The Lost Artifact of Heroic Manliness.
Level By Mulf.
Walkthrough Dutchy.
CS= crawlspace, MS= monkeyswing, UW= underwater.
The level
is quite dark, as it is set to be a sinister place, but there are plenty of Flares
to find and you can always put the brightness at 100%. There are always little
enemies I forget to mention, but I’m sure you’ll find them yourself.
As in all Mulf's levels this level is
like Swiss cheese and you can go back and forth in various places (Dutchy)
The Start Room.
Look
behind the R hand pillar to find the 1st box of Flares. Then
go to the NE side of the room and find a hole in the floor next to the pillar
there, it’s a trapdoor to be opened later as you will enter through the CS high
in the W wall. Go to the NW pillar and find the CS behind it, go in and follow
to a T crossing, go L and beware of the pit.
Detour
for a Secret: You will skip the part below leading to “the water filled
basement”. It will also take a lot of health, but when you safety drop down
this pit you’ll land in a dark cave, hop through the opening S. Go to a
crawlspace E and inside get Secret #1,
3 types of Ammo (thanks TombTitan for reminding me of the missing Secret).
Out of the crawlspace and up to a well lit passage
NW, slide down and hop over the triggered trapdoor. Around the corner is the
water filled basement, shoot some Bats. Jump grab up to the ledge SE and
get the Ammo there. Jump to the lower ledge in the water, turn N and
better save here after checking your health.
(Not
going for the Secret, jump/grab over the pit and go R at
crossing, follow till you come to a hole in the floor, run in and grab, you’ll
grab the edge of the slope, shimmy L and pull up to get some Ammo and
now run off to the R, land on a high ledge in a water filled basement,
follow the passage till you hear a trapdoor open, no need to go further as it
is impossible (the way back down from the secret mentioned above), go back to
the pool and jump to the lower ledge in the water, turn N and better save here).
Dive into
the water and swim through the small crack under the block in NE corner, find
some Flares NW in a hole in the bottom and go up through the hole in the
ceiling NE, follow to a room which has caved in.
The Caved in Room.
In the L
corner is a trapdoor for later, go on to the block to the R and turn N run jump/grab
over to the block there, turn SE and see the Ammo on the block there, go
get it and return here, on to the highest ledge in the NW corner, turn E and
stand with your L shoulder to the wall, look E past the hanging pillar and see
the ledge to jump to, do a runjump/grab
with a R curve and pull up the ledge, turn R and start shooting the Guard
on the other side, jump to the alcove L and walk to the corner where the Guard
was, now do a run
jump/grab around the corner, from about halfway up the sloped
edge, to get to the ledge he was on, take his Ammo and turn L see the CS
in the E wall, stand with your back at the wall, in NW corner of the ledge and
do a R curved jump/grab to the hole and get in, go L and come to a courtyard in
front of an old fortress. On a rocky ledge you can see the Crossbow (for
later), a closed trapdoor and a black door also closed. Find and use the jump switch
on the wall fortress and the trapdoor will open, go in and slide into the
sewers.
Into The Sewers.
On the N
wall of the room you’ll land in is another black door, and Flares in the
hole SE, dive into the deep shaft in the SW, get the Ammo in the NW and
SE from the bottom and get back up for air, now dive in again and in the SE
next to where you found the arrows, into the passage, up into the ceiling and
up the shaft, halfway up into the S tunnel in front of you and follow up to a
dead guy floating around, (maintenance man out of air) go L and up in the hole
in the ceiling, gat out and climb the pillar on L side, go over to the other
room and pull the jump
switch, a flyby will show some big doors somewhere outside
(obviously they need another switch to open them). Return to the water and
down, E to get some Ammo on the grate in the hole, now get some air
again and this time go back W to the dead guy, down to the shaft and a bit up
and to the R when you get there, into this narrow tunnel and down into the hole
in the floor
The Door Puzzle.
To the R
into the tunnel with the light gray floor and through the door that will open
for you, through the 2nd door and get up for air. If you swim
forward again, turn at the square in front of the 3rd door and
return to the 1st door, it is closed, but revealing a tunnel to the
L (if the 2nd door is closed or the 1st still open, you
will have to try again, maybe you went back too soon or too late, from the
wrong square). Follow the new tunnel to a greenish room; there are 2 levers
behind a grating and a hole in the ceiling. Climb through the hole and follow
the passages to the Cave.
