CITY OF THE DAMNED

 

Level by Astraf

 

Walkthrough by Phil Lambeth, with the help of steven35175's video walk

 

 

Level 1: CITY OF THE DAMNED

 

After the opening flyby, run forward along the street past a closed door requiring a key and loop around right in the village square to find desert eagle ammo next to the fat palm tree. Jump into the fountain for uzi ammo and note the closed gate. Pull out and continue S along the balcony to your left toward the bright full moon (that really does seem to be made of green cheese). Pick up the shotgun ammo and small medipack before the red-eyed dog and the undead guy get there. Otherwise, the undead guy will just stand there on the medipack, making you have to stoop to get it unless you kill him again first. 

 

Go around to the other street-level balcony in front of the W café for flares, then follow the street for more shotgun ammo near the SE corner. Jump up to shoot the W window and pull up inside. Turn left for shotgun ammo in the dark SE corner, uzi ammo in the SW corner and note for later what appears to be a rising block in the NE alcove. Go partway down the stairs to alert one of those mutant monsters (which I've recently learned are properly named Mauki) with the poisonous fangs. Stay on the stairs where you can shoot it safely. Get the large medipack in the SE alcove and pull down the wall switch in the NW alcove.

 

If you're guessing that you just raised the block upstairs, you're right. Go back up, climb onto the block and pull up E onto the balcony. Go around the corner for shotgun ammo and shoot the Tinnos wasp that appears. Get on the E ledge and jump N over the slope to a corner block. Hop down to the balcony for the LASER SIGHT. Drop down to the street below and return to the village square. Open the NE doors to the Patisserie and meet another undead guy inside.

 

Go on in, loop around left for the shotgun ammo and go up the stairs. At the W end find a large medipack and shotgun ammo. Go back to the E end, turn left and shoot out the window. Drop down into a courtyard, shoot an undead guy, pick up the small medipack he dropped and proceed W through the foliage to a pond. Grab the flares on the nearer block, the PARK KEY on the next block and go down the E stairs to a lower lake. Continue forward to the SE corner for shotgun ammo, go back just past the stairs for uzi ammo near the tree and jump into the lake.

 

Search the floor for a small medipack as you swim W. Pull up briefly onto the jutting ledge to your right for shotgun ammo, then continue swimming around the corner and S until you near an underwater tunnel. Before entering it, wade out onto the sand bar to your left and take a running jump to grab the S rock ledge. Shimmy right and pull up in front of a stash of shotgun ammo, uzi ammo and desert eagle ammo for SECRET #1. Hop back into the water and swim through the S tunnel to another section of the lake. 

 

Again, wade out onto the sand to find uzi ammo in the SE corner. Get on the nearby rock ledge and take a running jump to grab the sloped W ledge on the other side of the lake. Shimmy left and pull up into the alcove for the SHOTGUN and 2 x shotgun ammo for SECRET #2. Drop into the water, grab the large medipack near the W wall and swim back through the connecting tunnel to the first lake. Look for shotgun ammo near the W wall if you didn't get it earlier and wade out onto dry land.

 

Go back up the stairs to the pond area and be greeted by an alien. Treat it as you would a knight and shoot it in the chest. Go E under the archway and through the foliage. Pull up into the window opening and position yourself for a fairly tricky standing jump slightly NE with a left curve to reach the roof. Walk out N for uzi ammo, turn around and look up S to see the ball hanging over the small balcony. Draw your pistols and jump up and down while firing until you see the ball jerk and swing. What did it do? Who knows?

 

Go back to the NE corner and take a running jump over the railing onto the balcony. Pull up E, turn to face S and back flip over the roof. Slide down the other side, grab and shimmy left along the roof until you turn the corner and pull up onto a ledge. Pick up 2 x grenade gun ammo and follow the ledge to an opening. Hop down, find the ladder and climb down to grab the GRENADE GUN for SECRET #3. Avoid stepping on the deadly goo nearby and climb back up to the ledge.

 

To save some time, jump over the railing into the lake below. Wade out onto dry land, go up the W stairs and loop around left under the archway past the foliage and the laundry drying on a clothesline. Pull up into the SE opening and loop around right and down the stairs. Exit S to the courtyard, turn right and jump into the fountain. The W gate you noted earlier is now open, so swim along the passage and pull out into a small room. Go up the stairs on both sides for MP5 ammo and desert eagle ammo in the window alcoves.

