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  • Guns and Glory 0.5 Walkthrough Thread -Completed- 10/6/2013

    Discuss Wolf3D and Wolf3D modding/ports

    Postby Metalor 28 May 2013, 01:07

    08 - Tenements
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. You'll notice you're barred from several places, and if you wait long enough, a Rottweiler will come into view and bark out a warning to other enemies. Don't give it the chance to alert any others, and take the door to your immediate left, it's the only way to go for right now.
    B - You'll find a pistol and plenty of ammo for said pistol in this small room. You'll also be introduced to: shattering glass. Like columns, this can be broken and create new pathways for you to enter. You have the choice now to go through the glass or continue through the building you're in. Either way can lead to the exit, but both paths have their own benefits and dangers. Decide and then hurry on.
    C - If you took the path through the glass, you should be here. First point of interest: The Rottweiler I mentioned earlier. Take care of it and then head to your left, there's a building with treasure inside and a secret with more treasure, also inside the building. There's a collection of explosive barrels and flames, but destroying the barrels won't lead you to anywhere, so don't waste the time or ammo. To your right is a building that will lead to the main area, you can go inside to continue through the level.
    D - Ignoring the path through the glass, you'll come into this room which has several health items and three guards inside. With your freshly-equipped pistol, you should be able to take care of them. Just kill the guards, heal your wounds and feel free to explore. To the left is a bathroom with a Medkit inside. In an adjacent hallway to the left, you can find several rooms occupied by one Officer and three Officers to the north and south, respectively. The path to the left will also lead to the main area. To the right will lead to a small outside area, elaborated about more later. To the upper left will lead to another hallway that will lead to the main area. To the left of the upper left area is a room with a guard, and the right room has a Stielhandt inside.
    E - This outside area has another Rottweiler, a grouping of explosive barrels, and even a Sniper. If you have a Stielhandt or Sniper Rifle, you can take care of the Sniper, otherwise, he'll peck away at your health. The more urgent concern however, is the Rottweiler. Take care of it first, and then check out the building to the right, it has treasure and a secret containing more treasure inside. To the left is a door that you can't enter without the Yellow Key. You'll just have to ignore it for now.
    F - This small room has a Disguise inside. These nifty pieces of equipment will make guards unaware of your presence. So long as you don't piss one of them off, you'll be perfectly invisible to them for at least 30 seconds. Grab it by pressing the Space Bar while nearby the rack with the disguise on it. Also be careful, as the only weapons safe to use while wearing a disguise are the Knife and Sniper Rifle. The other weapons will make noise or upset the guards, so avoid using them unless you really need them.
    G - This room has three guards inside, and some health. Take care of the guards, heal up and visit the room to the immediate right of where you came in, there's a Stielhandt inside. A nearby hallway directly ahead of where you came in will lead to an outside alcove to the left, a room with three Officers inside straight ahead, and another hallway to the right with a Bathroom containing a Medkit inside. Pick your poison and move on.
    H - This room contains a Machine gun and more than enough ammo for it. Grab it, stock up, and move on.
    I - The main area is a large street complex surrounded by five buildings. There are four guards patrolling the main street and there are five points of interest. Starting from the first building you entered in the level (designated lower right), there's the secondary path building to the lower left, a small treasure-containing building to the left, the exit building to the upper left, and a building containing the Yellow Key to the upper right. There is another building to the right, but you can't enter it from here. Designated point I, there's a glass barrier here that can be broken down so you can reach a Flame Thrower and plenty of ammo for it.
    J - Inside this building (designated upper right) you'll find a hallway with doors on either side that leads to a sealed-off room, protected by glass and a Sniper. The Sniper will peck away at your health unless you have a Disguise, or can take care of him. Avoid making noise as the adjacent rooms are breaming with four guards, which will jump out of their rooms the seconds they hear any noise. The first room on either side from where you came in contains treasure to the left and Body Armor to the right. Visit these two rooms and avoid the others for now.
    K - This tiny glass-protected room contains a Sniper and the Yellow Key. The Sniper is well and exposed, you can simply knife him to death and grab the key. Once you're better prepared, you can deal with the guards in the adjacent rooms to the hallway, for now, feel free to visit areas you couldn't before with your new Yellow Key. In a nearby room to the right is a Sniper Rifle and a stockpile of ammo for it. Stock up and Move on.
    L - This small outside alcove contains another Rottweiler, more explosive barrels, and a Sniper. Kill the Rottweiler, blow up the barrels to kill the Sniper and then visit the small building to the left which contains treasure and a secret containing more treasure. To the right is a special building that leads to a secret exit. If you have the Yellow Key you can enter inside and reap the treasures inside.
    M - This hallway contains two SS inside and a room filled with treasure to the right of where you came in. There is a door at the end of the hallway that leads to a row of columns, some treasure, and several pushwalls. You can only push one at a time and you can only reach one at this point. Push it and then move on. (For those in a hurry, one of the columns can be destroyed so you can immediately gain access to the other two pushwalls).
    N - Like the last hallway mentioned, this one is guarded by two SS, and there's a room filled with treasure to the left. The door at the end of the hallway leads to the small room with treasure and pushwalls. If you haven't already, push the pushwalls to open the path to the secret exit.
    O - This room has three SS inside and some health items. The SS will be difficult to deal with, but can be felled if you're properly equipped. Once they're dead, grab the health items lying around. Depending upon which way you came in, there's should be a room straight ahead or to the upper left which contains a Disguise, some health, and a secret containing treasure inside.
    P - This small building has a Sniper inside that'll shoot at you while you're on the streets. In one of the rooms there's a stockpile of treasure, and in the room with the Sniper, there's a secret containing more treasure. Kill the Sniper, grab the treasure, and treat yourself to the health items lying at the back behind the Sniper.
    Q - This small alcove has a Rottweiler, some explosive barrels, and a building to the right containing treasure, and another secret containing more treasure inside. Not much else to do here, so just kill the Rottweiler, grab the treasures and move on.
    R - This small room leads to the secret elevator. There's an extra life inside, your reward for finding it. Grab it, and then move on into the elevator (unless you've missed some of the items by not visiting some of the other areas, in which case, leave the elevator for a little bit later).
    S - This is the secret elevator that leads to level 27: "Dopefish Lives!" Use the elevator if you want to visit this grueling secret level (grueling in the sense that it's like the last two, so if you didn't like those, you won't like this one). But there's plenty of rewards inside, so make you decision, and then move on.
    T - This building (designated upper left) leads to the level's normal exit. You need the Yellow Key to enter inside. There aren't many dangers inside, but don't get cocky. Be prepped, and venture inside.
    U - The main of this room has an Officer, an SS, and a guard protecting it. Together, these three could prove troublesome, but if you're well prepared, you should be able to deal with them. There is also some treasure and health lying around, and in a room to the left, there's a single treasure item, easy to miss amidst the chaos this level has to offer. You'll also notice a Brown Key Door at the end of the room by another normal door. The normal door leads to said Brown Key.
    V - This small room only has the Brown Key inside. grab it and head for either the nearby normal exit, or the secret exit.
    W - This door leads to the exit which leads to level 9: City Streets. Merely stepping through the doorway will end the level, so decide if you want to move on with the main story, or if you'd like to visit the secret level.

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    Speedrun version:
    Hidden Text: Show
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    A speedrun for this level can be very simple. Start by running to the left and running into the building, grab the pistol and ammo for it in the room to the right, and then running into the large room with three guards inside to the left. Deal with the guards or avoid them, and run to the upper right building from the main street. Run quickly to the Sniper in the glass room and knife him. Grab the key, and then go to the outside area to the right, past the room with the Sniper Rifle; Grab the rifle if you can spare the time, and then deal with the Rottweiler and the Sniper outside and then head to the building to the right behind the Yellow Key Door. Deal with the two SS in the hallway, and then enter the room with the three pushwalls and columns. Activate the pushwalls, break the column that can be destroyed and activate the other two pushwalls. When done, run into the secret elevator room, grab the Extra Life and exit. Not that much to worry about except the first two areas with guards inside. They might overwhelm or snatch you in a bad spot. You just need to be lucky and you can get a decent par time.
    Metalor
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    Postby Metalor 28 May 2013, 02:26

    *!BONUS MAP!*
    27 - Dopefish Lives!
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. You can take two paths. To your left is a teleporter that will take you to the exit area from level 8: Tenements. Since you exit that level by walking past a certain point, you'll have to repeat that process here. Directly ahead is a teleporter which leads to the level itself. Take it if you want to get some nifty treasures, and face some extreme peril.
    B - This teleporter leads to an immediate exit that you can use to leave to level 9 and skip all of the goodies awaiting you. This is a loser's exit. Only use it if you can't handle what this level has to offer.
    C - This teleporter leads to the actual level itself. Take it if you're tough enough to face the trials that await ahead.
    D - You come out from the first teleporter here in this forest path. Follow along the path to come to another teleporter.
    E - This next teleporter in front of a well will lead to the actual level itself. Continue on past the scenery to venture inside.
    F - You come out from the second teleporter here. This is the actual level. You've only a knife for the duration, though any weapon at all wouldn't avail you. The enemies that lie in wait can't be killed. You'll simply have to endure.
    G - Here's your only source of health in the entire level (unless you leave because you chickened out or because you actually beat it): a Regeneration Artifact. Because this thing eats away at your score to heal your health, you may have to bite the bullet and accept this fate. Move on beyond the artifact to begin your trek. You'll notice everything is under water and there's a plethora of coral and seaweed everywhere. eventually you'll encounter the level's lone enemy type: the Dopefish. This silly creatures sap your health quickly just by touching you. The cramped quarters, and the fact that health is scarce doesn't help. These are the only trials you'll face on the level, so as long as you can learn to avoid them, you should do fine. You should start by heading towards the first path to the left. This will leads to the first key that you need to progress. You'll basically be running around looking for keys and dodging Dopefish. Tedious and dangerous, yes, but the rewards are worth it.
    H - If you're following the path I suggested (particularly because this path is the only one that isn't a dead-end at this time), this should be your first stop and the first encounter with a Dopefish. There are two of them in this area and they can surround you quickly. Be careful in your navigation and grab the two diamonds that the first Dopefish is guarding.
    I - This small vault contains a POW for some free score, and the Green Key. With your first key, you can now begin progressing in the level. The only problem now is avoiding the two Dopefish outside the vault you're in. If you're lucky, you'll be able to get away safely.
    J - From where you started (by the Regeneration Artifact if you're lost), head to the right-most path, and head down the first turn. You'll find a Dopefish and several Black Diamonds. Avoid the fish, grab the diamonds and move on.
    K - To the right of the main oath you'll find a small alcove with two Black Diamonds on it, and straight ahead is the next room with a Key and POW inside, guarded by a Dopefish. There's also a Black Diamond near the second Dopefish. Grab all the treasures, avoid the fish and enter inside the vault.
    L - This second vault, sealed by the Green Key Door leads to another POW and the Brown Key. Grab the key, and then avoid the Dopefish outside to reach your next destination.
    M - Heading down the middle path on the left you'll encounter a Dopefish right in front of the next vault. You can enter inside now, but you should probably grab the treasures to the left.
    N - Left of the third vault is another Dopefish and two Black Diamonds. Avoid the fish, grab the treasures and then head for the vault (remembering to avoid the first Dopefish you encountered nearby).
    O - This third vault contains another POW and the Red Key. Grab the key, avoid the fish outside, and head towards your next destination.
    P - This path, directly ahead of where you came in does not have any treasure, and has only a single Dopefish guarding it. Avoid the fish and head into the next vault.
    Q - This vault has yet another POW and the Grey Key. Grab the key, avoid the fish and head towards the next path.
    R - From where you came in, head to the right and head down the path after the one sealed by a Blue Key Door. Down this path on the left, there's a lone Black Diamond, and at the end, in front of the fifth vault is another Dopefish. Avoid the fish and enter inside.
    S - Another POW waits inside this vault and there's a Purple Key waiting for you. Grab the key, avoid the fish, and head towards the last vault.
    T - From where you came in, head to the left path and then the right-most of the left paths. Immediately to your right are two Black Diamonds, and straight ahead, you'll come to a crossroads. The left leads to the last vault, and the right leads to some more dangers and treasures. Straight ahead is another Black Diamond in a small nook.
    U - A lone Dopefish guards two Black Diamonds at this dead end, avoid the fish, grab the treasures and then head for the last vault. Another Dopefish lies in wait down the left path guarding the last vault. Avoid him and enter inside.
    V - This last vault has one last POW to save and the Blue Key. Grab the goods, avoid the fish outside, and then head towards the entrance, your next destination lies nearby.
    W - Behind this last Key Door lies the level's second-to-last teleporter. Be sure you've gotten all of the treasure lying around and then step through.
    X - You come out here after using the teleporter. From here, there's no more danger posed to you by enemies (you can technically kill yourself up ahead, but otherwise it's safe). Continue on to reclaim the remainder of your rewards.
    Y - This hallway is stocked with weapons, and to the left there's a set of two secrets that conceal two medkits and two pieces of Body Armor. Grab all you want and then use the teleporter at the end of the hall.
    Z - Regardless of which path you take (the loser exit, or the actual end-level path), you'll wind up here. You need the Brown Key to exit (which you should have if you actually went through the level), in which case you can ignore the small room on the right and head right through the doorway to end the level. Next stop: Level 9: City Streets.

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    Speedrun version:
    Hidden Text: Show
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    Speedrunning this level won't be as rewarding as any of the other secret levels, simply because of the extra steps to exit quickly. It'd be more lucrative to go through the entire level. But, if you're interested in a speedrun, simply run to your left at the start of the level and run into the teleporter. From there, make a right, another right into the small room, grab the Brown Key, turn around, make a right through the door, and viola! Like most secret levels, this level is easy to get a good par time on, but you should consider otherwise, as 20,000~30,000 hardly compares to the 60,000~80,000 points you could stand to earn on the actual level.
    Metalor
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    Postby Metalor 03 Jun 2013, 00:34

    09 - City Streets
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. Immediately to your left is the main street and the main apex of the level. Upon entering the street, you'll immediately identify a new enemy type: the Ironclad Panzer. These monstrosities are amongst the most resilient enemies you'll face. They're sort of like Mini-bosses, having half the health of regular bosses. Their attacks pack a far more powerful punch than anything even some bosses can dish out, and they even have the ability to take you with them, blowing up when defeated and causing major damage to everything nearby, even fellow Tanks. They won't flinch when hit with your attacks, and the amount of punishment they can endure makes fighting them a chore. However, killing them in groups is the best way to get rid of them, as each one that explodes deals impressive damage to each nearby, leaving less damage for you to do. In some cases, you might even be able to start a chain reaction to damage and kill multiple Panzers. You'll also notice that the streets are littered with Explosive drums at certain intersections. Don't blow these up yet, you'll want make sure a group of Panzers are maneuvering through them before you do so to maximize the damage dealt to as many of them as possible. Do not engage them as doing so now will be nothing short of suicide. Instead wait for them to pass by the building to the right and then enter the building. Hiding in the buildings for cover is the safest strategy for now. The Panzers can't follow you into the buildings, and the enemies inside buildings won't follow you onto the streets. Keep this in mind when engaging enemies.
    Hidden Text: Show
    Truth be told, during play testing, I was actually never able to defeat all of the Panzers on this level, however I am certain that it is possible with the supplies provided, just very difficult. You'll have to use all of the Explosive drums to maximum effect, and make Panzers explode near each other as often as possible in order to stimulate the desired efcects of them causing a chain reaction. If you're able to get 100% kills on this level, then congratulations, you've been able to do something that even I haven't been able to do in my own mod (as of yet anyway). Tilt your head up high, you deserve it. If not, please disregard the praises previously mentioned.