The Cave
From
the entrance, look SW and see Flares on the ledge just behind the
hanging stalactite (or –mite, whatever) go get those first and then climb the
brown dirt heap on E wall at the entrance of the cave, now onto the pillar, get
the Ammo and stand jump from the R
side over the sloped pillar in front, slide and jump with a L curve, so you’ll
slide backwards off the corner slope, grab the edge and hang, pull
up/backflip/jump/grab the ledge over the slope you were hanging on. Turn W and
stand against the S wall (you have more space under the ceiling of the cave), run jump/grab to the ledge W, stand jump/grab the crack in the W rock face
and shimmy R, over the flare pick up, all the way to a corner where you can
pull up. Get into the CS and R, shoot a Guard from the entrance and get
his Ammo, MS over the poison pit and you will be shot at by 2 Guards
now, one in front and one in the back, take ‘em both out and return over the poison
pit to collect Secret # 2, the Shotgun
that was dropped by the Guard. Now back again, pick up the MP the
Guard dropped and reach the top of the cave, don’t fall down! Run jump to the ledge in front and over to
the double ledge, turn R and see the hole in the top of the Stalactite, run jump/grab and pull in, throw the lever
and see where you have to go next, the trapdoor in the Start Room is now open.
Crawl back out and drop/hang on the edge, shimmy L and drop to the triangular
ledge in the corner, shoot the Bats and stand jump/grab to the MS grating, swing to
the E and drop/grab the rock in the corner, pull up and enter the CS L which
will bring you back to the Start Room. Go to the open trapdoor.
The Sewers. (Revisited)
Run into
the shaft and drop in the sewers again, swim N and up after the low part, keep
L going up and notice the air pocket, climb out into the room with the 2 levers
you saw behind the grating from the greenish room, pull the levers, one open
the black door in the 1st under water room and the 2nd
one the trapdoor in the floor next to it. Get the MP and dive in, down
the shaft and to the underwater room where you picked up the Ammo
(remember?), into the shaft in the ceiling and to the ledge in front of the
open black door. Go in and arm yourself with the Shotgun, around the second
corner you’ll meet some resistance, hop back into the passage you came from and
let them come to you one by one, take them out and find another one on a ledge
L, pick up all the stuff they drop and follow the passage straight, find the
lever in the corner, behind the pillar.
When
you pull it, the black door in the courtyard at the old fortress will open, now
go on up the stairs and L for a MP, look up here and find the CS high in
the wall, you can reach in by going up the stairs one step, turn and stand jump/grab to it, get Secret #3, the Lasersight
and Ammo inside, now proceed up the stairs and reach a high block, save
here and climb, pull up, jump/roll immediately and slide backwards, grabbing
the edge of the slope, drop and find yourself back in familiar territory.
Familiar territory.
At
the deep pit where you opened a trapdoor in the beginning, go to the small room
with the pool and swim through the N crack again, up in the NE corner and go on
to the caved in room. L was the trapdoor, it’s now open, so drop in and go up
the passage, killing the Croc on the way, R and up the ladder, open the hatch
on top of the ladder and go in R, follow to the high climb and turn around when
you pulled up, jump/grab the CS in the wall and pull in, crawl to a dark room,
turn around and climb the ledge, run jump/grab over to the next and run jump/grab the rope, swing to the ladder
and climb up, (the pool you just swung over is deadly) follow the passages and
get a MP on a grating in a hole in the floor, below you can see the
crossbow, still out of reach, follow the stairs down and get Secret
# 4,
the Ammo in the end, turn and use the jump switch, which will turn the deadly pool
solid, so go back all the way to where you jumped to the CS and drop down into
the passage again, climb up and follow E, drop in the hole in the end and crawl
to the courtyard of the fortress. A Guard is shooting at you so be quick
to take him out and get the MP, another one is waiting for you as you
enter the black door of the fortress.
The Old Fortress.
When you
enter you’ll get a fast flyby of the place, notice the opening with the torches
below and a CS just under where you stand in the end of the flyby. Take the Ammo
the Guard dropped and have a look over the edge with the Binoc’s,
see all the ledges along the N wall, walk R and drop back to the S from the
ledge you’re on, slide and grab the edge of the slope, drop/grab the pillar
below and notice the black door to the L, shimmy R till you are over a jump switch,
drop and grab it, fall on a ledge and now for the tricky part, you have to do a
diagonal run
jump with a R curve (don’t grab) and land on the ledge at the
black door. Go in and shoot the Guard. Take his Shotgun and go
pull the lever. A door opens in the N wall, ignore that for now, go to the
pillar again and to the ledge with the jump switch, drop
quick as a Guard will probably be shooting at you from below and doing a
fine job too.., keep close to the wall and he can’t harm you, go N over the
ledges and L to the CS you saw in the flyby. Get in and follow to a room
with a lot to see, a MP and a Sentry-gun behind a grating N, the
Uzi’s and a jump
switch S and a back door SE, nothing to do for now.
The Timed Run.