 

Shoot the SW grate and drop down into an outdoor dining area where two Tinnos wasps attack. Pick up the MP5 ammo near the S wall and take a running jump NW over two railings to a lower balcony. Shoot a dog and find a small medipack in the far corner. Jump up to shoot the E window and hop inside for the BALCONY KEY. Hop down into the dark hallway, turn left and open the double doors at the end. Step forward into a familiar outdoor area.

 

You've already been here, so turn around and locate the upper crawl space over the steps. Jump to grab it, pull inside and crawl forward. Pull out into a secluded outdoor dining area, pick up the desert eagle ammo and hop over the railing down to that familiar outdoor area. Head E underneath the archway and pull up into the SE opening. Loop around right, go down the stairs and exit S to the courtyard. You hear the sound of a barking dog, but it stays out of view. Go straight across and open the S doors with the Park Key.

 

Enter and do battle with an alien. Find 2 x uzi ammo in the W window and on the central green block, MP5 ammo next to the large tree and a small medipack in the NE corner. Go down the stairs for another small medipack on the brick ledge to your left. Continue around to find an opening that leads to what looks like a subway turnstile. Go down the stairs on either side to find that you're too late to catch the next train. Shoot an undead guy, pick up the flares in the corner and hop down to the tracks.

 

Turn left and go W down the tracks until you reach an opening to your left. Light a flare, enter the crawl space and follow around to a passage blocked by rubble. Take standing jumps to clear the rubble, turn around at the top and jump up to grab the N opening. Pull up, turn left and pull up higher, and go around to claim the DESERT EAGLE in a window alcove. Doing so awakens a Tinnos wasp.

 

Retrace your steps to the train tracks and -- doggone, you've missed the next train again. Take a few steps after the receding train and grab the MP5 ammo. Return E to the station and go up the stairs, loop around right through the courtyard and back to the street. Continue across through the open Patisserie door, up the stairs, loop around left and through the NE opening, back through the drying clothes and up left into the windowsill just before you reach the archway. Repeat that tricky standing jump to reach the roof.  

 

Taking a running jump NE over the railing to the balcony you visited earlier, but this time continue E along the ledge until you reach the uzi ammo in the NE corner and the dog that has been making all that racket. Continue and open the SE double doors. Follow the passage to a keyhole that accommodates your Balcony Key. Step out onto the balcony and go around left. Jump S through the gap in the railing and hop up onto the green slope. Look down the other side to see a zip line.  Ride the zip line until you've just cleared the building in the remote camera view, then release to drop into the lake instead of onto the rocks.

 

Search the lake floor near the SE corner for MP5 ammo and wade up close to the shore line, where you can safely shoot two mutant monsters if they happen to be too preoccupied to pay you any attention. Otherwise, pull out onto the SW ledge where you can pick them off with the combined desert eagle and laser sight. With the threat removed, hop up into the W opening beyond the fat palm tree and pick up the small medipack and grenade gun ammo in the small room. Return to the beach and raid the E room on the other side for MP5 ammo and a large medipack. Exit, pull up N on the right side of the rock ledge and enter the opening there. Jump forward to grab the crack in the wall and shimmy left over the deadly goo.

 

Pull up into the opening and face a room partially surrounded by a ledge with a central translucent platform. Hop down to the platform but don't pick up what's on it. Instead, turn around and simply run off   S (without grab) to land in the opening below. Hop down to find the MP5 and 3 x MP5 ammo for SECRET #4. Stand jump to grab the platform, pull up and take the HAND OF RATHMORE to trigger a long flyby. When camera control is restored you find you've been transported elsewhere.

 

Level 2: THE LAST HIDEOUT

 

You're still standing on a translucent platform, but you're now in a much more open area. Take a running jump SW, being careful not to slip and fall into the deadly goo below, and pick up shotgun ammo. Hop NW around the corner, pick up flares and go around the floor opening for desert eagle ammo. Drop down through the opening, crawl until you can stand up and explore this cramped area for flares and the UZIS. Pull back up and walk E to face the central building. Take a running jump onto the roof and walk forward for more flares.

 

Jump to the N ledge for MP5 ammo, jump back to the roof and from there to the W ledge, loop around left and jump E onto the translucent platform. Stand at the S edge and jump forward with grab to glide down into the opening. Step forward, pick up 2 x uzi ammo and grab the TRAPDOOR KEY next to the S wall. Take a running jump NE onto the block, take another running jump W down to the ledge in the goo and hop up SW into the opening. Hop down into the trench and follow around for flares and a small medipack.