    B - This building is your first destination. There are several rooms inside, two of which contain the pistol and machine gun with ammo for both weapons inside of a pair of small alcoves. There are also four guards inside. You can fight them directly, but doing so will alert the Panzers outside, so instead you should fight using stealth for now, at least until you're prepared to fight off the Panzers patrolling outside.
    C - This small room has a Disguise inside. Unless you're insanely well-stocked at this point, it's suicide to run through the streets without this Disguise. Grab it and use it's effects to help you blend in with the guards in the other rooms (you can also Knife them to death and they won't go insane for you doing so). Grab the disguise and make your way to point F. You'll notice that outside at the other end of the building is a smaller group of Panzers patrolling the street outside. If you have the disguise, you can simply run out and reach the next building easily, if not, the tanks will attack en mass, and you'll have some trouble on your hands.
    D - This room has two guards standing guard inside. In an alcove made of brick is The Pistol and some ammunition for it. Knife the guards if you're wearing the Disguise to keep from making any noise, and grab the Pistol and any ammo you need for it.
    E - Beyond this hallway is another room with two guards inside and a brick alcove containing the Machine Gun and ammo for it inside. Knife the guards, grab the Machine Gun, and head outside onto the streets (provided you still have the Disguise equipped, otherwise, you may wish to wait for a few moments).
    F - This small building has some supplies inside, the first item of interest is the Stielhandt you'll find inside, along with some health items.
    G - This small room, sealed off by glass has a Disguise inside. Depending upon where the Panzers are located outside, it may not be a wise decision to visit this room first. However, remember that the Disguise inside can help you hide in plain sight, so long as none of the enemies have already spotted you, if they have, the disguise is useless, if they haven't, it can help you to continue to evade death at the hand of a barrage of missiles.
    H - This room has a Disguise inside, and can be escaped or entered into from the streets via a portion of the glass that can be shattered. Grab the disguise when the coast is clear and visit the nearby buildings for supplies.
    I - This small dead-end on the street, nearby a large building that can't be entered, lies ammunition for the Pistol. Grab the ammo when you're safe from enemy onslaughts.
    J - This small dead-end on the street contains more ammo for the Machine Gun. Grab the ammo when you're sure you're safe from enemy onslaughts.
    K - Sneak into this building when you're certain the Panzers won't spot you. Inside is a pair of Officers (that should be easy to deal with if you have a disguise equipped). Inside is an assortment of health and treasure items. Outside, you can spot some treasure and ammo in a dead-end portion of the street. To the right of where you came in is an alcove with a secret containing two Stielhandts inside. And in one of the rooms of the building is a door that will lead out into a nearby alley.
    L - This small alley leads from the buildings near points K and N and has a Stielhandt tucked away near one of the fences separating it from the streets.
    M - This dead-end on the street has some Ammo and treasure lying about in the open. Grab it when you can, every small bit of ammo will help against your battle with the Panzers.
    N - This building has an additional two Officers inside, guarding the health, treasure and other rewards inside. There are a pair of rooms in here that have the Pistol and Machine Gun inside, and ammo for both. In a nearby secret, next to the room with the Machine gun inside, lies more ammo for the Pistol.
    O - This small room, barred off by some Shattering Glass, contains a new item: The Backpack. This nifty object doubles your inventory space for your ammunition (save for the Flame Thrower, which caps at 99). It also contains some ammo for every weapon except the Stielhandt. Grab it and then visit the room to the left. Inside is some treasure and two Medkits.
    P - This room, sealed off by a Yellow Key Door, holds the entry to a small room containing two Stielhandts. Inside that room also lies a secret containing two more Backpacks.
    Q - This large central building is your main destination for the time being as it contains the Yellow Key inside, which is necessary to exit the level. The first room has a Stielhandt lying on the floor, grab it and move on into the next room, which is a larger room with two Guards and four Officers inside. There's also collections of ammunition lying around in the adjacent rooms. You can deal with the guards and officers easily if you have a Disguise equipped, otherwise, you may have to resort to the Machine Gun to handle them with any ease of effort.
    R - This small room has two guards inside guarding the Yellow Key. Kill the guards, grab the key and then head out, being aware of the Panzers patrolling outside.
    S - This small building has a plethora of Stielhandts inside, and at the far end is a secret containing Machine Gun ammunition inside. Outside the building, around the corners of the sidewalks is ammo for various weapons, and a Stielhandt. On the wall of the Red building outside is a secret containing treasure.
    T - This building, sealed with a Yellow Key Door holds off a new hazard: The Steam Jet. These dangerous hazards work somewhat like the big, open flames you've found periodically except whereas the flames will slowly sap your health over time, Steam Jets eat away at your health quickly for a very quick amount of time, followed by a period where no steam comes out at all, making the jets safe to maneuver under. Inside the main room of this building is a large collection of Steam Jets and three SS guards. The guards can be lured into the Jets (though killing the SS with the Jets may take time, more time than you may have when contending with three of them). Lying around the room is also some ammo for the Pistol and the Machine Gun, grab the ammo, dodge the Jets, and kill the SS before moving on.
    U - Inside this last room is one more SS and a suit of Body Armor. Kill the SS, and grab the Armor and head outside into the Alley leading to the exit.
    V - This small Alley is where you'll have to contend with two more Panzers and a group of four Guards. The Panzers are the biggest threat, obviously, but don't count the guards out either. To the right of where you come out is a Stielhandt, and near the exit by some fences and a dividing Block that divides the main street from this alley is some ammunition for both the Pistol and Machine Gun, as well as some treasure. Up towards the other dividing block, which separates a small alley from this one is a secret containing some treasure. Not much to say about this area, except destroy the Panzers, kill the guards, and grab the stuff lying around before heading into the exit.
    W - This tiny room leads to the next level, Level 10: Administration. Not much to do except step forward and the level will immediately end. Be sure to finish off any of the Panzers running around, grab any of the items still lying around, and be sure to make one last sweep for treasure and secrets. With the hectic Assault of the Panzers constantly looming over your shoulder in this level, you'll be hard pressed to save some time for getting 100% in all of the end-level ratios.

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    Speedrun version:
    Hidden Text: Show
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    To speedrun, simply run to the building illustrated at Point B and grab the Disguise in the small room to the right. From there, run back out the way you came and run to the point illustrated at Point Q. With the disguise in tow, run inside, to your left, around the obstruction in the center around the two Officers, and to the door at the other end of the room. Run inside the room and grab the Yellow Key and then run out the door from the right. From here run to the building to the upper right across from the first building you entered. From here, run strait past the SS officers, Knife the SS at the end of the hall, grab the Body Armor behind him (just in case) and run out side through the door to the left. From there run strait, then to the left and run to the door to the red building, open it, run inside and voila! Speedrunning this level is simply impossible without the disguise, otherwise you'll be destroyed with the Panzer's fury. You might as well progress through the level normally if you don't use the disguise.
    Metalor
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    Postby Metalor 10 Jun 2013, 07:00

    10 - Administration
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start on the other side of this door. Beyond the door are several guards patrolling around a central island. There should be three patrolling guards total, and one standing guard. Depending upon when you come out, you should be able to sneak up behind one of the guards and knife him. Of course, you may not be willing to alert 3 other guards to your presence at this time so instead visit the storage rooms to either the left or right to gather some supplies. If you're looking for treasure and the guards are all dead, directly to the left of where you came in is a wall with a secret, and on a far wall to the right (to the left when coming out of the secret) is another secret with more treasure inside. To the right of where you came in (but not down the corridor that leads to point C) is a small stash of treasure lying in the open.
    B - This small room contains some pistol ammo, and a Pistol inside. Stock up and take out the guards if you haven't already.
    C - Depending upon how well you've adapted to gameplay up to this point, you may have to heal some wounds. If so, come here and replenish your health and grab the Medkit.
    D - Beyond this door is an isolated street zone with several guards standing guard. Three of the four guards in this area should be easy to spot, the fourth is behind a fence, and you won't be able to reach him at this point without a Sniper Rifle. Just ignore him, since he can't harm you or reach you at this point anyway.
    E - This small, isolated storage room contains a Machine Gun and ammunition for said Machine Gun. You'll need the Machine Gun to make things easier for you later on.
    F - Branching from points D and E, you should head into the hallway to the right of where you came in (at point D). You may encounter a patrolling guard or two in this hallway. Attacking them will alert many other guards nearby, but you can do so as they won't be able to come at you immediately. In any case, go into the doorway immediately to the left (Not on the left wall, the door to the left on the same wall from where you came in). Inside this room are two more guards. To the immediate right inside this room is an alcove with treasure inside, grab the treasure after dealing with the guards. Take care of the two guards, and you can go strait into a small alleyway. To the left inside the alley is a Stielhandt, and on the wall to the right is a secret with treasure inside.
    G - This small storage room has health inside. Heal you wounds and then examine the far wall for a secret that leads into a fenced-off alleyway. The first thing you'll notice is a Sniper Rifle with some ammo for said Rifle. Grab the Rifle and its ammo and then turn your attention to the numerous Rottweilers and Snipers out in the main storage yard. There are four of each, and you can exploit the explosive drums littering the yard to take care of them. You'll want to at least kill the Snipers to make things easier for yourself later in the level. Regardless of how many Snipers you actually deal with, further along the fenced off alleyway, around a corner you'll encounter an SS. take care of him with your Machine Gun, and head towards the end of the path.
    H - This lone room has treasure inside. Grab the treasure and then find your way out of the alleyway and head on towards point I.
    I - This bathroom contains four Officers inside the bathroom stalls, and may also have patrolling guards inside. Firing off a shot will most likely alert them (if they aren't already alerted). Take care of them with the Machine Gun, Pistol, or what have you. Technically, this area isn't necessary to visit for beating the level, but it is necessary for 100% kills, secrets, and treasure, so you'll have to at least visit it once. On the wall to the right of where you came in is a secret containing treasure.
    J - A small corridor/room here has ammunition for both the Pistol and Machine Gun inside, and beyond this room is a barred off area containing four Officers which you may have alerted earlier. You'll have to kill them to claim the treasure in this area, and the newly-acquired ammunition will certainly aid you in that task.
    K - Coming from the room designated at point I you'll find a storage room containing health and a medkit to your right, and on the furthest right wall you'll find a secret containing treasure inside. This of course, all before reaching this tiny room, which contains another Pistol and more Pistol ammo. To the left of this room is another small room with two guards inside and a treasure-containing alcove to that room's left. On the far wall are two more rooms, containing various odds and ends.
    L - This small room contains another Machine Gun and more Machine Gun ammunition inside. Grab the goodies and move on to the next room.
    M - Surprise, surprise. Beyond this door is not another small storage room, but instead an alleyway containing three SS guards which protect the Orange Key. To the far wall to the right is a secret containing treasure. Defeat the SS guards, grab the key and head to point N.
    N - This building, sealed with Orange Key Doors was inaccessible earlier. Now that you have the correct key, you can enter inside from either the left or the right. It does not necessarily matter which side you choose to visit first, but visiting the right does provide an additional bonus.
    O - This fenced off alleyway, previously inaccessible, can now be accessed, and more importantly, you can now eliminate the guard that was here (if you haven't somehow already, such as with a Sniper Rifle). Defeat him and grab the suit of Body Armor and treasure that he was guarding.
    P - This large room is protected by two guards and an Officer and has literally six additional paths for you to take from where you come in. There's Pistol ammo readily available to you, and after you kill the guards, visit the far right and left dead-ends which house secrets containing treasure. Opposite those dead-ends are rooms on either side with a single Guard inside and health in each room. Beyond the area where the Officer was standing is a small room with two Officers inside, and beyond that room are two more rooms, the first containing Pistol and Machine Gun ammo, and the second containing a fourth Officer and some health. Grab all the goodies, kill all the Officers and then tunr around and visit either room to the right or left of where the Pistol ammunition was (the rooms are next to the dead ends, not across from them if you're confused, or in other words, directly across from where you came in).
    Q - This small room contains two SS officers, kill them and proceed into the next room to find two more SS officers guarding the Green Key. Kill them, grab the key and then head into the other room, opposite to the one that you came in from for some health and treasure (if you haven't already).
    R - This room, the main hallway connecting all of the treasure-containing alcoves leads to the main storage yard, but before you reach said yard, you'll find one final room containing Pistol and Machine Gun ammo. This is your last refuge for ammunition, so if you're running low, grab it and make good use of it, you won't find any more after this point.
    S - The main storage yard, previously mentioned at point G contains several Snipers, Rottweilers, and hordes of explosive drums. If you haven't already taken care of them, do so now and then grab the goods lying around the yard. There should be several Stielhandts, some health, and whatever the Snipers have dropped (most likely Rifle ammunition).
    T - This small room only contains some health items. Heal your wounds and move on.
    U - This small room, protected only by a Green Key Door contains a Backpack, and in a room to your right, a suit of Body Armor. Hardly a fitting reward for the trials of this level, I know, but these should at least keep you going for a bit longer, especially in the next level, level 11: Warehouse. Once you've grabbed the goods, head for the staircase and the next level; you're done here.

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    Speedrun version:
    Hidden Text: Show
    Image

    Speedrunning this level can be tricky due to the patrolling guards and the large amount of Officers that you may alert if you engage the patrolling guards. Regardless, start from point A and run around the island that the guards are patrolling around. Take care of the guards if you must or avoid them and run into the hallway found behind the standing guard. From here, run to the left and then into the door on the right. Fight or ignore any guards you encounter (it's your choice, avoiding them is more hazardous, but engaging them will mean a worse par time). Run forward through the door at the end of the hallway and make a left. Run strait into the alleyway with the SS officers. Unlike the others, you'll HAVE to fight these in order to claim the Orange Key (they can be knifed, since they attack one at a time). Once they're dealt with, turn around and go back the way you came but take a right turn after the room with the treasure alcoves into the second door on your right, you should end up in the isolated Street with four guards inside (one being trapped in an alleyway and the other three in plain sight), avoid them and head into one of the hallways locked by the Orange Key Doors. Run through the hallway and head into the large wooden room and head strait into the doorway at the other end (take the time to fight the guards and Officer if you wish, but it'll only waste precious time). Inside the rooms head into the adjacent room with the two SS officers inside, kill them and head into the dead-end room with two more SS officers and the Green Key inside. Kill the SS, grab the key, and then follow the opposite room from the one you used and run down the hallway opposite the one you used to enter the Orange Key building. From here, simply run to point R, run through the ammo room, grabbing the ammo if you wish and run out into the main storage yard. Ignore the Snipers if you have enough health to do so and head towards the Green Key Door, rush inside and run immediately into the Staircase to exit the level.

    As far as Speedruns go, this level is incredibly complicated. Without intense knowledge of the level or having a large amount of supplies beforehand, you'll simply be caught in way too many hairy situations if you don't stop at some point (or in some cases, multiple times) for ammunition and weapons. Without a hefty supply of ammo or a good weapon, you'll most likely be dying often if you try for a Speedrun. It's not impossible though, speedrunning this level will simply be very difficult.
    Metalor
    Team RayCast member
    Team RayCast member
     
    Posts: 190

        

    Postby Metalor 18 Jun 2013, 08:37

    11 - Warehouse
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. This level is a bit different from the others you've endured thus far. This level gives you the option to explore two different paths, both of which lead to the exit, but you can only visit one of them (however, once you clear the path you've chosen, you can backtrack through the other without much hassle). Both paths are identical, but with somewhat different layouts. If you're having too much trouble on one path, try the other. Both paths are maze-like, and both are breeming with Guards, Officers, and Mutants. Regardless of your decision, both paths ultimately lead to the same location, so pick a path, bring plenty of ammo, and stay sharp; you'll need good reflexes to survive either path.
    B - You'll find a Pistol here. Not much else is over here, except, on the wall to the left, right next to the fence post is a secret containing two Medkits. Grab them both, you'll need every bit of health you can find for this level.
    C - By this fence post is a secret containing both a Machine Gun and a Flame Thrower, and there's even some ammunition for both weapons. Grab these now, or you'll regret it.

    Path 1
    D - To go through the first path (the building on the left), activate the pushwall indicated here. It'll seal off the entrance to building 2, but you can always visit building 2 after you've completed building 1 and vise versa. Go through the newly-revealed door and you'll find the Orange Key inside, and a pair of doors which require said key to enter inside. Since you've sealed off the only other way to go, you'll have no choice but to proceed. Beyond the Orange Key Doors you'll find a small sealed-off street section, on either side is a treasure item. Grab the treasures and then head into the Warehouse. You'll most likely encounter a strange new object right when you enter inside: The Breakable Crate. This odd little container has an item inside, which will only reveal itself after being destroyed. What that item is, depends upon which weapon you have, if you have any armor, if you're low on health, or if you don't have a particular weapon at all. In any case, these crates will pop up periodically and can be exploited to give you items that you'd otherwise have to wait considerable amounts of time to get otherwise. Strait ahead is an explosive barrel and some Machine Gun ammo. Grab the ammo and then head into the small corridor made of crates.
    E - On your right will be a Guard poised to attack, and behind him is a treasure item. Kill him, grab the treasure and then head into the dead-end; another Guard waits for you inside, guarding some Pistol ammo. Kill him as you please, grab the ammo and then return to the entrance and make a right. From here you'll find another Guard hiding in an alcove to the left (right around where you'll find a breakable Crate) Right before the aisle with him inside is a treasure item, grab it, and then deal with the Guard. A little bit further is another explosive drum and another Guard. Detonate the drum, and if the guard is still alive, deal with him and grab the ammo and treasure lying nearby.
    F - Right around the corner is another breakable crate and a Mutant. Beyond the mutant is some Machine Gun ammo and a Guard on the right. Deal with the Mutant and the Guard, and then after the corner on the right, you'll find yet another Guard standing next to an explosive drum. Same proceedure, and then to the right again is an Officer. Kill him and then enter into the corridor he was guarding.
    G - There are three paths to choose from (two at present, but one of them forks). Head down the left path to find a Guard protecting some treasure. Kill him, grab the treasure and then go down the other path. To the right is a guard protecting another treasure item, and to the left is a Mutant guarding more treasure and some Flame Thrower ammo. Deal with them, grab the goods, and then return to where the Officer was standing and take a right. There's a small corridor here that has a Guard on the other side, protecting a breakable crate and some Flame Thrower ammo. Beyond this obstacle is another fork in the path. To the right is an alcove with Machine Gun ammo and some treasure protected by a single Guard. Kill the guard, grab the goods and then head down the other path.
    H - Right behind the wall to the right is another Guard protecting some Pistol ammo. Kill him and then turn your attention to the next fork in the path. To the left is a Mutant guarding some Flame Thrower ammo, and to the left is a Guard and Officer protecting a single treasure item. Visit both paths to deal with both sets of enemies and rewards and then head to the end of the path where a turn occurs at a corner to the right. On the wall strait ahead, before the turn to the right is a secret containing treasure inside. Around the corner is an explosive drum, a breakable crate and some Pistol ammo. In a small path to the left is a Guard protecting some treasure.
    I - Directly to the right is another Guard and another fork in the path. Visit the left path after you deal with the Guard.
    J - The corridor eventually leads to a dead-end on all points, but is worth visiting to get 100% everything. The first and most immediate threat is a Mutant to the left. There are three paths to choose, two of which (the ones to the right and strait ahead) leads into one another. Go to the right path first to find a Guard. Behind him is a treasure item at the end of the aisle. To the left of where he was standing is some Machine Gun ammo, and following that, to the right is some more treasure. Traversing down the other path, you'll spot another explosive drum beyond some Flame Thrower ammo. Blast the drum and deal with the two Guards it wounds. After they're dead, grab the goods from the breakable crate and the last treasure item down this path.
    K - This small clearing has another explosive drum surrounded by an Officer and a Mutant. You'll have to deal with them before you can grab the goods in the nearby breakable crate. Beyond where the Mutant was standing, inside a pair of aisles is another Guard protecting treasure, and some Flame Thrower ammo. Beyond where the Officer was standing is another Guard and Mutant standing by an explosive drum and a breakable crate. Blast the drum, kill the Guard and Mutant and grab the nearby Pistol ammo. Emerging from an aisle strait ahead should be another Guard, and behind him inside the aisle, should be some treasure. Kill him, grab the treasure and then head down the tight corridor near where the Explosive drum was located. On the other side should be yet another Mutant, Guard, explosive drum, and breakable crate. Same proceedure, grab the goods, and move on.
    L - The last fork in building 1 is marked by an explosive drum. There are two paths to the right, one which leads to the exit, but you'll have to deal with the three Guards, Mutant, and Officer guarding all three paths. Blasting the drum is an excellent way to deal with the Mutant and the first Guard. After that, deal with the Guard and Officer in the left path and grab the treasure and the item dropped by the breakable crate. Then, down the other path, deal with the last guard, grab the Machine Gun ammo lying around, and then head towards the dead-end that leads away from where the exit is. There is a secret pushwall on one of the crates siting around. Push it to reveal a small opening in the main Warehouse wall. Push a second pushwall to reveal a sealed-off street section, which contains several health items and two treasure items. With these last few goods gathered, return to the path path and head either to the left or the right path which leads to the building's exit. Inside, you'll find a single Medkit for your hard work.
    M - Push the pushwall here to reveal an opening that leads to the level's exit, and to your right will be the exit from building 2. however, from your point of view, it's the entrance so that you can get 100% everything. Because you'll most likely enter this building from Path 1, you'll have to do everything mentioned in the walkthrough in reverse, which can be confusing, but it's slightly easier than going through the path the intended direction.

