V.C.S.L.

Level by Alberico

Walkthrough by Phil Lambeth, adapted from OBig's outline (reproduced below)

 

After the brief opening flyby, turn around and go back to the W wall.  Look to your right and pick up the REVOLVER.  Both of the available routes lead to the same place, so locate the stairs N and go on up.  An SAS approaches in the alley to your left (note the closed door to your right).  Kill him and pick up the small medipack he drops.  Continue W down the alley and note the crawl space up to your right just before you reach the wall.  Pull up inside and crawl down the sloped passage.  When you can stand up, draw your pistols and wait for the SAS to arrive.  Kill him, then pick up the revolver ammo at one end of the intersection.  Activate the jump switch at the other end, and a cut scene shows the previous door opening with a squeak. 

Go back out to the alley and head back E.  Go through the doorway you opened and slide down the slope past the darts, incurring some unavoidable damage.  Head down the passage, killing a dog and two bats along the way, until you reach the beginning of a maze-like area.  Go diagonally to your right, where you'll flush out an SAS and two more bats. When you reach the end of this passage, jump up and pull down the ceiling trap door.  Pull up inside for SECRET #1 and some shotgun ammo, uzi ammo and the UZIS.  Drop back down into the passage and return to your starting point.  Avoid the SW passage, as it leads only to beetles and a closed door. 

Go down the other E passage to the left of the entrance, and crawl under the darts when you turn the corner.  When you get past them, pick up the small medipack, the shotgun ammo and the SHOTGUN before heading back to the maze entrance.  Now take the N passage and turn right at the juncture.  When you reach the flaming floor tiles, take standing jumps over them and continue.  Push the floor lever to open a nearby door, then kill the approaching SAS.  There are two closed gates further down this passage, so turn around and jump back over the flame tiles.  Return to the juncture and find the open door to your right.  Go inside and turn right into the passage to spook two bats.  Grab the revolver ammo in the alcove at the end of the passage, then go back and take the other passage.  Shoot the scorpion, then slide down the slope to drop down into a new area.

When you step forward a flyby is activated and a wraith is released.  The water in the trench ahead is too shallow to extinguish it, but if you draw your pistols and shoot at it it'll go away.  Or, if you're disciplined enough, follow the next couple of sentences and allow the wraith to follow you to its doom.  Follow the right hand wall until you reach some flares, and in the wall straight ahead (E) you'll find a crawl space. Pull up inside and drop down the other side into a trench partially filled with water.  Follow to a deeper hole at the far end and jump in.  Follow the passage and turn left at the first juncture.  Swim up and pull up into SECRET #2.  Pick up the CROSSBOW, some crossbow arrows and a large medipack.  Get back into the water and turn left at the juncture.  Follow the passage a fairly long distance until you can surface.  Pull out and kill the waiting SAS, then go forward and push the floor lever.  A flyby reveals that a door has opened in the water trench room, providing access back to the maze and an open door where a key awaits.  Go to the SE corner for a large medipack, then go the SW corner for a shortcut back to the water trench room.

Locate the open doorway in the S wall, not far from where you picked up the flares earlier.  Enter and climb up the blocks to your right.  You'll emerge in a familiar passage.  Follow to the beginning of the maze.  Head down the N passage and turn right in front of the spikes.  Take standing jumps over the flame tiles again.  Go down the passage and turn right into the open gateway.  Shoot a good half dozen bats, then crawl down under the darts to pick up the GATE KEY (Chiave del Cancello).  Exit this room, turn right and open the next gate with your key.  Step forward and push the floor lever as the gate closes behind you.  A door opens elsewhere.  Enter the passage and follow to an alcove, where you'll find a small medipack.  Continue to the end of the passage and climb up the ladder on your right.  Pull up into the crawl space and drop down the other side.

Go up E and around the corner for some flares.  Then turn around and head back W down a slight ramp.  You'll hear footsteps when you reach the intersection, so make a hairpin turn to the right and kill the SAS in the alley.  The footsteps don't stop, however, so turn around and wait patiently until a second SAS makes his appearance.  Now go back to the intersection and dogleg to your left to enter the dark W alley.  Pull into the open doorway at the end and run forward for SECRET #3 and the GRENADE GUN.  Return to the main intersection.  Go N this time, and you'll see the fountain ahead as you reach another intersection.  

Go past the fountain, turn right, then take a left into a dark opening.  Go up the winding ramp and kill another SAS on the way.  You'll soon reach the door you opened earlier.  Go on through and follow the white passage.  When you reach the bright control room, kill yet another SAS and locate the grenade gun ammo in the SW alcove.  There's also a small medipack near the console and some flares in the NE hallway.  Light a flare and locate the crawl space high up in the middle of the N wall.  Pull up inside for SECRET #4.  Pick up the shotgun ammo, the grenade gun ammo and the small medipack, then go back down.  Go through the SW opening into the next room and flush out another SAS.  Look for a small medipack in the small anteroom NE, then note the pushable blocks in the SE and SW corners. 