 

Face the W building and take a running jump to grab the roof. Shimmy left if necessary, then drop and grab two times before pulling up for a large medipack. Turn around and take a running jump with grab to land inside the E alcove. Pull down the wall switch to lift a nearby gate, and all of a sudden Natla appears on the scene. Jump back W to the previous alcove, turn and take a running jump slightly SE to grab the ledge. Pull up quickly, run forward and take cover around the corner while Natla laughs derisively.

 

When you've had a chance to catch your breath, arm yourself with a strong weapon and do battle with Natla. When she dies, jump over to where she was and pick up the INFADA STONE. Jump back to the E opening and return to the room with all the deadly goo. Hop (don't slide) down to the lower ledge, take a running jump with grab into the N alcove for 2 x shotgun ammo, jump back to the previous ledge, jump E to the higher ledge, and finally stand jump W to grab the translucent platform. Pull up and make your way over to the NW trench you visited earlier. Hang from the N edge, shimmy right along the crack and pull up into the opening.

 

Turn around and take a running jump down to the lower ledge. Go to the far end and jump E to grab the ledge. Pull up and loop around left where the gate lifted to find an opening on your right with uzi ammo. Hop down the other side for shotgun ammo and step into the E opening to see another translucent platform down to your left. Hop to it and take a running jump with grab to glide down into the SE alcove. Hang right, drop and grab, pull up and slide down left for uzi ammo. Note the burning key down below and take a running jump W over the goo to grab the ledge. Pull up for flares and hop down to the next room.

 

Run over the non-burning tiles to turn off the flames on the other tiles. Pick up grenade gun ammo from one now-safe tile and use the Trapdoor Key on the other. Before dropping down E, grab the MP5 ammo on the N ledge. Drop down and crawl into the cramped space for 2 x uzi ammo and shotgun ammo. Locate the SW floor hole and drop down onto a trigger tile as a cut scene shows you that the flames protecting the key noted earlier have been extinguished. Climb back out and jump N to claim the KEY TO THE LAST TRIAL. A gate lifts overhead and Natla's twin sister makes her appearance.

 

Jump back to the previous ledge where you can target and kill your latest enemy. From the E ledge, jump across and grab the low vertex of the rock ledge and pull up. Hop S up the slope and jump slightly SW to grab the crack in the wall. Shimmy left and around the corner and pull up into the alcove previously visited. Turn around and take a running jump slightly NW to grab the translucent platform. Pull up, hop up into the SW opening and loop around right to slide down N onto another translucent platform. Jump across to the NW corner for a large medipack, jump back over and now jump NE to the alcove for ELEMENT 115.

 

Pull up right, slide down E and grab the small medipack. Jump back over the slope, pull up N past the opened gate and follow around to an opening that overlooks more deadly goo. Stand left or right, slide and jump with a midair curve to land on either of the translucent platforms. Jump forward and slide to trigger a flyby through the next area. When camera control is restored, pick up the small medipack on the ledge and jump forward for MP5 ammo. Continue around clockwise with three more standing jumps, pick up more MP5 ammo and target the rather hapless Natla 3 up to your right.

 

Hop up SW and pick up the ORA DAGGER to add to your collection of blue artifacts. You hear more footsteps above you, so jump E to the ledge for uzi ammo and shotgun ammo, turn around and unload on Natla 4. Take a running jump W to grab the top of the column, pull up and complete your collection by taking the EYE OF ISIS. Jump back to the S ledge for desert eagle ammo you scarcely need at this point, go to the SW alcove for a large medipack and continue around for MP5 ammo against the N wall.

 

Pull up N onto the higher ledge for more unnecessary desert eagle ammo, go up to the W wall for grenade gun ammo and slide down to the nearer of the parallel bridges for shotgun ammo. Hop back N, turn right and follow the ledge to the S wall for a small medipack if you think you still need it, go back counterclockwise and pull up into the E opening. Insert the Key to the Last Trial at the other end to open the gate, enter and shoot the baddie across the way.

 

Note the keyhole ahead, check your inventory to discover that you're fresh out of keys, slide and jump to land in front of the keyhole and pull up where the baddie was to find the EXIT KEY he dropped. Hop back, insert the key to open the exit gate and hop forward to emerge on a surreal beach. Run along the sand until you hit the finish trigger.