    Path 2
    N - Entering into the second path you'll have to activate the pushwall found here. This will seal off the entrance to building 1, so you won't be able to visit it until after you've explored building #2 in full. Regardless, enter into the newly-revealed door to find the Yellow Key and a pair of doors which require said key. Either door leads directly into the building, so pick one and enter inside.
    O - Which ever door you use to enter will lead into this small fork area which should introduce you to a new object: The Breakable crate. This odd little container has an item inside, which will only reveal itself after being destroyed. What that item is, depends upon which weapon you have, if you have any armor, if you're low on health, or if you don't have a particular weapon at all. In any case, these crates will pop up periodically and can be exploited to give you items that you'd otherwise have to wait considerable amounts of time to get otherwise. Right next to the crate is some Pistol ammo. There are two paths you can head towards at this point. Just be sure to return to this exact point when instructed to do so, otherwise, you may miss something important. Anyways there's a small path leading into a larger area directly to the left of the breakable crate. Enter this path to find an explosive drum, a Guard to your left, and an Officer to your right. Alert the Guard and Officer and then step back. Wait for them to get close to the drum and then ignite it to deal heavy damage to both of them. If you can detonate it with a Stielhandt, it should kill both of them with the combined force of both explosions. To the left is another Breakable crate next to some Machine Gun ammo, and around a small corner near this crate is a Guard protecting some treasure. Kill the Guard, grab the treasure and then return to the entrance.
    P - In this small isolated path to the right of the entrance is another explosive drum near a Guard and a breakable crate. Deal with with guard and turn your attention to the right. Down the path here is another Guard protecting some Flame Thrower ammo and some treasure. Directly behind where the Guard was standing is a secret containing treasure, and inside that secret to the left is yet another secret containing more treasure. Grab the goods and then continue on.
    Q - An explosive drum dominates this clearing. Said drum is surrounded by some Pistol ammo, a Mutant coming from a small passageway and a Guard coming from the left. Destroy the drum, kill the Guard and Mutant and then head down the path that the Guard was guarding. This path leads to a dead end but is worth visiting for the rewards inside. Directly to the left is some treasure and to the right, behind a corner is a Guard standing in front of some Flame Thrower ammo. Continuing further, there's another guard to the right and some treasure and then around a corner to the left you'll spot another explosive drum, a breakable crate, an Officer, some Machine Gun ammo, and some treasure. Blow up the drum to damage the Officer and a nearby Guard. Kill both of them and grab the goods. There's also another treasure item behind where the hidden guard was standing. Once you've gathered all the stuff mentioned here, return to the small passage where the Mutant was standing guard. Enter inside to spot another explosive drum, a breakable crate to the right, a Guard hiding behind a corner to the left, and a second Guard hiding even further to the left. Kill the guards, grab the item from the broken crate, and then examine the set of crates strait ahead from where you came in (directly to the right of where the second Guard was standing). There is a secret here containing treasure inside, and inside that secret is a second secret with even more treasure inside. Grab all the treasure inside the set of secrets and then head to where the second guard was standing. Down the aisle to the left of where he was standing is another treasure item.
    R - Down this small corridor is another small clearing. An explosive drum stands dominant here, with a Mutant to the right, and to the left a dead-end corridor with an explosive drum, a breakable crate, and two Guards. Deal with all of the aforementioned threats, and then head to the left down the dead-end to find one more treasure item. To the right, strait ahead from where the Mutant was standing is some more Pistol ammo.
    S - This clearing is dominated by two paths, both to the right. To the left is a small segment with some Flame Thrower ammo. In the path to the right that's directly ahead (relatively) is a Guard. He's protecting a very narrow pathway with goodies inside. Kill him and enter inside. Two turns around the corner to the left is a Mutant. Kill him and then head down the path to the right. There are two paths from here, to the left is a Guard protecting some treasure, and to the right is a Guard, and behind him is another Mutant and some treasure. Kill the enemies, grab the goods and then head outside the cramped passage. Coming out, make a left to spot an explosive barrel in front of a Guard. Behind the Guard is some treasure, and to the left in a small dead-end is an Officer, some treasure, and a breakable crate. Deal with the Guard, the Officer, grab the goods and move on.
    T - Immediately to the left is another Mutant guarding some Flame Thrower ammo. Kill the Mutant, grab the ammo, and then head to the right. In a small bend to the right is another Guard, and to the left is a small clearing with a Guard, explosive drum, breakable crate, and some Machine Gun ammo; this all before another small cramped passage. Beyond said passage is another fork revolving around an island. To the right is a Guard in front of a small segment with some Pistol ammo, to the left is a corridor with an Officer at the end and in a small alcove to the left is a Guard protecting two treasure items, and some Machine Gun ammo. Fully around the island is another clearing with an explosive drum, a Guard, and some treasure to the right and a Mutant in front of a breakable crate strait ahead. Defeat the enemies and then make a turn to the left down another cramped passage to run into a Mutant. Kill him and on the other end of the passage is a pair of Guards on either side, another Mutant strait ahead, and a third Guard around a bend to the left. To the right is the exit from building 2, but deal with the Guards, Mutants, and grab the Flame Thrower and Pistol ammo lying around. There's also a breakable crate around the bend where the second Mutant was standing. Through the exit doors is a small isolated street section with three treasure items inside, grab the treasure and then head into the doors at the opposite end. Inside is a Medkit for your troubles.
    U - Ignoring a small portion of the Walkthrough mentioned above, beyond the island where the explosive drum, Guard and two Mutants were there should be a secret right next to where the Guard was standing. Behind the pushwall is a door, enter inside to find a POW and some health. Not a bad find, eh? With that done, continue on with the level.
    V - Pushing the pushwall here will reveal your way to the exit and a way into Building #1. You'll have to navigate the building in the opposite way as mentioned in this walkthrough, but it should be easier than having to go through the right way. In either case, the exit's nearby.

    The Exit
    W - This large area contains quite a number of threats, such as your first and only encounter with SS on this level. There are exactly four of them, and four Guards. All of them will mob you if you let them. Behind the structure with the exit staircase is a stash of treasure. You can exit now to move on to level 12: UberMutant, or you can wait by visiting a nearby secret area with the secret elevator inside.
    X - On the left wall is a secret containing treasure, and inside the secret on the wall to the right is a second secret pushwall. Inside this small room is more treasure and a door. Beyond the door is more treasure and to the left is the secret elevator.
    Y - Inside this elevator is an Extra Life for your troubles, and your gateway to level 28: Wolfenkart. This secret is fun and has lots of rewards but can be difficult to start. You should probably visit it in any case, the theme and gags in this level make it worth visiting.

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    Speedrun version:
    Hidden Text: Show
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    Speedrunning this level can be odd due to the fact that you have two options for how to go about obtaining a speedrun. Building #2 is obviously shorter and easier to get a speedrun in, because it is shorter and has fewer turns (due to it having more large sections that lead off to dead ends).

    Path #1:
    Run to the left to point D and activate the pushwall, run into the door to the left, grab the Orange Key and then run into one of the Orange Key Doors. Run to the left, past the explosive drum and the breakable crate. Ignore the guards and run to the left past the second explosive drum. Run around the corner to the right, past the Mutant and avoid the Guard near the next right corner. Deal with the explosive drum and guard around the corner and run through the passage strait ahead. Kill the Guard to the left and then run into the passage to the right (not into the dead end passage). Around the corner, run to the left down the path with the Mutant, kill it and then run around the corner to the right by the explosive drum. Run past the Guard to the right, dash past the Officer to the left and the explosive drum towards the next drum with the Mutant nearby. Blow up the drum, and then run down the passage to the left. You'll have to deal with the guard to the left by the next explosive drum and Mutant, and beyond him, with the last explosive drum, you'll have an easier time avoiding the two Guards to the right. Run into the next room with the pushwall matrix inside and run outside to the left. Ignore the Guards and SS enemies outside and either run for the exit, or run to the secret to the wall on the left. Run inside, activate the second pushwall to the right, dash into the door, turn to the left, and run inside the elevator and voila!

    Path #2:
    Run to the left to point N and activate the pushwall, run into the door to the right, grab the Yellow Key and then run into one of the Yellow Key Doors. Take the path to the right, down the cramped corridor. Take care of the guard to the left with the explosive drum and head toward the larger area with the explosive drum surrounded by another Guard and a Mutant. Kill both of them and head down the path where the Mutant was. Beyond there is another explosive drum. Blast it and deal with the Guards nearby and run to the left. Take another left and then head down the next cramped passage. Destroy the explosive drum to the right with the Mutant nearby and then head strait. Turn around the corner to the left, ignore the first Guard you'll see and blow up the drum to the right. Kill the Guard damaged by the explosion and then run forward. Around the corner in the cramped passage to the left is a Mutant, kill it, and then head to the right and then run around the corner to the left. You'll spot a drum and a Guard. Kill the Guard, avoid the Guard behind you and run down the cramped corridor beyond the drum. head to the right and kill the Guard in the small passage and run around the corner to the left. Kill or ignore the Officer and head around the corner to the right. You'll spot a Mutant strait ahead and an explosive drum to the right with a Guard behind it. Blow up the drum, kill the Mutant and the guard and head down the small passage to the left. Kill the Mutant inside, and either avoid the Guards and Mutant in the next room and then run into one of the doors to the right to enter the fenced-off street section. Run forward into the next room with the pushwall matrix inside and run outside to the right. Run around the corner to the left, ignoring the Guards and SS enemies outside and either run for the exit, or run to the secret to the wall on the left. Run inside, activate the second pushwall to the right, dash into the door, turn to the left, and run inside the elevator and voila!
    Metalor
    Team RayCast member
    Team RayCast member
     
    Posts: 190

        

    Postby Metalor 18 Jun 2013, 23:37

    *!BONUS MAP!*
    28 - Wolfenkart
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start in this cramped, little elevator. Like most secret levels, you can go ahead and leave now, skipping the rewards that this level has to offer and instead move on with your journey. However, doing so leaves out without the treasures this level has to offer, as well as leaving you with only a knife at the start of the next level, and as the next level, level 12: Ubermutant, is a particularly grueling boss level, it might be best to stick around and claim the rewards inside. Make your choice and proceed.
    B - This is the loser's exit, leave here only if you want to get a good par time or if this level is somehow, inexplicably too difficult for you.
    C - This teleporter will take you into the actual level itself, but be warned, this teleporter throws you right into the fray. Be cautious, or you'll be eating all manner of bullets, knives, and syringes when you make it to the other side.
    D - Popping out here, you'll notice several things: First, that the eight original Wolfenstein Bosses are short, cartoonish, caricatures of themselves each riding inside of their own Go-Kart. Second, you'll notice that they're currently on a Racetrack, and are getting ready to race for supremacy of the road. Third, and perhaps most urgent at this particular moment, a crowd of Nazis are standing directly across from you, and unlike the Kart Racers, they'll immediately turn their attention to you and start attacking with full force. You'll need to get into the door behind you, but if you go directly there, you'll most certainly get your back filled with lead. The best strategy to get inside is to dodge to either the right or left behind one of the fences for protection and then dash to the door to open it while the enemies are concentrating fire at the fences, dodge to the other fence, wait and the run inside before the door can close.
    E - This area contains a stockpile of Pistol ammunition. You'll have to return here periodically if you want more.
    F - This area contains Machine Gun ammunition. Likewise with the Pistol ammo, you'll have to return here if you want more.
    G - This is the Right/Bottom wing of the central building. You'll find stockpiles of Stielhandts and Flame Thrower ammunition here, as well as some Medkits. There are also two Key-coded doors, a Green and an Orange Door, behind both of which lie Flame Thrower ammunition, and a backpack in each room. You can't get into these rooms without defeating specific members of the Go-Kart Racers. You'll just have to ignore these rooms until you have the proper keys, then you can return and stock up properly.
    H - This is the Left/Top wing of the central building. You'll find a stockpile of Medkits here as well as each weapon you'll have to rely upon for this level (The Pistol, Machine Gun, Flame Thrower, and Stielhandts. Sorry, No Sniper Rifles on this level folks). There are also several key-coded doors leading into more stock rooms. The Blue and Purple Key Doors conceal Stielhandts and backpacks behind them, while the Red and Yellow Key Doors conceal Machine Gun ammunition and backpacks behind them. The Brown and Grey Key Doors conceal Pistol ammunition and backpacks behind them, and on one of the walls, a secret in either room containing ammunition for each weapon mentioned previously. You can't get everything here on your first visit, so you'll be forced to visit periodically if you want to get everything and remain fully stocked for the level's challenges.
    I - Behind the Kart Racers stands a crowd of two Guards, two SS, two Officers, two Mutants, two Scientists, and two Fake Hitlers. They'll pepper you with their firepower unless you can deal with them for good. If you've visited the stock rooms and have a full complement of ammunition for each weapon, taking care of these guys should be simple: Just toss a few Stielhandts their way and all twelve of them should be dead quickly. The real challenge of the level comes from the Go-Kart racers themselves. Each one carries a Key of their own unique color, and you'll have to claim that key before you can stock up in the store rooms for more ammunition. (It's a vicious cycle really: Stock up, kill Racer, grab key, stock up in store room of same Key color, repeat until done). However, these racers won't simply let you kill them so easily. They're racing, and are going to race around a track until hell freezes over if need be. You can stop them by killing each racer one at a time (they're basically bosses, so expect to have to dish out 100~300 damage to each one). However, killing them isn't as simple as merely standing in front of them and firing until they're dead (not at first anyways, and they can't kill you by running into you), because there are seven other racers, and they'll have something to say about it if you do. There are numerous spinning orange crates with question marks littering the race track, and the racers will each eventually race over one of these. Doing so gives them a random power-up, which they'll use almost immediately, which can range from Machine Gun fire, Throwing Knives, Syringes, Stielhandts, Rockets, and a Flame Thrower spray. With such a dangerous assortment of weapons at their disposal, you can't fight one directly without incurring the wrath of the other seven. The best way to fight them is to grab each of the crates one at a time until they're all gone. There are exactly Forty Crates, and the racers will continue to rain down resistance until they're all gone. You get 2,000 points for each one, so it's not like picking up the crates is a chore or anything. There's also one other tidbit to consider: each time a racer crosses the red ribbon, your score will be deducted by 100 points. With 8 racers completing a lap at a time, that's 800 points deducted indefinitely. Unless you want to lose a large chunk of your well-earned score, you should be quick to defeat each of the Racers. A nice bonus for helping to deal with the racers is that the sides of the race track are littered with explosive drums. You can ignite these to deal some damage to the racers on the sides of the track, just in case you're having trouble dealing damage on your own.
    J - This narrow corridor is barred by eight separate color key-coded doors. Behind each of which lies a treasure item that grows in value with each door passed. The doors are ordered in this color sequence: Red, Purple, Blue, Green, Yellow, Orange, Brown, and Grey. In terms of the racers, if you want to follow the order precisely, you'll have to defeat the racers in this order: Gretel, Schabbs, Hans, Trans, Fettgesicht, Wilhelm, Hitler, and finally, Otto. Behind the last door lies a regular steel door and the way to the ultimate reward of the level.
    K - This teleporter leads to the exit, and the last few rewards the level has to offer. Leave only after you're sure you've fully stocked and grabbed just about everything that you can.
    L - You come out of the teleporter here. All that lies before you and the exit is a plethora of rewards for your efforts.
    M - A Regeneration Artifact dominates the center of this small room, and the surrounding environs contains numerous treasure items, two of each weapon (even the Sniper Rifle), some Backpacks, two medkits, and two suits of Body Armor. Grab the goods, heal your wounds and continue to the exit.
    N - This small shaft leads to the next level, the finale of Act II: Level 12: Ubermutant. Enter inside after you've claimed all of your rewards.

