land on a balcony. Because of the railing, you can’t jump up to grab the roof and shimmy right around the corner. Instead, stand at the SW corner of the balcony facing W, save your game and back flip onto the roof. Hopefully you’ll land sliding backward so you can grab the edge and shimmy right and around the corner to drop onto a lower roof. Face that NE upper window you exposed earlier by shooting the shutter and take a running jump to grab the sill. Pull up for a SEA STATUE for SECRET #2, jump into the water below and swim back to the beach. Wade out and approach the young lady standing near the ice cream store.
Offer her your collection of Shells, in return for which she presents you with the OLD KEY (press the action key a second time). Return to the pier where that grumpy guy is still trying to catch a fish, look S with your binoculars just below the water line to the right of the lighthouse and use the action key to illumine an underwater grate. Shoot it, jump into the water and swim toward the narrow opening. For a final secret, don’t enter the passage yet but pull up onto the rock ledge above it. Walk around left, look for an underwater crate just below the lighthouse and shoot it. Jump into the water and swim to that spot to grab a SEA STATUE for SECRET #3. Return to the narrow opening, swim inside and follow to an underground pool. Surface and pull out S onto a corner ledge. Face W, jump up to grab the vines and monkey swing to the far wall. Drop in front of a keyhole and lift the gate with your Old Key. Step inside the alcove and search the small chest for a document that triggers a concluding cut scene promising continued action at some later time.