Pull the SW block aside to reveal an opening to a small room where you'll find some crossbow arrows.  Pull the SE block aside to reveal a passage to a ladder.  Climb it about halfway up and back flip into a passage.  Turn around to find an SAS apparently on drugs.  He detects your presence, but he makes no hostile move toward you.  Kill him or not, as you choose, then go into the NE passage and trigger a couple of sentry guns in the next room.  Take shelter behind a block to your left and use the large medipack there to top off your health, then dash bravely forth and push the floor lever while being riddled with bullets.  A trap door opens nearby, so flee this room, climb down the ladder, and exit the next room through the N hallway.  Turn left and find the opened trap door just above a taller block in the corner.  Pull up onto the block and from there to the ledge above.  Run up the N ramp (no lurking boulders up there) and use the crawl space when you reach the top.

Enter the passage to your right (the passage ahead leads only to a trap) and stand up in the alcove.  Jump up to grab the ladder and back flip into the passage.  Turn around and step forward into a small room for SECRET #5.  Pick up the grenade gun ammo, the shotgun ammo and the uzi ammo, then head back to the ladder.  Climb the rest of the way up and pull up into the next room.  Kill the waiting SAS and locate the small medipack in the SW alcove behind a block.  There's a pushable block against the E wall.  Push it aside and enter the revealed passage.  Follow to a hole in the floor and climb down the ladder.  Crawl E (W is another trap) and turn left.  Continue until you find the revolver ammo, then go back the other way and take the opposite passage.  When you reach the intersection at the S wall, turn left and safety drop from the hole at the end.  Follow the passage around to another hole in the floor.  Climb down the ladder and save your game at the bottom.

A sentry gun is waiting in the next room, and if you don't hug the left wall as you enter you'll be doused with flames.  What's more, two SAS guard this room as well, so shoot at least one of them from the safety of the corridor before you dash past the sentry gun.  When you enter the SE passage you'll trigger a flyby through the next room, ending with the exit door opening temporarily and showing Von Croy standing outside preparing to make his escape in the waiting helicopter.  Shoot the three SAS guarding the next room.  Thankfully, the sentry gun here is inoperable, so run past it into the next room N and kill another SAS.  You can see the motor bike, but before getting on it go to the N wall.  Pull up into the alcove and up again to your left for SECRET #6.  Grab the grenade gun ammo and drop back down.

Get on the motor bike and drive through the gates that open upon your approach.  Continue down the street to end the level. 

 

Review:

This level has also been a great adventure. First we take a look around in a city district in houses, then we "go underground" and arrive in a catacomb. We push levers and also swim to reach the base where we get the bike and leave the level with it. I managed to find 6 Secrets. Opponents were gunmen and bats, also scarabs if chose an incorrect direction under the city. We had a hearty portion of guns: Revolver, UZI, the Shotgun, Crossbow and the Grenade Gun.

Walkthrough:

Turn around, pick up the Revolver then go exploring the city district. Notice the first two doors on the right, head left there, kill the gunman. Get yourself up into the wall space on the right and having killed the gunman pull the lever. Go through the open door then slide down. A maze is ahead with bats, jackals and gunmen. Direct your steps slightly right to pull the trap door in the dark to get your hands on the UZI in the 1st Secret. Go forward and on the right, crawling under the poison darts volley, pick up the shotgun. Progress on the right, jump over the fires, push the lever and kill another gunman. Get back where the firs were and on the right you will find an open door, so slide down.

A ghost will come haunting from a sarcophagus, so stand in water to get rid of it. Back in the right get yourself up into the wall space and on the other side jump into the water. Swimming left you can pick up the Crossbow in the 2nd Secret. Swimming left again you arrive in a hall to push a lever. There are two gunmen guarding the hall. Through the gap in the wall we arrive back into the sarcophagus hall. Middle of the left notice a walkway appear in the wall, going up the stairs we arrive back to the maze. Get over the fires again and on the right in a room we can pick up the Gate Key. Face the challenge of a couple of bats again. Open the door with it and also push the lever in the hall. Heading up right and climbing up the ladder you get back to the surface, the city. Head left then in a dark alley opposite find the Grenade Gun in the 3rd Secret. Meet two gunmen on your way back, then head left and taking the right at the fountain, find the blue door open going up the stairs while saying hello to another baddy.

You have reached the base with another baddy receiving you, and, surprise, another one in the hall. Head left into the dark hallway and find the 4th Secret on the wall following a crawling space. Killing is a task again in the next hall to pull the blocks in both corners on the opposite side of the hall. Find some crossbow ammo behind the right one and a ladder to climb behind the left one. Say Swiss cheese to another gunman before pushing a lever in the next hall, where, having no other choice with a machine gun firing, we loose bits from the health bar. Get back into the first hall and in the left corner see a trap door open, so, pull yourself up. Go up the slope and go right in the crawling space. Climb up the ladder whilst back flipping at halfway into the 5th Secret. Kill the gunman up in the hall and push the block to make way to the passage. Climb down the ladder. Find some revolver ammo in the crawling space then go opposite to get down to another level. Do that twice and having killed two baddies run past the automatic machine gun. Arrive in a hall, end up a few gunmen and sit back for the cut-scene showing Von Croy leaving with the chopper. Before riding the bike go left in the dark hallway, pull yourself up into the passage on the right wall to find some Grenade Gun ammo in the 6th Secret. It is now time to go for a ride to leave this level.

Walktrough By OBig

Translated By Ironman