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    Speedrun version:
    Hidden Text: Show
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    Speedrunning this level is a piece of cake, simply run out of the elevator, and into the exit staircase directly ahead. With quick reflexes, you can probably reach a par time of only a few seconds off, guaranteeing a score of perhaps 27,000~30,000. Of course, there are much greater rewards in the level itself, but if you're looking for a good par time, it should be entirely possible here.
    Metalor
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    Postby Metalor 24 Jun 2013, 02:59

    12 - Ubermutant
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - This is where you start. Unlike in the game's first boss level, which featured your epic battle against the formidable Hans Grosse, this level starts out entirely different. Unlike in that level, where you could immediately confront the big-bad himself, here you'll have to work to get that opportunity. You can start by taking a left and visiting the room to your left. There are two Guards inside, and you should be able to handle them relatively easy with even just the knife. If not, visit point B first, then return here to deal with them. In either case, grab the treasure they're guarding and then press on (not in that room of course, that room is a dead-end).
    B - In the confines of this small room is a Pistol and some Pistol ammunition. On the wall opposite from where you came in, there's a secret containing treasure. Don't stock up completely, keep you max ammo at about 18 or less, you'll most likely come back here to get some more in a bit.
    C - If you check this area before checking point B you'll find a Backpack inside, allowing you to walk away with all the ammunition inside point B instead of only most of it and possibly wasting some of it. Anyways, grab the backpack behind the secret wall, grab the ammo in the next room, then move on towards point D.
    D - In the hallway leading to this room is an alcove with a Guard inside protecting some treasure, knife him or shoot him and then examine the wall opposite the alcove to find a secret containing treasure inside. Once that's all done, visit this room to stock up on health and to grab the Medkit inside.
    E - This room has another treasure-containing alcove inside, also guarded by a single Guard. Take care of him, grab the goods, and then prepare to head outside. Now at either door, don't run out immediately, there are two Ironclad Panzers outside, and you're not currently stocked to fight them. Instead, try to run as fast as you can into the building directly on the other side of the street (don't worry, the Panzers can't follow you inside) and grab what you can inside the storage room you'll enter into. Once you're prepared to do so, you can go back and fight the Panzers at your leisure, as there are only two of them (note however that they don't guard anything, not even a secret, they're merely obstacles to protect that city street section. Killing them only avails you whatever they drop, and a 100% kill score).
    F - This room is filled with a Pistol, loads of ammunition for said Pistol, a medkit, and loads of stimpacks to accompany said Medkit. You can stock up and use the ammunition as you like (though using the Pistol to deal with the two Panzers outside might not be the best idea). On the other side of the room, beyond the Pistol ammunition, are two doors. The right door will take you into the main Warehouse building. Entering inside is very dangerous but inevitable. There are four Guards, sixteen Mutants, and the big-bad Ubermutant inside this very large building. The Ubermutant and Mutants won't attack right away unless you examine the Steel Boxes, but the Guards will rush you at first glance. Save dealing with these menaces for after you're fully stocked and at the very least, after the Panzers outside are destroyed. Visit the left door to go down a small hallway with goodies awaiting on the other side for now.
    G - This Storage room conatins a Machine Gun, a Flame Thrower, and a plethora of ammunition for both weapons. Grab as much as you can and THEN head into the main room (or deal with the Panzers, either option is good). If you get worried about supplies while in the main room, there are crates lying arond that you can destroy for goodies.
    H - On the other side of this big horrible building lies another storage room, this one containing ammunition for the Pistol and Flame Thrower, and each respective weapon as well. You'll only need to visit this room when your ammo supplies run low, and for the treasure-containing secret on the wall to the right of where you came in.
    I - This room contains more ammunition for the Machine Gun and more health items (including a third Medkit). Outside this room, back on the streets is another pair of Ironclad Panzers, however, unlike the first two, these two actually protect something a bit more important than merely the section of street itself. They also guard the Yellow Key, and the Green Key Doors that bar your way to the exit.
    J - Picking up where point I left off, you'll find the Yellow Key protected by a pair of Panzers. Since you'll not only need this key to reach the exit, but also have to return here eventually to exit, you should probably take care of both Panzers now. However, fighting these two bruisers out in the open, with no cover can be challenging. But with at least 1 Medkit, full health, and the Large fence blocks to the sides, you may be able to take them both out (you'll have to either way if you want 100% kills, so suck it up and take care of business). Once you have the Yellow Key and the Panzers have been vanquished, go back into the main building, and head towards the Ubermutant's steel crate (the one that's larger than the others), turn around and head out eithe of the two doors to the immediate right or left strait ahead from where you're standing (or should be if you followed those directions, if not, just check the map).
    K - This small (very small) street section, barred off from the other two by fences, leads into a small section of the building you started in which is sealed by a pair of Yellow Key Doors, Inside are four Guards, protecting two very important devices. Head inside and deal with the threats within.
    L - This small room has something new inside: a Switch. Unlike elevator switches, this large, dark grey switch can remotely activate pushwalls, and you'll need to activate this one to proceed.
    M - This small room contains a second Pushwall-activating switch. You have to activate this one as well if you wish to proceed.
    N - This in the entrance to the Ubermutant's lair (which is apparently a large, steel crate). You can't enter inside without activating both Switch-activated Pushwalls. Before contending with the Ubermutant itself, you may wish to deal with the sixteen Mutants guarding treasure inside of the four other, smaller steel crates. Although you'll have to fight all sixteen of them at once, it's better than fighting all 16 at once, and an Ubermutant to boot. Plus, once they're all dead, you can claim the treasure that they were guarding (it's perhaps a bit late to mention, but if you leave one fo the pushwalls unactivated and deal with the regular Mutants first, then there's absolutely no way the Ubermutant can get involved in this fight. With the way the cages are set-up in-game, if one Mutant box gets alerted, they all do, and that includes the Ubermutant, but his cage is the only one you can keep locked up. Just a friendly, possibly-too-late-tip before the big showdown).
    O - Aside from a few stray treasure items, there's only one "Thing" inside here, that being the game's second big-bad, the Ubermutant. Notes about fighting the Ubermutant will be at the bottom of this Walkthrough. Defeat the Ubermutant to receive the Green Key, and then move on to the exit.
    P - Back, behind the Green Key Doors near points I and J lies this dismal little building. There are only four Guards within its entirety, and a few stray health items lying about. The first room (which is also the largest) contains two Guards, and the following hallway contains two more. Beyond the last two Guards, on the wall to the right is a secret containing treasure, and the following room, after the hallway contains some more treasure. Perhaps unfitting rewards for your trials, but the next act, Act III contains much better rewards to be sure.
    Q - You'll spot a truck to your right which is what you'll be taking to head towards your next destination, to Act III: and the maniacal Doctor Franz Schabbs. Just walk forward and the level will end on its own. Onto Act III, Level 13: Haunted House.

    Boss Strategy:
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    Big and nasty, the Ubermutant isn't as powerful as Hans was (his attacks don't have nearly the "omf" that Hans' did), but the Ubermutant makes up for it with speed and unusual attack tactics. The Ubermutant is much faster than Hans is, and if you left the Mutants alive for the fight, he'll have mountains more help than Hans ever did.

    The Ubermutant likes to attack by swinging its arms and firing strait-ahead volleys of bullets. These volleys aren't too terribly dangerous as long as you have a full complement of health and armor, however the attacks get particularly stronger when used at close range (those knives he's swinging aren't for cooking, well okay maybe, but with an unusual menu in mind). In some cases, when he's close enough, he'll simply swing the Knives he's carrying at you and withdraw his Chaingun fire, saving it for long distance attacks.

    Perhaps the most unpredictable attack in his arsenal is when his health is drained about half way. He has about a 33% chance (50% at long range) of throwing his knives at you for a quick-ditch effort in dealing some damage to you. Once this has happened, he'll no longer have the benefits of increased damage by proximity, and he will only use his chaingun to attack from that point on. Because of his decreased attack power, he should be much simpler to deal with, and since his volleys only consist of three shots now, even if you get his by the full blunt of his attack, you should be able to survive (provided you have full health).

    From this point on, just pepper him with what have you and he'll fall quickly. One final benefit to note: the Ubermutant can't recover health by any means, so even if you lure him into a room full of health, he won't be able to recover his wounds or steal any supplies.

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    Speedrun version:
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    Speedrunning this level is difficult, but not impossible. The only real impediments to a good time are the Ironclad Panzers, the Mutants, and the Ubermutant. However, given that there's plenty of opportunity to stock up on supplies on this level, you should never be out of ammo to deal with them.

    Start by taking two rights around the corner and entering through the door. From there, head into the next door on the right (ignoring the guard in the room if possible), and head strait through the next room to the other side and head out into the street. Ignore the Panzers and head into the building on the other side, from there head through the right door in the storage room and run through the main room. You can take a strait path through the main room to reach the other health-containing storage room on the other side. Once in the room with the health, head outside and ignore the Panzers, run around the corner and grab the Yellow Key, From here, turn around, run past the Panzers again and head to the small fenced-off street area, accessed around the middle portion of the Warehouse building. Run into the small building through the Yellow Key Doors, take care of the four Guards inside (you don't have a choice about ignoring them with such tight quarters) and activate both Switches inside the two rooms. From here, turn around and run back into the main Warehouse through the small cut-off street section. Enter into the Ubermutant's cage and defeat it. Depending upon how the Mutants outside are organized, you may be able to avoid them or you will probably have to fight them. In either case, reach the Green Key Door building adjacent to the street that had the Yellow key lying on it and enter inside. Deal with one of the guards and run into the hallway, taking care of both guards inside. Take a left down the last door to the far left, run strait through the next room and then run forward until the level ends.

    Because of how the level is organized, you can make some detours and still get a decent par time, provided that the detours you make help you deal with the Panzers, Mutants, or the Ubermutant in some way. If they don't, don't bother making the detours, you're only slowing yourself down, and ruining your good par time.
    Metalor
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    Postby Metalor 01 Jul 2013, 06:28

    13 - Haunted House
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here in a small forested area. To the left you'll spot a very large, ominous house. This is your main destination. Not much else to explore for here, except a few poisonous berrybushes. There are a few healthy berry bushes that you can find to restore your health, but for the most part, the surrounding environs are empty; all the action lies inside the house itself.
    B - This fenced area contains two Rottweilers, a well, some treasure, some health, and a path that patrolling enemies will walk along. Ignore the dogs until you're well-equipped; they won't come out to attack you unless you come to them.
    C - This second, smaller fenced off area has two more Rottweilers, another well, some treasure, and some health. You can ignore this area until you're prepared to face the dogs inside. Like the first fenced-off area, the dogs won't come at you until you come at them. Leave them be until you're ready.
    D - This small shed contains a Pistol, some Pistol ammunition, a medkit, and some stimpacks. This is the first place you should go for supplies, since it's not protected by anything (unless you count a poisonous berrybush around the back). Outside near the left region of the shed is a Diamond lying out in the open.
    E - This is the front entrance of the House. Beyond here you'll face any number of threats. Enter inside when you're ready.
    F - This small foyer has two alcoves, one to either side, both with a fireplace and a Mutant inside said fireplace. The alcoves are also littered with treasure. Periodically, you'll see a new enemy type patrolling around this room and others around the house: The Fanatic. These bruisers carry Flame Throwers and like to sweep bursts of flame from either side when attacking. Their attacks are incredibly deadly, especially at close range, but the Flame Throwers or Fuel canisters that they'll drop when defeated make dealing with them worth it. If you wait in this room long enough (or even outside in the fenced off area mentioned at point B), you'll likely encounter a total of four of these guys. Waiting for them beats finding them at an unexpected moment when you really don't need any surprises.
    G - This corridor contains another fireplace inside. You'll find a Machine Gun, some treasure, and a Mutant protecting said goods. There's also a small room to the right of the fireplace (the furthest door to the right) that contains more ammunition for both the Pistol and the Machine Gun.
    H - This small closet contains ammunition for the Pistol and the Machine Gun, and on the wall to the left is a secret containing treasure.
    I - This cross room leads to several areas and will periodically contain a patrolling Fanatic.
    J - This area is the dining room and contains three Fanatics. They'll come at you from three different angles, and if you're not quick, they'll take all the food inside for themselves, something you can't let happen. Beyond them at the end of the room is a Flame Thrower (for cookin' the food, yum!) and on either side of the entrance is a secret containing treasure. Not much else inside here, just come here when you need to heal your wounds.
    K - This corridor has a single Fanatic standing guard at the far end. On the wall to the left is a secret containing treasure.
    L - This office area has several rooms, each containing Mutants and their own individual treasures. Inside the rooms are a total of eight Mutants. Inside the center room is the Green Key. The rooms to the left contain some health and Pistol ammunition, and the rooms to the right contain some Flame Thrower ammunition, and a suit of Body Armor. Because there are so many Mutants in this very small area you'd better have a fast-firing weapon such as the Machine Gun or Flame Thrower in hand.
    M - This hallway contains nothing of any real importance, save for a pair of secrets along the outer wall, both containing treasure.
    N - Beyond the Green Key Door is a musty little corridor with an explosive drum inside, and around the corner to the right, three Fanatics. If you have a Stielhandt, this part's easy (which may be unlikely if you began with just a knife). But a typical strategy is to run forward up to the Exploding drum, and then run backwards the way you came through the door, wait a second or two and then ignite the barrel, damaging all three Fanatics, and then finishing them off with what have you (the Flame Thrower being the best choice). With that done, inside the small alcove to the right is a medkit and a secret containing treasure.
    O - This small room contains ammunition for both the Pistol and the Machine Gun. Stock up and move on.
    P - This dreary little cellar leads to the Yellow Key. Inside this room are four Mutants, and a single Fanatic. The Fanatic will be out in front and give you immediate trouble, while the Mutants will come out from the sides and try to overwhelm or ambush you. Employing the Machine Gun or Flame Thrower in this room makes dealing with the group of enemies much easier. Behind the first support beam to the left is a breakable crate with supplies inside, get the goods after the guards have been terminated. There's also some health in the room, and behind one of the shelves to the left is a secret containing ammunition for the Flame Thrower. To the right of that same shelf is some treasure, and to the left is some health.
    Q - Behind this door lies a single Fanatic guarding the Yellow Key. He should'nt be too difficult to deal with. Kill him, grab the key, and move on.
    R - Behind the Yellow Key Door is the last room, which leads to the exit. There are three Fanatics inside, and a Mutant inside the level's last fireplace. Said fireplace is once again in a small alcove, and once again comes with treasure. Behind the first two Fanatics you'll spot is some treasure and one final secret containing more treasure. Just kill these last four nuisances, grab the various remaining treasures and then head for the exit.
    S - Another staircase leads you to the next level, level 14: The Crucible. Not a bad start for Act III, but it's going to get much worse on the next level. Luckily, new abilities and rewards await you for the trials ahead. proceed with Vigor B.J., you're more than half-way there!

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    Speedrun version:
    Hidden Text: Show
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    To speed run this level is pretty easy, so long as you can take out the Fanatics and Mutants with minimal effort. There should be plenty of ammunition for the Machine Gun lying around, so as long as you take the time to get that weapon, you should be able to get out of this level intact.

    Start by running into the first fenced-off area you see. There should be two Rottweilers inside, ignore them since they don't pose a serious threat and instead run inside (closing the door behind you to keep the dogs out will make things easier) and Knife the Fanatic that you'll run into. From there run strait into the hallway that curves to the left. If you encounter any more Fanatics, just knife them as they should come at you only one at a time. At the end of the hallway, take a left into the office area and deal with the Mutants in the center room and grab the Green Key. If you get surrounded by the others, you'll have to take care of them (a good reason to side track and get the Machine Gun), afterwards, run strait out of the center room and into the dead-end intersection strait ahead and turn left (turning right leads to a dead-end). You can ignore the Fanatic in that room, but you'll only have to deal with him later. Now, inside the four-way room, turn to the right and enter the Green Key Door. Deal with the three Fanatics inside by utilizing the exploding barrel, and then enter into the Cellar. You'll have to deal with the enemies inside, luckily the secret to the left with the Flame Thrower ammunition inside should help. After the Fanatic and four Mutants are dead, enter into the key room, kill the last Fanatic and grab the Yellow Key. Then, run back to where the Yellow Key Door was (180 degree turn, followed by a left, left, right, left and left). Enter inside, ignoring the Fanatics, you can simply dart around the corner for the exit and voila!
    Metalor
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    Postby Metalor 09 Jul 2013, 06:34

    14 - The Crucible
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. Strait ahead is a Marble Citadel containing all manner of traps and tricks. The corridors will be brimmed with booby traps, both man-made and supernatural. Surviving the traps won't be easy, but it's not impossible either. Head inside when you're ready, but before you do, examine the wall to your right; there's a secret worth exploring therein.
    B - Said secret worth exploring, inside is a Pistol and a Machine Gun, and ammunition for both respective weapons. Grab the goods, but instead, rely on the Knife for now. Trust me, guns blazing isn't a wise choice for the first half of this level.
    C - The main junction of the level (or at least for the first half anyways). You'll return here several times, not only because of the fact that two of the main passageways lead to here, but also because of the Regeneration Artifact in the center of the room. If you haven't been told so already, these glowing purple orbs restore 1 health for 10 points up to your maximum health. So they're useless if you have no score, and a godsend when you have points to spare. There are some goodies surrounding this particular one to help boost your score just in case you're fresh out (which shouldn't be unless you've been cheating). Regardless of your state of scoring, head strait when you're ready.
    D - Beyond the door from the main room, you'll find a corridor with five doors, two of which are sealed off by marble columns, two of which can't be opened without their corrisponding keys, and one to your left that can be opened at will. Obviously, you'll be going left if you want to progress any further. Inside is another new feature: the Teleporter Artifact. These strange orbs will transport you to different places otherwise inaccessible by normal means. However, in most cases with these objects, as is in this case, wherever these things send you is a one-way trip, and you'll have to find an alternate route to return to this place. Step into the teleporter only if you have the Knife drawn, and if you have full health.
    E - Voila! Taking the teleporter transports you here into a circular room surrounded by explosive barrels. One shot from your Pistol or Machine Gun will ignite all the barrels, causing death and destruction to all nearby, including you. Now unless you're looking for a quick way to be splattered everywhere, I'd suggest not igniting the barrels at this point. However, around the corner to the right is an individual that may not share your ideals on self-preservation. Once you turn the corner, you'll almost immediately be spotted by a Fanatic, and he aims to take you with him. In front of him is a Stielhandt Grenade, which he will attempt to pick up and fling at you, igniting the barrels, and killing himself and you in the process. To prevent this, run up to him and ferrociously hack away at him with your knife until he dies, being extra careful not to fire off any of the rounds from the Flame Thrower he drops when killed. Once that's done, head out the pair of doors to the left. There are three more Fanatics outside; deal with them as you wish, there are no barrels outside. Once the additional threats are dealt with, re-open the doors, and ignite the barrels from a safe distance, destroying everything inside.
    F - Back inside the once barrel-filled corridor, you'll find the Grey Key to your left. Immediately behind the key, on the wall strait ahead is a secret containing treasure. Inside that secret on the furthest wall to the left is another secret containing more treasure. On the left wall of that secret is another secret containing even more treasure and a Grey Key Door to your right. There's more treasure inside, and some other tidbits which will be mentioned later. For now your progress will be halted by a Yellow Key Door. Just ignore it for now and continue on with the level. Your exit lies back in the once barrel-filled room, behind a pair of Grey Key Doors that you can now open and leave through.
    G - This tiny shed has a Flame Thrower and a large stockpile of ammunition for said Flame Thrower inside. Behind the shed is a semi-cleverly hidden Diamond worth snatching for some easy points.
    H - back in the hallway of barred off doors and two key-locked doors, on the right is a Door that can be opened with your new Grey Key. Opening the door reveals another Teleporter Artifact, and stepping into the artifact reveals some serious Deja Vu, albeit mirrored.
    I - It seems like you've done this all before, but that's only because you have! repeat what you did with the last corridor of explosive barrels, knifing the Fanatic around the corner to the left, stepping outside to the right and dealing with the three Fanatics out there as well. The one nice difference is that on the wall to the left is a secret containing treasure to reward you for this nonsense. When you've grabbed the goods, destroy the second hall of barrels with what have you.
    J - Back inside to the right behind some of the destroyed barrels is the Yellow Key and another secret containing treasure. You can leave through the pair of Yellow Key Doors in the same room, but first head towards the shed outside, there's goodies inside.
    K - Inside this shed is a backpack and a stockpile of Stielhandts for your efforts. Behind this shed, like the last one is another Diamond. Grab it and go.
    L - Technically you can skip this part and head to the exit right now, but you'll miss a huge chunk of stuff if you do. But if you're in a hurry to leave, consult point V, otherwise, continue reading. Inside this Yellow Key Door-sealed room is another Teleporter Artifact. If you can maneuver behind the Teleporter without stepping inside of it, you can treat yourself to a secret stash of treasure, hidden in the back wall. Stepping into the Teleporter shall transport you to behind the left set of columns leading off to a place you did not have access to before.
    M - This room contains yet another Teleporter Artifact, and this one will transport you to right outside the Citadel where you first started. Unless you've got business back beyond the marble columns that you're now trapped behind, don't bother using the Teleporter for now. Instead, head through the doorway to your left, but be careful, inside is yet another new artifact: The Artifact of Death. This nasty object likes to kill whatever runs over it, and unlike say, Landmines or Poisonous chemicals, these don't go away when someone steps on them. Naturally, if you step on them, you'll die as well, so instead maneuver down the hallway towards the door at the end. Don't worry, there are rewards for your efforts.
    N - Behind this door lies a room with Thirteen Fanatics and a generous portion of treasure. If you want that treasure (which of course you do), you'll have to kill all thirteen Fanatics to get it. However, fighting them all at once, especially with a "valley of death" behind you, is practically suicide. The best way to combat them, is to alert them all with one of your noisy weapons, maneuver back the way you came and wait near the small Teleporter room at the other end. If all goes as planned, the horde of Fanatics will run their merry way right into instant death and give you no trouble whatsoever. You won't be able to claim the rewards that they themselves drop, but at least you'll get all that lovely treasure they were guarding.
    O - Before entering this room, examine the wall to your left for a secret containing treasure. Inside this room are three Fanatics and three fireplaces. Inside the fireplaces lie ammunition for the Flame Thrower. Deal with the three Fanatics and then grab the Flame Thrower ammo when you're done. Just outside the next doorway on the wall to the left is another secret containing more treasure. Around the corner you'll find a set of doors set up in a familiar fashion (albeit mirrored). The first doorway you should direct your attention towards is the one directly ahead. This corridor has yet another hallway littered with Artifacts of Death. You can basically guess what's coming...
    P - Like the last room beyond a corridor of death, this one is filled with thirteen more Fanatics. Applying the same tactic as before is the best idea. When they're all dead, grab the treasures they were guarding and move on.
    Q - The last of the barred of rooms to visit, this one contains a single key, the Green Key to be exact. Grab it and leave, that's all you need from this room (and all that there is).
    R - This long corridor has two bends in it, the first is to your right. Be careful turning this corner as three Fanatics lie in wait around the corner, and they have a trio of Stielhandts that they will plan on picking up and tossing your way if you give them the opportunity. Kill the Fanatics and grab whatever Stielhandts they didn't get at and then go around the corner to the left. There, you'll find a pair of Green Key Doors. Both lead to the same place, so it doesn't matter which one you go through.
    S - This small room contains two new artifacts and the last two you'll run into for now: The Invulnerability Artifact and the Berserk Artifact. The yellow orb grants immunity from all attacks (even the Artifact of Death), and the red orb makes your Knife attacks really powerful. Both last for thirty seconds apiece, and both will be really useful for the next room.
    T - This long, melded hallway houses a horde of Fanatics at the opposite end from where you came in. There are a grand total of Twenty Four Fanatics that will charge towards you the minute they see you. Now, facing them directly is pratically suicide, or at least it would be if you didn't have Berserk and Invulnerability going for you. Dealing with these bruisers should be a cakewalk (omitting the Berserk Artifact from your battle strategy and actually using the Flame Thrower makes the battle go much quicker and easier, and if the Invulnerability wears off, at least you won't be stuck with just a Knife in your hands). Regardless of how you handle them, once you've slaughtered the whole of them, you can proceed on.
    U - This tiny room contains the level's regular exit. You can leave now and head to level 15: Marble Suite, or you can simply grab the treasures hidden in the secret to the left and then go and visit the next point on our list:
    V - You can visit this spot after you have the Grey Key and you can even finish the level from here once you have the Yellow Key, but if you're a perfectionist, you'll wait until exploring the rest of the level before doing so. Regardless, this tiny room has treasure inside, and behind a series of Yellow Key Doors lies even more treasure. Eventually you'll come to a little box room decorated with torches and a regular wooden door. Behind this door lies the last room you'll see in this level. Enter inside when you're ready.
    W - This special room contains a mere four Fanatics inside guarding, why not, the Spear of Destiny. Whatever the Spear of Destiny is doing in a mod for Wolfenstein is beyond me, but it's obviously what you've come all this way for. Deal with the Fanatics and then explore this room before venturing on.
    X - This wall conceals a secret with an Extra Life inside. Grab it only after all the threats in the area have been neutralized.
    Y - Inside this long case is the Spear of Destiny. Merely picking up the Spear will end the level and transport you to the next secret level...
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    SPOILER! You WILL die if you pick up the spear. If you're one of those players that likes to go through a game without dying even once, then consider this a mulligan, seeing as how the level REQUIRES you to die. Just consider the Extra Life you gained earlier to be mute, it's there merely to offset the whole dying that you'll be doing now. Anyways if you've picked up the spear and have died, then you'll get to enjoy level 29: Kefka Hates You. Have fun! (Y'know, after all the dying is over...)

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    Speedrun version:
    Hidden Text: Show
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    To speedrun, run strait into the Citadel, through the main room with the Regeneration Artifact, and into the room with the barred-off sections. Run to your left into the room with the Teleporter Artifact and step through. Inside the barrel-filled room, run around the corner, knife the Fanatic to death and then head out the door to the left. Ignore the Fanatics outside and ignite the barrels. Once they're all destroyed, run back into the room and grab the Grey Key to the left. You can activate the series of pushwalls behind the key now or later, but you'll want to return here for a good par time.

    Regardless, once you're done, head out through the Grey Key Doors and head to the left back into the room with the barred-off areas and make a right into the Grey Key room with yet another Teleporter inside. Step through and run around the left corner and deal with the Fanatic in the second barrel-filled room. Go through the doors to the right, ignore the Fanatics outside, turn around and ignite the barrels. Go back inside and grab the Yellow Key to the right. Once that's done, head out the pair of Yellow Key Doors back into the main junction. Run strait across back into the original barrel-filled room and head into the series of secrets to the Key-coded doors inside. Deal with the Fanatics behind the series of doors and then grab the Extra Life in the secret. Once that's good and done, grab the Spear of Destiny in the case, and Voila!

    It's possible to get a good par time without resorting to this path, but this is the way that leads to the quickest par time and the secret level.
    Hidden Text: Show
    The ONLY conceivable reason you'd avoid this path is if you're not too thrilled about being forced to die in the secret level to proceed. But, that's just the way the game is, make your decision and follow through. Checkmate.
    Metalor
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    Postby Metalor 09 Jul 2013, 09:21

    *!BONUS MAP!*
    29 - Kefka Hates You
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - SPOILER: You start here. You'll also most likely die within close proximity to this location. behind you, you'll also notice a tiny figure now placed upon the previously vacant pedestal. Press the SPACEBAR key while next to it to be delighted by some maniacal cackling and a non-sequitor-esq message.
    B - This room, once filled with Fanatics and stained glass images of the Spear of Destiny is now dominated by a new enemy specific to this level only, and only this particular room: The Spectre. Similar to the Turkeys from the Turkey Puncher level, these nasties drain your health quickly just by touching you, but they can be killed. However, unlike the Turkeys, these annoyances come back to life after a few seconds.
    C - Trying to escape out this door? The once-empty escape route that was here earlier is now blocked by another one of those tiny figurines on a pedestal, mocking you with its evil smile. The fact that you cannot escape, made all the more dire and sinister by its presence. Since you can't escape, you may as well submit to your fate and let the Spectres kill you, or simply burn to death in the flames that were once torches.
    Hidden Text: Show
    You're intended to die here, but don't worry, you won't start back here. Instead, you'll start in a completely different area. This is merely to punish you for grabbing the Spear of Destiny in a mod for Wolfenstein 3D. Maybe in a mod for Spear of Destiny that'd kind of plot line would be acceptable, but not here! You must be punished for your crimes! Crimes against the series intended progression and chronology!

    Z - Whoa this point is out of order! Once you've died, you'll start over from here from this point on whenever you die. Not much to do in this room, aside from examining the wall behind you for some treasure.

    D - Outside the secondary start room you'll find a small closet to your left containing a Pistol and plenty of ammunition for said Pistol. To the right is a bent room with treasure lining two of the walls. There is also a door on the other side. To the right of that door is a secret containing treasure. After grabbing the treasure, head through the door down a hallway to continue through the level.
    E - This annex is guarded by a single Fanatic, which should be easy to deal with using simply the Pistol. In two small aisles on either side of where you came in is some treasure. After grabbing the treasure, notice that there are four doors, two on either side. The closest door on the right is your first destination.
    F - This small closet contains a Flame Thrower and ammunition for said Flame Thrower. An excellent addition to your stock of ammo for your newly re-acquired Flame Thrower.
    G - Inside the furthest door to the left is a bending corridor with an alcove inside. The corridor is guarded by a single Fanatic, behind whom on the wall is a secret containing treasure. In the alcove is a Regeneration Artifact, a fireplace, and some treasure (some of which is in the fireplace). Grab the goods after the Fanatic is killed and go through the door at the other end of the corridor. Behind the door is another Fanatic; kill him and enter into the room on the other side.
    H - This room is guarded by a pair of Fanatics. Kill them, and then grab the goods in the two rooms opposite the one you just came from. Inside the door to the left is a Machine Gun and ammo for the Machine Gun, and inside the door to the right is a Sniper Rifle and ammunition for the Rifle. Stock up and head for the last room.
    I - This small room contains the Yellow Key, and who should be guarding that key, but two more Fanatics. Kill them, grab the key, and examine the wall behind them. Inside is a secret containing more treasure.
    J - Back in the first marble room you came into after dying go into the further door on the right. Inside is another Fanatic guarding the Yellow Key Door. Beyond the door is another room, this one protected by three Fanatics. They'll come at you from all sides (front, left and right), so reel back and dish out the hurt. Once they're dead, examine the wall to the right for a secret containing treasure, and a wall to the left of the wall to the left (from where you came in) for another secret containing even more treasure.
    K - This room has one more Fanatic inside. Kill him and step inside the Yellow Key Door he was guarding.
    L - This room should look familiar, as it's the room you couldn't enter into to escape the Spectres because of that BL**PING figurine on the pedestal. In front of the pedestal is a Grey Key, and to either side of the key, behind Yellow Key Doors are treasure items. Grab the key, the treasures, and say goodbye to this dreadful room. Also, beware of the flames surrounding the room.
    M - Back in the first marble room, you'll visit the last door, the closest door to the left, which is the Grey Key Door. Beyond the door is another Fanatic guarding a hallway. Kill him and proceed.
    N - This room, reminiscent of the one you just came from is protected by three Fanatics. In the aisles two of them are guarding is some treasure. Kill the Fanatics, grab the treasures, and then examine the rooms surrounding the room.
    O - *Visit point Q first.* This room contains ammunition for both the Sniper Rifle and the Pistol, as well as some Body Armor. Stock up now, because you won't have another chance.
    P - *Visit point Q first.* This room contains ammunition for both the Machine Gun and the Flame Thrower, as well as a second suit of Body Armor. Grab the suit, and stock up while you can.
    Q - This room contains a Backpack, two Medkits and some Stimpacks to heal your wounds, grab all the goods and continue on.
    R - This room contains a single Teleporter Artifact. This one leads to a one-way trip to one mother of a boss battle. Before going inside, you may consider back tracking and grabbing as much ammunition as possible from the rooms pointed out at points D, F, and H so that you can have as much ammo as possible for all of your weapons. You don't want to confront the boss without as much supplies as possible because there are NO SUPPLIES beyond this point. NONE, ZIP, ZILTCH, NIEN, NIET! So you know, stock up, and then move through the Teleporter.
    S - You come out of the Teleporter into this tiny room. Beyond the door lies the big boss himself. No turning back now. Enter inside and commence the fighting!
    T - On the opposite side of this large room, behind a glass capsule in an inaccessible room is the big bad boss himself, the big-bad from Final Fantasy VI himself, Kefka Palazzo! He'll shout out his intention to destroy all things and then head to the right or the left (usually heading to the left from where you're standing, he can go right, but never seems to do so). You'll have to fight him to leave, as defeating him ends the level. You can't exit in any other manner. You can read more on how to deal with this maniacal menace below.
    U - This small, bent corridor has some treasure inside, blocked only by occasional bursts of steam. Grab the treasure when Kefka isn't in the immediate vicinity.
    V - Like the last bent room, this one contains more treasure behind steam jets. As long as Kefka's far away, you should be able to grab the treasure here fairly easily.
    W - This corridor has more treasure behind steam jets. The adjacent corridors also have a single treasure item in them behind a single steam jet. There should be eight treasure items in total around here, in case you get lost or confused about how much of the treasure you've collected. (this does not include the treasure previously mentioned at points U and V).

    * - Once the boss is defeated, you'll end the level and be transported to the next, Level 15: Marble Suite.

    BOSS STRATEGY:
    Hidden Text: Show
    As crazy as Kefka is, you should expect his arsenal would be crazy as well, and for the most part, it is. He likes to randomly employ nine different attacks, each with their own crazy effects. Some are strait forward to deal with, others are a bit trickier. Luckily, the area in which you fight Kefka gives you plenty of cover and cramped corridors to absorb all of his stray shots for you.

    His attacks and their effects are as follows:
    Firaga - A hovering fireball that likes to stop in place and "re-launch" itself periodically. This attack can be worrisome as it can stop mid-flight and re-fire when you least expect it. It's best to hide until you're sure that it's struck something.

    Blizzaga - A rolling Bluish ball of ice. This nasty little ball will bounce off of a wall or object once so that it can attempt to hit you a second time.

    Thundaga - A powerful lightning bolt that increases in size and power the further it travels. It'll attempt to follow you, but it has a limited range, and can be pathetically weak at close range. It's not too dangerous as long as you let it hit you up close (if you have to let it hit you at all).

    Hyperdrive - A column of flames that will home-in on you. It moves faster than you can and hits pretty hard, so you'll have to hide behind a wall or one of the capsules to avoid being hit by it, otherwise, this attack simply can't miss.

    Meteor - A set of three Meteors that deploy in close proximity to Kefka. If you get hit by them at close range, they're really deadly, but if you're not hit by the initial attack, then they'll sit in place. From there, they'll randomly re-launch themselves at you. They'll also explode when they strike objects or walls, causing splash damage. These are dangerous when in close proximity, or from up close.

    Ultima - A purplish ball of energy that travels a very short distance, waits for a brief period and then explodes in a wide radius. The ball itself is deadly and the explosion is overkill. Simply keep your distance and you shouldn't have to worry about this attack.

    Forsaken Null - A whitish ball that drops on the ground and explodes...And then hops up from where it exploded and lands a bit closer in your direction, exploding once again on impact. This Hopping Ball of Death will follow you to the ends of the earth. It's a little like Hyperdrive, except it moves slower when you zigzag, and it can cause you harm by splash damage, and even just by it moving. Hiding behind objects or walls is your only way to avoid this attack.

    Light of Judgment - A stream of five beams of light that fly in a line or a wave (depending upon how you're currently moving. Works much like Blizzaga and Meteor in that they'll bounce off of walls and objects, and they explode and cause splash damage when they make contact with anything. Getting hit by one is dangerous, and all five is a death-sentence. Luckily, they don't follow you around, so they can be dodged.

    Heartless Angel - The Ultimate Attack. You cannot dodge this regardless of circumstances (unless Kefka doesn't use the attack), and it will always hit. What this attack does is that it robs you of all but one health, leaves you with no armor, and no beneficial abilities, such as Berserk, a Disguise, and Invulnerability. It can't kill you, but not even cheating can save you from this attack.

    With all that in mind, Kefka has the same health as any other boss, and his explosive attacks can harm him as well, so you can, for instance, lure his Forsaken Null attack into hopping around him, damaging him for every hop it performs. So if you run out of ammo, that could be an alternate strategy, albeit a practically suicidal one...

    Also take note that you can't lead Kefka into the Steam Jets. He may be crazy, but he's not dumb enough to fall for that trick...

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    Speedrun version:
    Hidden Text: Show
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    Speedrunning this level is pretty much following the route described in the Walkthrough, only dashing like crazy and ignoring the treasure and the secrets. You'll need as much supplies as possible, so you can't ignore the weapons closets. The battle at the end shouldn't last too long if you're quick and lucky, so with the proper execution, you should be able to get a par under two minutes. Also, since you'll die when you first start the level, that portion won't be added to your par, so at least you won't have to worry about that.

    To speedrun, first, let the Spectres kill you and them restart the level from the new starting point. Run strait through the door, visit the room to the left and head out of the bent room, through the corridor into the Marble room. Kill the Fanatic, visit the Flame Thrower room to the right and then head to the furthest door to the left. Kill or ignore the Fanatic and run into the hallway on the other end of the room. Kill the Fanatic in the hallway that you'll come into and go into the door at the end of the hall. Kill the two Fanatics in the next room and visit the Machine Gun and Sniper Rifle rooms. Get the Yellow Key from the two Fanatics in the last room and then head back to the first marble room (point E) and head into the hallway guarded by a Fanatic.

    Kill him and head into the room to the right. Kill the three Fanatics inside, and move on into the next room. Kill the next Fanatic and head through the Yellow Key Door. Grab the Grey Key and then rush back to point E and head into the hall locked by the Grey Key Door. Kill the Fanatic inside, rush to the end of the hallway and enter into the next room. Kill the three Fanatics inside, stock up on supplies from the three supply rooms nearby and then head for the Teleporter room and enter through. From here run through the door and alert Kefka to your presence. From there, simply fight Kefka for as long as it takes to beat him, and Voila!
    Metalor
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    Postby Metalor 14 Jul 2013, 22:53

    15 - Marble Suite
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. On either side of where you start is a weapon. To your left is a Pistol in a dead-end segment, and to your right is a Flame Thrower. Beyond those is rooms adjacent to the one you're in are ammo caches, with Pistol ammunition to your left and Machine Gun ammunition to your right. Keep this in mind when you need to restock your supplies; you'll have to return to these spots for ammo when you need it.
    B - Inside this secret area is an Invulnerability Artifact. You should save this for when you really need it, as aside from this one, there are only two of these in the entire level and barring secret levels, the second-to-last one in the game. You can't save it for the next level, but it can do you plenty good here.
    C - Coming out of the left side of the starting room, you'll find some treasure to your right, a room filled with Flame Thrower ammunition strait ahead, and extreme danger to your left. A Fanatic aiming to grab and toss a Stielhandt your way is to your left. You'll have to take care of him quickly before he can toss it at you. If you act quickly, you can claim it for yourself.
    D - Coming out of the right side of the starting room, you'll find treasure to your left, a room filled with Sniper Rifle ammunition strait ahead, and a Fanatic with a Stielhandt to your right. Kill the Fanatic before he can toss his Stielhandt your way. If you're quick enough, you can grab it for yourself.
    E - This crossroads is the main thoroughfare that you'll be navigating in this level. There are two Fanatics guarding this room, and once you've collected some ammo and armaments, you should be able to take care of these two before they can cause you any serious harm. There's an alcove nearby with some treasure and a Regeneration Artifact inside. This is your main source of health in this level, so be prepared to return here often (and expect to spend lots of points in doing so). Inside a secret in this room awaits the second Invulnerability Artifact.
    F - This room is guarded by another pair of Fanatics. Subdue them and then examine the wall to the left. There's a secret there containing treasure inside. In the center of the room is an alcove with treasure and a Teleporter Artifact inside. Before entering through the Teleporter, you may consider using one of the Invulnerability Artifacts in the level. It will alleviate the dangers waiting beyond this point.
    G - Taking the Teleporter will transport you here, into a familiar site: a hallway filled with explosive barrels. However, unlike last time, this time you can avoid the danger by using one of the Invulnerability Artifacts lying around. Ignite the barrels and grab the treasures lying just beyond them. Strait ahead you'll spot a door, inside the room beyond are more barrels (which will likely explode when you open the door) and a Machine Gun. Grab the gun and then back outside, go around the corner to your left and examine the wall to the right to find a secret with treasure inside.
    H - Back towards your left, around yet another corner is what was once a Fanatic, and a Stielhandt. Through the door to the right of where the Fanatic was standing is another small room with more explosive drums. They'll likely explode when you open the door, so be careful. Examine the wall to the left to find another secret with more treasure inside. Open the door to the right to ignite more barrels, but ignore that room for now and open the door strait ahead. Inside are more barrels that will ignite; open the door to the right inside that room to ignite more barrels.
    I - Following the last of the explosive barrels (down this way anyways) is a pair of Fanatics that were planning on ambushing you with Stielhandts, but since you ignited the barrels, their firepower will be a little less intense. By now your Invulnerability should have worn off, so deal with them quickly, or they'll be able to exploit this.
    J - Inside this small room is a single Fanatic guarding the Yellow Key. Kill him, grab the key and then return the way you came.
    K - This room is lined with explosive barrels (that should have been destroyed already if you followed my instructions) and contains an alcove with treasure, a fireplace, and a Teleporter Artifact inside. Around on the other side is a door; stand back when opening it, there are barrels inside that will most likely ignite, and you don't want to be caught near the explosion when they do. After the barrels have ignited, grab the Sniper Rifle inside, and then return to the alcove and grab the treasures inside. When you're done, use the Teleporter to return to the room adjacent to the main intersection.
    L - This room, locked by a Yellow Key Door is guarded by two Fanatics. Not really anything new, just deal with them and then examine the forward wall to the right to find a secret containing treasure. The center is dominated by another alcove containing treasure and a Teleporter Artifact. Step inside only after picking up the second Invulnerability Artifact (though you can actually save it for later from here, since this section isn't too terribly dangerous).
    M - You come out from the Teleporter into a room very similar to the one you just left. In front of you is a Berserk Artifact and some treasure, but first examine the wall directly behind you to find a secret containing some treasure. Grab the Berserk and then head into the next room, which is a small room containing more treasure. Grab the treasure and then move on.
    N - This room is dominated in the center by an alcove with a Teleporter and treasure inside. Surrounding the alcove are a series of Steam Jets. You can simply ignore the Steam Jets by entering the Alcove and carefully maneuvering around the Teleporter. You'll eventually spot a door, to the right of it on the same wall is a secret containing treasure. After grabbing the treasure, head through the door and the room beyond it.
    O - This large room is guarded by eight Fanatics (four standing, four patrolling), an excellent time to use your recently-acquired Berserk Artifact. However, if you don't have Invulnerability, or your Berserk wore off, then instead stick to using the Flame Thrower and Machine Gun to take out the threats quickly. There's several clips of ammunition lying around, one for each of your weapons (sans the Stielhandt), so you can still fight back even if you don't have sufficient ammunition for the previously mentioned weapons. Once you're done here, enter into the door on the other side to find a stockpile of treasure and another door.
    P - This room is being patrolled by four Fanatics. Unless you're lucky, one of them will almost certainly spot you and alert the others, so the element of surprise is unlikely. After they're dead examine the wall to the left to find a secret containing treasure. There's a door to the right is a small room containing treasure and another door.
    Q - This room is guarded by four Fanatics, one strait ahead, and the others to your left. The one right in front of you will alert the others, and the others will grab Stielhandts lying in front of them and hurl them your way. You'll have to reel back and take out the first one immediately. The others will likely group up and you can deal with them all at once if you're lucky. Once they're all dead, there's treasure to your right. After that, turn into the main area of the room and examine the wall to your right, there's a secret containing treasure there.
    R - This small alcove has some treasure and the Grey Key inside it. Grab the key and then return to the room with the Steam Jets. Use the Teleporter there and then head into the main intersection and head strait. Enter into the room to the left, where the Flame Thrower ammunition was, your next destination is there.
    S - Beyond the room with the Flame Thrower ammunition, behind the Grey Key Door is a small outside clearing protected by four Fanatics. The first one that'll spot you will attempt to grab and hurl a Stielhandt your way, don't give him the chance, the other three come at your from your left.
    T - After the Fanatics are dealt with, check behind the shed to find some treasure, and check inside the shed to find the Orange Key.
    U - Beyond the Grey Key Door in the Sniper Rifle ammunition room lies a large street section protected by four Guards; two of which are on either side of the large, central red-brick building. The central building is locked by a pair of Orange Key Doors, which you should have the key for. Beyond a small fence segment to the left is the main street area. Immediately to the left in the large steel box is a secret containing treasure. To the right of the large steel box is a Guard. Kill him and examine the shed to the right of him; inside is treasure. To the right of the small fence you came through is another shed with treasure inside. To the left of the shed is another Guard, and further still is another large steel box. Examine the steel box to find the level's last secret with one last treasure cache inside. Once you've killed all the guards, found all of the secrets and found all the treasure, head into the central building. The inside is protected by four more Guards; kill them and make one last detour.
    V - This room contains numerous Backpacks, grab them all so you're stocked up for the next level. When you're done, return to the white hallways; the exit is in there.
    W - Either of these two Staircases will lead to the next level, just step inside and prepare for Level 16: Process Center.

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    Speedrun version:
    Hidden Text: Show
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    Speedrunning this level can be both dangerous and a hassle. The two separate paths that you have to visit for both keys are deadly already, and when you have to rush through them, they become even worse. You can't afford to leave any enemies alive, so really, you're following the Walkthrough, except you should ignore the treasure and the secrets (save for the Invulnerability Artifacts).

    Start by running left, going through the double doors and to the left. Kill the Fanatic you find and run strait into the door behind him. In the next room, kill the two Fanatics and enter into the next room. You should kill the two in the room with the Teleporter, and then enter into the Teleporter. If you grabbed the Invulnerability Artifact, ignite the barrels, otherwise, rush through to the left around the corner, and around the following corner and knife the Fanatic you'll find. Go through the nearby door and head through the door strait ahead beyond it, and then head through the door to the right. You should be in the room with two more Fanatics following a trail of Barrels. Kill the Fanatics, and head into the room to the left. Kill the Fanatic inside, grab the Yellow Key, turn around and head back into the small Barrel-filled room. From here, head right and enter into the alcove with the Teleporter inside.

    Back out in the main intersection, head right and kill the two Fanatics inside the Yellow Key-locked room. Enter into the Teleporter, grab the Berserk (and an Invulnerability if you can spare the time) and run into the Steam Jet room. Run around the room or maneuver through the Teleporter alcove and head through the door at the other end. Come into the large room guarded by eight Fanatics and kill all of them. You can technically ignore them for now, but you may as well take advantage of your Invulnerability now, when it's most necessary. Head through the door on the opposite end, and go through the door behind that one to the right. Kill the four Fanatics patrolling the hallway and head into the door to the far right, and head right again, into the next door beyond that one. In the Key room, kill the forward Fanatic and the three to the left with the Stielhandts. Enter the last alcove and grab the Grey Key. Rush back into the alcove in the Steam Jet room and enter into the Teleporter.

    Back in the main intersection, run strait into the next room and head into the Flame Thrower ammunition room to the left. Beyond that room, behind a Grey Key Door is the small outside section, kill all four Fanatics inside and grab the Orange Key inside the shed. Rush back out through the ammo room and head right back into the main intersection and head left. Inside that room should be a Fanatic facing away from you, knife him in the back and them head into the door to the right. Inside is a Grey Key Door; enter into the door to come out into the large street section. Head to your left and run into the large Red-brick building locked by the Orange Key Door. There are four Guards inside; they can be avoided, so just rush towards one of the two exit staircases and Voila!
    Metalor
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    Postby Metalor 22 Jul 2013, 06:13

    16 - Process Center
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here in this tiny, cramped Stairwell. Beyond is either one of the shortest and easiest levels you'll face, or one of the longest and most frustrating you'll face. It all depends upon how much you want to find and how badly you want a 100% treasure score. Leave this tiny room and visit the nearby rooms. Be quick though, as a patrolling Guard will soon find his way into the main hallway nearby.
    B - This small closet has the Orange Key inside. If you want to get everything in this level, then you'll need this key for later, but if you're planning to dart through this level, then you won't need this key at all. Grab it or ignore it and move on.
    C - This coat closet contains a single Disguise. Provided you've dealt with the patrolling Guard, this will allow you to go through the next few areas with ease. Keep in mind that you don't have the luxury of wasting ammunition in this level. Kill all the enemies you can with the Knife, aided by the stealth bonus of the Disguise if possible.
    D - Inside this room lurks a new enemy type: The Scientist. These foes don't leave anything when defeated, and they like to hurl deadly Syringes at their targets. These syringes are filled with the deadly formula that creates Mutants, so try not to let one of their syringes hit you. There are three Scientists standing around in here, and two Mutants, both captive in their own special holding cage. With each Mutant is some treasure, and there are two Medkits in specially sealed refrigeration units, which can be found inside the Mutant's cells. It'll be suicide to try and fight these foes without the assistance of the Disguise, so skip this room entirely if it wears off before you can eliminate the threats in here. Final note: this room is optional but is also the only place you can find ANY health in the entire level; the two Medkits in here are your only health options (aside from some blood that you can drink if your health is at 2% or less, but that's not really sustaining).
    E - This small corridor has a cage with a Mutant guarding some treasure inside of it to the right and an operating room to its left. You can smash your way into the operating room through the first glass window you'll spot on your left when you come in. Inside the operating room is a single Scientist guarding some treasure and a refrigerator closet. Take care of both the Scientist and the Mutant before grabbing the goods.
    F - This small closet has the Purple Key inside. You'll need it if you want to leave the level or find out what the Orange Key was for.
    G - This room contains a switch. Flip the switch to activate a Pushwall hidden away in the level.
    H - This corridor is protected by three Guards, two out in the main hallway, and one behind the Purple Key Door that leads to the exit. You can Knife them all with relative ease (with or without the Disguise), since they don't attack you all at once.
    I - This is the exit elevator. Whether you're going for an easy exit or planning on getting everything, this is where you'll have to go to leave the level. Using this elevator will take you to Level 17: The Laboratory. Directly opposite of the elevator is a series of steel walls that let you peer into the area with this level's ultimate treasure: The Diskette. Worth a whopping 50,000 points, it was one of the requirements for the Contest being held. But, regardless of the contest or not, you will be required to grab it if you want 100% treasure for this level. If not ignore it and leave, if so, keep reading.
    J - Beyond the Mutant cage mentioned at point E is a small back room containing another Mutant, some treasure, and a newly-revealed passage to the right; but only if you activated the Switch at point G. At the end of this passage is the Orange Key Door. Beyond that is a large street section with three Guards waiting at the opposite street ends straight ahead and to the right and left. To the left is a large ammunitions storage building, and to the right is a laboratory research building. Kill the three Guards and then head into the storage building to the left.
    K - Just beyond the front door is one final Guard. Kill him and enter further inside. There are three Stielhandts lying around that are ripe for the taking, and there are three rooms to the right full of ammunition for the Pistol, Machine Gun, and Flame Thrower. There are also all three of those weapons in said rooms accompanying the appropriate weapons. Don't grab everything all at once though; you'll definitely need to conserve your ammunition from here on as this is the only stockpile of ammunition in the entire level. Once you've used up what's here, that's it.
    L - Beyond this second Orange Key Door is the large laboratory testing area. This area will live in infamy as it contains numerous trials and dangers. Follow the hallways until you find the large, main room. Inside said room is a large crate, and the room itself is protected by eight Scientists. They won't leave the room itself, but all eight of them can easily overwhelm you when they charge you at the entrance. The one benefit of the entrance is that they become easy targets for a few well-placed Stielhandts or some Flame Thrower spray. When the Scientists are dead, you can examine the outer regions of the room to find some treasure.
    M - This closet contains the Yellow Key. While not immediately important, it is mandatory to get this key if you want the Diskette (you may have noticed the Yellow Key Door through the steel walls by the exit elevator).
    N - Inside the large metal crate in the center of the room is some treasure...guarded by a second UberMutant! This fight won't be as bad as the first one (particularly if you've dealt with the Scientists before alerting the UberMutant), though you'll still have to be careful. This UberMutant fights exactly like the last one, so you don't have to rely on any new tricks to take this one down. The only downside is that your ammunition stockpiles are limited, so you'll have to kill and conserve, you definitely don't want to have to deal with the next section without a generous sum of ammunition to back you up. Once the UberMutant is defeated, he'll drop the Green Key, which you'll also need to reach the Diskette. Pick up the key and visit the treasure room on the other side of the UberMutant's cage, inside are several treasure and a secret on the back wall.
    O - Inside the secret passage accessed from the treasure room you'll find a Pistol ammo stockpile, and a Green Key Door. Beyond is the second trial that you must endure before claiming the Diskette. This trial is far worse than the UberMutant, and you can even accidentally seal yourself inside said trial forever. If you're convinced that you must have the rewards inside, then proceed, otherwise head for the exit and leave it at that.
    P - Beyond the Green Key Door is some treasure and a Secret Pushwall Maze. Inspired by the infamous maze on Episode 2 Map 8, this maze is a seemingly never-ending mish-mash of Pushwalls. To be frank, it's impossible to activate them all, which is why the game always defaults to setting your Secrets ratio for this level at 100%. However, getting all the treasures inside is not, though it is incredibly difficult. Because you'll obviously want 100% treasures, here's a special custom image that'll show you which walls to activate and in which order (since typing that out would cramp my hand up something fierce). Just follow the instructions and you should be able to get all the goodies inside; but be warned, the maze is guarded by exactly twelve Mutants. They usually guard dead-ends and some treasure, but if you want 100% kills, you'll have to find and kill all of them. Just be careful, limited ammo and health supplies will mean that you won't be able to afford mistakes.
    Q - The first end of the line for the pushwall maze. You'll notice that when you push the wall here, it'll only move one space. That's fine, but you will have to find the other end to find out why this has occurred.
    R - The second end of the line for the pushwall maze. The wall here will also only move one space, but examine the right wall it was adjacent to and you'll notice it slide back, revealing a Yellow Key Door. Beyond is the room with the Diskette, but beware, as it is guarded by a final group of foes, and nasty ones at that.
    S - Beyond a seemingly innocent room is the Diskette. However, hiding in one of the four small corners of the room to either side are four Schutzstaffel guards, eager to fill your body full of lead. If you don't have sufficient ammunition to take them on, then turn back and flee. Trying to knife them all would be practically suicide, so long as all four of them are alive anyhow. Once the SS are dealt with (if they're dealt with), you can examine the left and right wall for secrets containing treasure, and finally claim the Diskette. Since the Contest is no longer in effect, the secret code is: Code Peripheral: [ES13-WF46-XP74]. Nonsense yes, but I just wanted to be sure that players wouldn't just make up a code and send it in, saying that's what they found on it. Regardless, the Diskette is yours and now you can leave through the exit (once you get back there anyhow).

    Hidden Text: Show
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    Blue - These will lead you directly to point Q, so long as you don't stray from them.
    Yellow - These will lead you directly to point R. You should deal with these only after dealing with the Blue Pushwalls.
    Orange - These branch off from the Blue Pushwalls and lead to treasure.
    Purple - These branch off from the Yellow Pushwalls and lead to treasure.
    Red - These branch off from the main paths and lead towards dead-ends guarded by Mutants.
    Grey - Ignore these as they either lead to empty rooms with no purpose, or can block pushwalls that actually serve a purpose. Some can be pushed without consequence, but best not to tempt fate.

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    Speedrun version:
    Hidden Text: Show
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    Speedrunning this level can be tense, but it's also one of the quickest levels to run through. The main concern for a speedrun is simply knifing the first patrolling guard so that you can make the most out of the Disguise. Without it, speedrunning becomes increasingly more difficult, and you're likely to not beat the 30 second par time.

    Start by running out of the room and running around the corner to the right. If the Guard is already in the room, Knife him, if not, open the door to the next room, run up to him, and then knife him. Next, go into the room with the Disguise and grab it then head down the hall to the left (to the right of the Disguise room if you come out of it facing straight ahead). After the double doors, head to the right and then head into the Room with the tiles to the left. Kill or ignore the Scientist and head into the closet and grab the Purple Key.

    Run back out and head into the main hallway where the Patrolling guard was. Head into the next hallway and head around the corner to the right. Enter inside and head to the right, ignoring or killing the Guard there. Run around the corner to the left and either ignore or kill the Guard to the right of the Purple Key Door. Enter inside the Purple Key Door and kill the guard inside, and run out the second Key door. From there make a left and a second left into the exit elevator and voila!
    Metalor
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    Postby Metalor 30 Jul 2013, 06:55

    17 - Laboratory
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. Outside the elevator is a corridor that leads in two different directions, but they both lead to the same place. Heading to the right or the left leads to the same room, so it doesn't matter which way you go. There's not much else to do in this room, so just move on.
    B - This large corridor stretches around a large, central structure and there are four Guards patrolling around said structure. They won't go completely around the structure, due to the West end being blocked by a series of Pushwall rooms (you starting to the East of the structure). Unless you started the level with equipment from the last level, you'll have to Knife the Guards in this large hallway; that or avoid them. Your best bet to help you take care of them is to head to the left of the large structure. You'll be heading to a large ammunitions storage building; but while you're going down the left side, check the wall to the left to find a secret containing treasure.
    C - Beyond a pair of doors is a large, sealed-off street section. Around the corner of the building, you'll likely spy a Sniper behind a fence (making him inaccessible to normal means of attack). You can't deal with him at present, so just ignore him. On the wall directly across from where he's facing (the far wall behind the fire hydrant) is a secret containing a Backpack. You'll want this ASAP to make the most out of the ammunition in the storage building. To the right of the Sniper behind the fence is the storage building. Head inside when you're ready to.
    D - This large building has several small rooms, filled with ammunition. There are a total of seven branch rooms with ammo inside. The closest rooms to the entrance have Pistols and Pistol ammunition inside them. Then the further rooms to the right contain Machine Guns and Machine Gun ammunition inside them; the rooms to the left likewise have Flame Throwers and Flame Thrower ammunition inside them, and finally the room straight ahead when you head down between the Pistol ammunition rooms contains the Sniper Rifle and ammunition for it as well. Stock up on what you need and can carry and then deal with the Sniper outside with your newly-acquired Sniper Rifle.
    E - Now with a full compliment of armaments (sans any Stielhandts), re-enter the starting building and head around to the other side of the large structure in the main hallway. On the other side of an identical pair of doors (they're like the ones you went through to get to the storage building) is another sealed-off street section. To the right is a narrow alley, at the end of which are two Snipers and the entrance to another storage building. Take care of the two Snipers and then enter inside.
    F - This building is alot like the first storage building you went into (except for the different layout, color scheme, and contents). There are nine small refrigerator closets lining the main hallway of this building, and inside each one is a single Medkit. These nine Medkits are your only source for health on this level, so use them sparingly (though there are some pools of blood that can be sapped for health, but those are hardly sustaining). Grab as much as you can and then move on.
    G - Back in the main hallway of the building you started in, inside the double doors to the right of where you began the level (straight ahead of where you come out after being on the streets) is your next destination (or just point G on the map. Go there). Straight ahead is an Orange Key Door. You won't be able to go inside it just yet, but you'll be able to come back later and claim the prize inside. You'll also find a tiled area to your left, blocked off by a door and some glass walls. Before entering inside, examine the wall to the right of the tiled room to find a secret with some treasure inside. When inside of the tiled area, check the room to the right for one doosie of a treasure item: Nazi Intelligence. This valuable item gives a whopping 10,000 points! Grab it, and then head into the door on the opposite end. You'll find a small, empty room and another door, head into that door and then head around the cramped corner to the right. Head into the next door to enter into the next area.
    H - This long corridor is very dangerous; inside are four patrolling Scientists, and four standing Scientists. The Standing ones won't immediately come out and attack you (they're waiting to ambush), but it's the patrolling ones that are the biggest threat anyway. The way the corridor is set up, they'll all come at you at once, so it's best to use rapid fire or area-of-effect attacks. Since you shouldn't have any Stielhandts, you should instead rely on the Flame Thrower. Deal with all of the patrolling Scientists and then alert the Scientists in the Rooms to the sides of the corridor (similar to the one you went through when you first came to the tiled area). They may come out quickly or have some trouble (these four tend to take their time coming out of the rooms), but once they're out deal with them; DON'T go in after them, they'll likely barrage you with Syringes or attack you from behind while you're concentrating on opening the door to one side of the corridor. Once all eight of the Scientists are dead (the four patrolling and the four standing guard), rummage through the closests connected to the rooms the standing Scientists were in, inside each one is another folder of Nazi Intel; a most generous reward for your efforts. At the end of the corridor on either side is a set of double doors that lead into the next room, but first examine the wall between the sets of doors; there's a secret with containing treasure there.
    I - This small hallway is lined with tables covered in cadavres and all manner of horrible things. Two Scientists guard this room. Kill them and grab the treasure at the far left end of the room, then head to the right and go through the door there. There's a small corner beyond the door in a cramped hallway, go around it and head through the door into the next area.
    J - This room is protected by four Scientists, three of which will see you as soon as you come in (the fourth can be Sniped for an easy kill if you're careful. He's directly to the left of where you come in). Once they're dealt with, grab the two treasure items lying around and head into the door to the left of the one taht you came in through.
    K - This tiny room is protected by two more Scientists. They're guarding the Orange Key, which you'll need to not only leave the level, but survive the second major trial that the level has to offer. Kill the Scientists, grab the key, and then examine the right wall to find a secret. Head into the secret to find some treasure and a mysterious door.
    L - This small closet has a switch inside. Flip the switch and then head back towards the long corridor in the tiled area (with the two lab rooms on either side). Examine the far wall opposite the one where you found the secret between the two sets of double doors to find a secret. You couldn't access this secret earlier since a second pushwall was blocking it, but now that you've flipped the switch, you can access this secret area.
    M - Located here is a newly revealed alleyway that will lead you to another special room.
    N - In this small shed is another switch. Flip it to reveal a secret area in the starting room (directly across from the elevator that you started the level in). Don't visit that room just yet though, there's more to do first. Head through the other door in the shed to find an explosive barrel; ignite it and then grab the goods lying behind it, including some treasure and a clip that one of the Snipers dropped earlier.
    O - Back near point G, outside the tiled area is the Orange Key Door you couldn't enter inside of before, but now that you have the key, you can claim what's inside: A suit of Body Armor. This should make the rest of your journey through this level easier.
    P - On the other side of the large hallway, through the last set of double doors that you haven't gone through yet is your next destination. You'll come into a small hall with a corner to the right. head around the corner and then turn your attention to the wall to the left, inside is a secret containing treasure. Directly behind you now (or ahead if you turn to face out from the secret) is another Orange Key Door with a goodie inside.
    Q - Another suit of Body Armor awaits you in this tiny storage closet. With both suits in tow, you should be able to manage the dangers in the nearby room with a little less effort.
    R - This large room is dominated by a large, steel box to the right of where you came in, and a small computer island and many smaller steel boxes to your left. Inside each of the smaller boxes is a single Mutant (totalling of eight Mutants to your left), while there should be two patrolling SCientists and two standing Scientists around the computer island. Inside the large crate to your right is a grand total of twelve Mutants, making the entire population of the room: twenty-four enemies! Since this is enough to just about kill anyone with very little effort, you'll have to be very careful in how you go about clearing this room. Thankfully, the large crate to the right is sealed, so you at least don't have to deal with everything at once. Lying around the smaller crates is some treasure, which you should grab once all the threats have been neutralized. Since the whole room will go ape-$#!% once you alert one of the enemies, the best place to fight the first twelve enemies is in the hallway you just came from. Using the door as a way to thin the group, you should have an easier time eliminating each threat as they come through one at a time. Once they're all dead, you can turn your attention to the large crate. Inside the first set of doors is a pushwall; you can only activate it from the left or right side, as it's blocking a door and can't be pushed from the central door. Once the Pushwall has been moved, you can enter inside and face the numerous dangers within. Before entering inside, walk along the wall on the right of the door that you came into the room from, there should be a secret containing treasure in it.
    S - This large crate has four smaller rooms inside which each house two Mutants. The main area of the crate houses the other four to make twelve. Since the Mutants will not flock towards the entrance like the first group did, fighting these will be much trickier. The best way to fight them is with a weapon that can strike them easily, and that won't waste ammo; you can't afford to miss any shots here. The nice thing about this room is that the Mutants leave ammunition when defeated, so the Pistol is a nice choice if you decide to employ a similar strategy here that you did for the first wave in the main room. Once all of the Mutants are dead, you can grab the spoils lying around in the crate, including lots of treasure for your efforts.
    T - Lying on the ground here is the Purple Key. You'll need this to complete the level, so grab it and then head back to the main corridor.
    U - On the West end of the large central structure (the end opposite that from the direction you started the level from) is a set of doors on either side of the structure. Entering inside will introduce you to four more Guards (which should be easy to deal with, I mean, you just dealt with a room containing twenty Mutants; what are four Guards to you?) Kill them, grab the treasure at the end of the room and then enter into the two closets locked by Orange Key Doors on either side of the room; inside each is a switch that you must activate in order to exit the level. Once both switches have been activated, enter into the pair of Purple Key Doors to enter into a small opening room with treasure inside. Grab the treasure, and then head into the last pair of doors towards the exit.
    V - In the center of the central structure is one last Sniper behind a row of Steam Jets. You can snipe him with your Rifle or just Knife him, but you'll have to avoid the STeam Jets while doing so.
    W - After evading the Steam Jets and killing the Sniper, turn your attention to the left side of the room to find an elevator. It isn't operational, but you can claim a nice treasure item inside it.
    X - This elevator leads to the next level, Level 18: Doctor Schabbs. Isnce the next level is a boss level, you'll be in for another battle to the death with an overpowered foe, but instead of heading there immediately, you may decide to head back to the starting room, there should be a reward there for you (provided you activated the Switches at points L and N, respectively).
    Y - back in the starting room, you'll notice a large opening in what was previously a solid wall. On either side of this opening are a pair of double Orange Key Doors. Enter inside past them (being sure to check between each set as there's treasure inside the corridors between them) and find your way to the main room. You'll spot an Extra Life for you hard work and some more treasure on either side of the room. Grab the treasure and then head through either set of Purple Key Doors on either side of the room (being sure to examine inside both as they hold treasure), and grab the Extra Life at the end of the room. With nowehere else to go, you can either take the Secret elevator nearby, or head back to the normal exit and head to the boss level.
    Z - This secret Elevator will take you to Level 30: Doomed. Unless you're somehow allergic to a secret level reveolving around iD Software's classic game Doom, I suggest you visit this level. It'll stock your supplies proper for the boss level to follow (provided you can handle what awaits within or don't chicken out and take the wuss elevator). Make your decision, and Go 2 It.

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    Speedrun version:
    Hidden Text: Show
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    Speedrunning this level is dangerous and time-consuming. You can get a really impressive par time if you skip the supply buildings, but then of course, you won't be well supplied for the threats that await you in the actual level. You'll have to visit the buildings repeatedly otherwise for supplies, and get a lousy par time. Either way, plan for torment and torture. This level dishes it out to Speedrunners in spades.

    Start by running out of the starting elevator and heading to the left. Run around the corner to the left and head through the door and head around the corner to your right in the main hallway. Head through the double doors and head into the tiled area to your left. In the tiled area, head to your left, through the door, and into the small corridor with the bend to the right. In the large tiled corridor you'll likely have to deal with the the four patrolling Scientists, but you might be safe ignoring the ones inside the operating rooms on either side of the hallway. Regardless of if you deal with all the Scientists or not, run to the right side of the tiled corridor and head through the double doors.

    Inside the slender room with two Scientists inside, head to your right (maybe taking the time to deal with the two Scientists in that room first, itherwise, you'll only have to deal with them later) and head around the corner to the right in the small corridor. In the square room with four Scientists inside, kill all of them and head into the nearby doorway to the left. Kill the two Scientists inside and grab the Orange Key they were guarding, and then examine the wall to the right for the secret area and head inside. Head around the corner to the right and enter into the closet. Flip the switch inside and then return to the main tiled corridor. At the far end from where you are, examine the far wall to reveal the secret area leading into the hidden alleyway and head into the shed to your right. Inside, flip the switch and then head back into the main hallway on the building with the large central structure.

    facing away from the area you just explored, head to your left and into the next set of double doors. Through there, head around the corner to your right into the next large room. From here, head to the right side of the entrance to the large crate, enter inside and push the pushwall you find inside. Enter into the door that was revealed by pushing the pushwall and deal with the Mutants you find inside the large crate. Be quick, and grab the Purple Key at the other end, then turn around and run back the way you came all the way back to the main corridor with the large central structure. From here, head back into the Starting area and head into the newly-revealed opening in the wall opposite the starting elevator. Head through the pairs of Orange Key Doors and the pairs of Purple Key Doors and head into the secret elevator, and voila!

    Of course, the speedrun you may attempt may not go quite as smoothly as described here, but that's what heading into the storage buildings and taking detours is for. The par time of this level was taken with the assumption that you had taken such detours, so if you don't and still manage to reach the exit successfully, then congrats to you! If not, well, practice makes perfect (or at least aids in not dying as often). Saving often will also help.
    Metalor
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    Postby Metalor 31 Jul 2013, 03:55

    *!BONUS MAP!*
    30 - Doomed
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. Given that this is a secret level, you're free to leave as soon as you arrive, though you won't be able to get all the sweet rewards that the level has to offer, it'll mean a good par time, for those interested in such things. The exit is right across the room from you, so if you feel the need to flee, don't pass up the chance.
    B - This elevator will take you to the finale of Act III, Level 18: Doctor Schabbs. Use this exit only if you can't hack it in this level.
    C - This Teleporter Artifact will take you into the level proper. Since there's not much else to do in this area besides leave the level, head on in and take on the challenges that await.
    D - You'll come out the other end of the Teleporter here. Right behind you is a secret area containing various types of ammunition inside. There aren't many treasure items on this level (if any), so expect the secrets in this level to contain supplies rather than goodies. Heading straight ahead you'll find a source of armaments and ammunition, and heading left will take you into the blunt of the level. Better head straight first, lest you be overwhelmed by the foes that await you.
    E - This large room splits into two directions, and in the center of said split is the corridor that leads to the exit. However, you'll need the Purple Key, the Green Key, and the Grey Key if you want to see said exit. First you must divert your attention to the room at hand. On the right side near the door you came in is a closet containing a Pistol, and on a nearby wall to the left of that room (when you face into it) is a secret containing Flame Thrower ammunition. To the left of where you came if is a closet containing a Machine Gun, and on a wall to the right of that room (when you face into it) is a secret containing Sniper Rifle ammunition. At the far end of the right split, behind a pair of double doors is a room containing Pistol ammunition. At the far end of the left split, behind a pair of double doors is a room containing Machine Gun ammunition. Grab all you can before moving on.
    F - This small corridor is the last empty room you'll find for a while. On the left wall is a secret containing various types of ammunition. Grab what you want and then press on, the dangers start right in the next room.
    G - Introducing a new enemy type exclusive to this level is: The Imp. These guys are durable and dangerous. They'll hurl balls of acidic juice from their claws and they can take as much of a beating as an SS Guard. However, this one comes alone, so taking him out should be manageable, so long as you use the Machine Gun. Once he's dead you can scour the surroundings for supplies. Once that's done, you'll want to head to the path to the left (save the path straight ahead for afterwards, and the path to your right for last).
    H - The next room is protected by two Imps. Not much else, save to employ the same strategy as you did for the first Imp.
    I - This tiny room introduces you to the other enemy exclusive to this level: The Pinky Demon. Almost as tough as the Ironclad Panzer, these bruisers deliver a nasty bite up close and can take an immense amount of punishment. Since they can only strike up close, you can easily deal with them from afar, but if you're forced into hand-to-teeth combat, the Knife can keep them reeling in pain long enough for you to deal them a hefty amount of punishment, so long as you're only fighting one at a time. Once the Pinky is dead, head to the right. You'll encounter another Imp, but he should be easy to manage. In the closet behind him is a Flame Thrower, which should help in dishing out quick and effective amounts of pain when you really need to. If you want, you can head down the left path (from where the Pinky was) to find another Imp, and a Sniper Rifle in the closet behind him.
    J - This empty bending corridor has some supplies in it, and at the end of the bend, straight ahead will lead into a room with Flame Thrower ammunition inside. Inside the ammunition room, on the wall to the left is a secret containing Pistol ammunition inside.
    K - This large room has a semi-maze towards the back, but to either side, after the small rows with supplies inside them, is a Pinky Demon, and they'll both charge you when they spot you. The Flame Thrower is the best weapon to use to take care of both of them in a pinch. There is also some treasure lining the far walls behind where the Pinkies were standing. If you examine the left wall, you'll find a secret with health inside. Inside the maze itself, you'll be able to find a Medkit, and a pair of Imps guarding the maze. The maze isn't too difficult to navigate (merely following the left path will take you to the next room), the only real threat inside the maze are the Imps, and you should have trouble fighting them (provided you can take them on one at a time).
    L - This small room contains the Purple Key. However, the key is guarded by a single Pinky. He shouldn't provide too much trouble, provided you still have a generous amount of Machine Gun or Flame Thrower ammunition. If you're low on ammo, examining either the left or the right walls will reveal secrets containing ammunition for various weapons inside.
    M - Back at the left end of the room where you first encountered the Pinky is a room with a single Imp inside guarding a pair of Purple Key-locked doors. Inside said doors are suits of Body Armor. Grabbing both will help you absorb some of the damage you'll take from enemy attacks.
    N - Down the straight path from where you first encountered an Imp is the second major area of the level. You may consider leaving this area for last, since this area is particularly nasty, but you may as well confront it now, seeing as how it's the next mentioned area in this Walkthrough. In the room beyond you'll encounter a pair of Imps guarding a large room with several Diamonds inside. Killing the Imps will allow you to take the treasures without much effort. Beyond this area is the Marble Cathedral where the next Key awaits. Within the first room you'll find is some treasure grab it, and then move on.
    O - This room is guarded by a single Pinky Demon. The room itself has two Stielhandts lying around to the right and left side of the room inside two small alleys, and on the wall behind the Pinky is a secret containing treasure. After dealing with the Pinky, you'll want to head through the door to the left, your first priority lies in there.
    P - This slender corridor is protected by a pair of Imps. The first will be in your face, the other is behind a candelabra, so he won't be able to reach you immediately. In front of the candelabra is some Sniper Rifle ammunition. In the small room nearby that connects the corridor is some health, and at the other end of the corridor is the second Imp and also a Medkit.
    Q - This tiny room contains a Switch that you'll have to flip in order to proceed. Flip the switch and then return to the room with the Pinky and head through the door on the right side (from the direction you'd be facing when you first entered the Marble area).
    R - This room is vacant, save for some ammunition in the alcoves to the right and left sides. There's also a pair of treasure items in the alcoves, but not much else. You can't head through the Central door, since it's locked by the Grey Key, so head towards the left side first (the right side is blocked by a Pushwall that you can't move right now).
    S - This corridor is actually a series of columns seperated by impassable objects (all candelabras if you want to get technical). Behind each one is an Imp facing the opposite direction (making this an excellent opportunity for using the Sniper Rifle). In front of each candelabrum is some ammunition for either the Pistol, Machine Gun, or Flame Thrower. At the far end of the room is some health, and around the only passable corridor to the left (to the right of this point, behind a Stimpack) is a secret containing some ammunition for the Sniper Rifle. Once you've dealt with the Imps and grabbed all the goods, enter into the room at the end of the corridor, inside is a Pinky Demon behind a Berserk Artifact. Grab the Berserk and then give the Pinky a good poke with the Knife. Once you're done with him, enter into the room behind him.
    T - This small room has another Switch inside of it. You'll have to flip it if you want to proceed. Once you've flipped it, return to the empty room with the two alcoves and head through the door to the right.
    U - Similar to the last corridor, this one is simply a mirrored version. It has the same rows of Candelabras, same three Imps behind said candelabras, facing their backs towards you making them ample targets for the Sniper Rifle. There's also health at the end of the corridor, though there's no secret to be found at the end. Once the Imps are dealt with, head into the room at the far end of the corridor.
    V - This room is protected by a single Pinky Demon; he's guarding the Grey Key, and he won't give it up without a fight. However, if you still have the Berserk Artifact, then you can give him a nice poke and take the Key without much fuss.
    W - Back in the empty room, head into the central door which was previously inaccessible due to the Grey Key locking it. Inside the center room behind the first double doors is a lone Pinky Demon guarding some treasure. Be careful with how you fight him, Making noise will alert a group of four Imps and two Pinkies that will teleport in behind you in the empty room. Of course, you can't stop the Pinky from shouting out in anger when he sees you, so if you don't confront those six extra enemies, consider yourself lucky (though you need to kill them to get 100% kills). Behind the Pinky through another pair of double doors is an Extra Life for your efforts.
    X - Back outside in the large area where you fought two Imps is a secret pushwall. You probably won't be able to activate it to get the item inside, a very useful Invulnerability Artifact. The means to activate the Pushwall lie in the last Key area which was the path to the right in the area where you fought your first Imp. Kind of a downer to find out about this this late, but it can be useful for the last area after you have all the Keys.
    Y - Through the double doors to the right of where you fought your first Imp is the last area which leads to the Green Key. Beyond the double doors is a small outdoor area guarded by a single Pinky Demon. On the right side of this room is a single treasure item for the taking. You may be running low on supplies by this point, so be sure to grab what you can for this final area, you'll need it if you want the final Key. Beyond the outdoor area inside the first room of the Wooden area is some Pistol ammunition.
    Z - This area is protected by two Imps, both surrounding the outer area of the Alcove that you'll come into. On the wall immediately to your right is a secret containing health inside. Beyond the wall separated by iron supports are a set of doors to the right and to the left. Head into the door to the right, as you'll need to get what's in there before you can grab the Green Key, which is located through the door to the left.
    AA - This small corridor bends to the right and to the left. First, head down the path to the left to find a room with an Imp guarding some Machine Gun ammunition. On the wall behind said Imp is a secret containing health. When you've grabbed what you need from here, turn around and head through the other door, the one to the right. Inside is a Pinky Demon guarding a room with treasure inside and another door behind him. Kill the Pinky and head through the next door.
    AB - This tiny room has a third switch inside of it. Flipping it won't open the path to the Green Key, instead it'll open the Pushwall mentioned at Point X, allowing you to access the Invulnerability Artifact housed there. This would be an excellent time to run there and grab it, just if you don't want it to go to complete waste. Once that's done, head through the left door in the Wooden area that you ignored before.
    AC - This room is protected by two Pinky Demons, the first of which is right in front of you. The other one is around the corner. Kill them both and then explore the nearby area for more enemies and ammunition. Around the corner, beyond the room with the inaccessible Pushwall (at this point) is a room with a stockpile of Sniper Rifle ammunition inside. The only thing keeping you from grabbing the goods is a lone Imp. Deal with him, grab the goods and then head into the nearby rooms.
    AD - This room contains ammunition for the Flame Thrower. An excellent place to stock up if your supplies are low.
    AE - This tiny room has the last switch inside it. Flipping it will allow you to access the room with the Green Key inside it. Return to the room with the two Pinkies inside it and head into the room in the center that was previously blocked by the inaccessible Pushwall.
    AF - This room contains the Green Key. Only two Imps separate you and the Key, and after all else that you've dealt with, they shouldn't be too difficult to handle. Kill the Imps, grab the Key, and then examine the wall behind them, there's a secret containing various bits of ammunition inside. Once that's all done, return to the room that splits where you got your Pistol and Machine Gun from. Your final destination in is there.
    AG - Beyond this row of Color-coded Key Doors is the final area of the level (before the exit). Stock up on whatever supplies are left lying around and head inside.
    AH - This room, dominated by a Large Teleporter structure at the far end is protected by two Imps and a Pinky Demon. These are the last foes you'll face on this level. Mow them down, grab the treasure at the edges of the room and then head through the Teleporter, it's time to finish this level.
    AI - You'll come out from the Teleporter here. Not much to do in this room, save for grab your rewards and then leave. If you turn around, you'll be able to spot the room you started the level in. You've gone through so much just to travel so short a distance. Ah well...
    AJ - Piled up at the other end of this room are four Medkits (two to keep, and the others to spend of recovering wounds), two suits of Body Armor, ten Stielhandts, and eight Backpacks to overstock your ammunition supplies. A fine assortment of equipment to prepare you for the impending boss fight on the next level. Grab all you can and then head for the exit.
    AK - This elevator will take you to the finale of Act III, Level 18: Doctor Schabbs. Since this level is over and done with and your supplies should be fully stocked, you should be plenty prepared for what lies ahead. Flip the switch and go!

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    Speedrun version:
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    Speedrunning this level is basically just like most of the other secret levels. Just run out of the starting elevator, run into the elevator across from where you start, and voila! Since the Par time to beat is a measly 30 seconds, it's not worth your time to actually go through the level itself. Of course, you miss out on all the rewards the level has to offer by doing so, but that's the trade-off you'll just have to live with.
    Metalor
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    Postby Metalor 05 Aug 2013, 01:47

    18 - Doctor Schabbs
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    (The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
    A - You start here. Directly outside on the right wall is a secret containing treasure. You won't be able to head towards the left as a row of columns blocks your way, but heading straight through the door will lead you to the main hallway. There's another door that you can take, directly across from the door you'll come out from, but that only leads to another inactive elevator, so don't bother investigating that area, there's nothing else of worth there.
    B - This hallway bends to the left. Inside an alcove to your left is a Pistol and some treasure items. On the right wall from where you came in is a secret containing treasure.
    C - This room has four alcoves surrounding its boundaries, inside of each is a different weapon and some treasure, including a Machine Gun, a Flame Thrower, a Sniper Rifle, and a Stielhandt. From the left of the intersection on the wall is a secret containing treasure. Directly across from where you came in is where you should be heading after you've grabbed all that this room has to offer. In the next hallway on the right wall is a secret containing treasure. Down the left hallway is where you'll need to go to enter into the dangerous zones of the level, but you'll want to head straight first so you can grab the goodies in there.
    D - This room has several closets filled with ammunition for various weapons inside. The two closest rooms have ammunition for the Pistol inside, the middle rooms have ammunition for the Machine Gun inside (also, inside the room to the left, on the far wall, is a secret containing Sniper Rifle ammunition). The last two rooms have ammunition for the Flame Thrower inside them. Stock up as much as you can and then head down the left hallway mentioned earlier.
    E - Beyond a pair of double doors you'll find a large room with four Scientists patrolling inside. They'll like come at you from four different directions, so eliminating them before they can surround you is a top priority. Once all four are dead, you can begin to examine the surrounding regions of the room. There should be six treasure items lying around each tip of the room, making a total of twenty four treasure items lying around the room. In one of the many refrigerator closets is a single Medkit. There are eight total and these are your only source of health on this level, so use them sparingly. Eventually you'll want to head down the double doors to the right of where you came in.
    F - Beyond the double doors to the right is a small room containing a Scientist. Behind him is a door leading to the area you're attempting to explore.
    G - This room is protected by three Scientists, all three of which are right in front of you when you come in. This provides an excellent opportunity for you to use a few Stielhandts or the Flame Thrower for eliminating them without much effort. Once they're dead, examine the alcoves for treasure and a pair of Stielhandts. On the wall to the left is a secret containing more treasure. Once you're done here, head towards the next set of double doors (the ones directly across from the ones you came into the large room from).
    H - Beyond this set of double doors is a large hallway that splits into two directions. To the left is a pair of Purple Key Doors that you'll have to head through to reach the exit, and to the right is the means to open up the last set of double doors in the large room you just came from (the ones to the left of where you came in). You'll have to head down the right if you wish to continue through the level.
    I - This curved hallway has an alcove with a fireplace inside. Inside the fireplace is a Stielhandt and within the alcove is some treasure. Directly across from the alcove is a secret containing treasure.
    J - This long, inconspicuous hallway holds twelve cages with twelve Mutants inside. Guarding the outer perimeter of the hallway are four Scientists, the first two facing away, making them easy Sniper Rifle targets. The Mutants in the cages won't become alarmed if you don't make any noise or walk around the sides of the cages (there are windows in the cages that the Mutants can see you through), but the two Scientists at the end of the hallway will alert them anyways once they spot you. The best thing to do is to alert them beforehand or from a safe vantage point, choose a cramped area for them to have to pass through to reach them, and mow them down with a rapid-fire weapon, such as the Flame Thrower. Fighting all of them at once is suicide, so making them have to come at you one at a time is your best bet for survival. In the center of the hallway are two Radiation centers, behind which are backpacks. Grab those when you have an opportunity. Also, at the beginning and end of the hallways, on the right sides are secrets containing treasure the secrets are on the walls parallel to the ones that you'll enter/exit the room from).
    K - At the end of the hallway with the Mutant cages inside, is a small metal shaft with two closets on either side. Inside both of which are switches that you must flip in order to open the path leading to Doctor Schabbs. Forgetting to flip one may force you to return here to flip one that you may have missed. Once both switches have been flipped, return to the large room surrounded by storage rooms and double doors as Doctor Schabbs awaits you within.
    L - Back in the large, main room is the last pair of double doors that you'll have to enter into so that you can face Doctor Schabbs. Beyond the double doors is a long hallway guarded by four Mutants. Dealing with them is simple if you just fire a continued burst of Machine Gun fire into the hallway before the doors close. The Mutants will likely all be killed by the stream of bullets, leaving the corridor safe for you to enter. The sides of the corridor, between the laboratory tables are treasure items, and at the end of the corridor are a pair of double doors that lead directly to Doctor Schabbs.
    M - Beyond this last pair of double doors is Doctor Schabbs himself. He guards a room filled with four Nazi intelligence folders. You'll have to grab them after you've dealt with Schabbs himself. Schabbs holds the Purple Key which is necessary to reach the exit, but he won't surrender it willingly. For more information on how to fight him, refer to the Boss Strategy section below.
    N - Beyond the pair of Purple Key Doors is an empty hallway that you must pass through. Immediately to your left when you come in is a secret containing treasure.
    O - This bending corridor has an alcove with treasure and a Medkit inside; there is also a secret containing treasure on the far wall to the right. Otherwise this hallway is empty and offers nothing else for you, except a passage to the exit.
    P - This last area is protected by four Guards, one which is straight ahead, two of which are hiding in wait in the nearby passages, and the last one standing guard in front of the exit. Killing them shouldn't be too difficult; once they're gone, visit the nearby closets for a pair of treasure items. Once that's done, head into the exit room.
    Q - With all of the level's enemies defeated, you may consider going back and grabbing whatever supplies are left before heading into the exit staircase. Once you leave, you'll head into the first level of the game's Final Act, Act IV Level 19: Darkest Night.

    Boss Strategy:
    Hidden Text: Show
    The first difficulty of fighting Schabbs comes from the location in which you have to fight him. His attacks are aimed directly ahead of him, so the long hallway that you fight him in only provides him with a long funnel to channel his attacks through at you. You can hide behind the tables for cover, but he has at least one attack that can even hit you behind those.

    Schabbs has three attacks which he uses randomly (though one attack is used slightly more than the others). His first attack, his signature attack is throwing one of his Hypo Syringes at you which can cause you to transform into a Mutant. His second attack is hurling one of the Mutant's butcher knives. The knives do about half or a third of the damage that the Syringes do, so if you have to get hit by any of his attacks, that one will be the least damaging. His last attack is similar to the Stielhandt in execution as he hurls a glass bottle full of volatile chemicals at you. The bottle will land on the ground after a short distance and then explode in a large radius. Not as powerful as a Stielhandt, the attack is still Schabbs' most powerful attack. Avoid it if possible.

    The best place to fight Schabbs is the large central room that leads to the different areas of the level. Fighting Schabbs there gives you more room to dodge his attacks, which don't spread out and assault multiple directions. If you're well-suited to, you can circle-strafe around him and unleash a steady stream of fire into him as he futilely tries to pelt you with his various projectiles.

    Of course, fighting him in the hallway is possible as you can pelt him with a constant stream of fire from far away and then hide behind a closed door so that his attacks won't hit you. If you have a full Machine Gun clip, that should be more than enough to finish him.


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    Speedrun version:
    Hidden Text: Show
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    There's only really need for one detour on this level, so as long as you follow the instructions below, you should be able to get a pretty good par time. There will be some backtracking, but that's just how the level is organized. This level is basically straightforward in its execution, so it should be easy to remember where to go, and you shouldn't get lost easily.

    Start by running out of the start elevator and head through the doors to the left and head out through the main hallway. In the next room, take a short detour through the alcove nearby for the Pistol and then head into the next room. In here, go through the four alcoves quickly to grab the weapons inside of them, and then head out into the next hallway. From here, head straight into the ammunition storage room and grab all the ammo you need, then turn around and head down the bend in the hallway into the large room. You can ignore the Scientists in here, but it would be better to eliminate them now, so that you don't have to deal with them later. Once they're dead, head into the hallway across from where you came in, the head to your right.

    In the next room, cut through the alcove to the left and enter into the large hallway with the Mutant Cages. You'll inevitably have to fight the Mutants in here, so you may wish to alert them now and use the nearby hallway for cover. Once they're all dead, head into the small room at the end of the hallway and activate the switches inside. Once that's done, return to the large room again and enter into the hallway to the right of the direction you just came from. You'll have to kill the Mutants in the long corridor following, so do so, and then run into the next room to alert Doctor Schabbs. You'll have to kill him before you can move on, but once he's dead, you can grab the Purple Key from him and head through the Purple Key Doors in the hallway to your left (the one you just came from before coming here).

    Through the Purple Key Doors, run around the corner to the left and enter into the next room. From there, run to your right through the alcove and into the next room. You'll have to deal with the Guards in here, so do so and then run around either the right or left corner and make another turn in the same direction and enter into the exit room. From there, run straight ahead into the exit staircase, and voila!
    Metalor
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