Go on and open the small blue door, enter a passage with flames on
the floor, this is a timed run, when you go up the sloped floor, the flames go
down, sprint up and roll in the end, jump up to the passage up and sprint to
the end, follow into the rocky passage, drop to the courtyard on top of the Crossbow
and get it. Can’t get back up here so to the entrance of the fortress again. Go
in and R, drop from the ledge there, standing with your back to the slope in
against the W wall (over the door you opened there before) and drop/grab the
edge of the steep slope, now pull up/jump/roll/grab and hang on the pillar,
shimmy around to the L and drop on to the ledge on the other side, follow the
passage in and get Secret # 5,
Ammo, follow the passage further, pick up some more Ammo, go L
and get the Uzis in the window, turn and use the jump switch to open the exit N. Go
out and you’re back at the start of the Timed run, if you really want the next
Secret, you’ll have to do the timed run again, because the MP (Secret # 6) is on the 1st
floor of the timed run. Sprint up again and after the 3rd burner, go
R, get the MP, roll/run jump back up onto the second
slope and go all the way up again. Down is not possible, no…
Taking out the Resistance.
When all
of this is done, go on to the steel ledges again and from near the CS, N along
the wall to the open door on the L, a Sentry-gun below will open fire,
so get in quick, armed with the Shotgun, blow away a couple of Guards
that will drop Goodies and go W, there’s a Sentry-gun that’s out
of order, so go past and find the MP at the grating (you saw from other
side). Go back and drop in the hole in the floor, go W and get some Ammo
on a grating in the floor, on the other side of this room is a tunnel in the
floor (dead end for now), with some Ammo. Climb back out of here and be
sure to stay out of range of the Sentry-gun in the E, you have to go
there but there is no need to get hurt already (you’ll get yours soon enough).
Get as close to the Gun as possible, but stay behind the pillar.
Past the Sentry-Gun.
Here’s
what you will have to do, spike up the health, pull out the pistols and save in
a position from where you can take
Route
1; sprint E to
the Gun and around R corner, there is a passage; you have to go L shooting a
fence so you can sprint straight into a small pool.
Route
2; around the
back of the gun, to E wall and R, there is a passage with a fence and leads
straight to the pool, makes not much of a difference, both ways you’ll have to
take a MP or you will not make it to the pool in time (wonder why? the
Gun will set you on fire and you will die if you don’t get into the water fast)
Have a go when you’re all set and keep an eye on the health; you
can always hit the Esc. button (or the 9-0) to take some medicine. Once in the
pool, get out take some medicine, go into the passage W and run past the MP
for now, or take it and get hurt. Jump over to the steel ledge on the E
structure of the Fortress. Turn around, shoot some Bats, there’s a Sentry-gun
down there making your life miserable, best stay close to walls and go run jump/grab the ledge on the N
wall, on it is Secret # 7,
some Ammo,
roll and stand with your back at the wall, now run jump/grab back, but try to
land L or R of the Gun below or it will burn you.
Down in the Fortress.
Open the blue door in the structure and go in. There are 2
openings in the W wall, you can’t reach, go down the ladder on the other side
of the room and follow the passage past a black door, on the other side you can
climb in to an alcove to get a Laser
sight
in case you missed the first, now enter the room opposite the black door, there
are some pickups in the alcoves L and R, pull the lever and a part of the N
wall goes down and the black door opens up, letting in a whole bunch of Guards,
better go get the Uzis, but you have to deal with them first. You can find the
Uzis in the W structure below the entrance. Go L and turn around as a Guard
will shoot at you from the structure you just left, shoot him and from the base
of the big pillar, you can jump/grab the ledge he was on to get the MP. Now go to
the W structure and shoot the Guard inside, go R and get the Uzis from the
window. You’ll see the Bike behind it and a Guard patrolling the room. Let’s go
get it. Go back to the E structure and keep well out of range of the Sentry-gun
on it. Enter the room with the lever and go into the open wall L, follow to a
room where you can take 2 passages, go into the R hand one and follow up to the
place you saw through the gap in the wall as you explored the room under the
Sentry-guns.
The Bike.
Drop into
the room in the end and shoot the Guard, get some Ammo in the water
below, NE corner and go ride the Bike, through the R side of the wall in the N,
up the slope and over some Guards, either shoot them or run ‘em over, there are plenty outside at the top of the 2nd
slope, there is a Guard on a stone ledge, he will drop a large MP, go around the R
corner, there is one more Guard on the L roof and one on a R wall and one or 2
in the street. Leave the Bike here and climb the Grey stone wall to the R, the
one along the slope, go W and reach the structure you came out of with the
Bike, look over to the N side of the slope and that’s where you’ll have to go
next, run off the wall so you land on the lower ledge in the structure and
climb around the block, a Guard on the N side of the slope will start shooting,
so better take him out from here. Jump grab up to the wall and climb over, go
take the Ammo
the Guard dropped and go to the far E, into a CS and get the Revolver from
inside.
Return to
the wall and look at the structure over the slope, the round hole up hides some
things, a jump switch and a CS, You can enter the building from the ledge you
shot the last Guard from. There is a CS. Go in and N or some Ammo in an alcove,
then S and follow past the black door in to the R passage, look for the opening
in the ceiling in the end and climb up, look E and see the CS in the wall,
climb up and through, drop in the round alcove and pull the jump switch, now
back off the alcove in the center and drop to the block below, shimmy R and get
into the building once again. Go to the black door you saw and pull the lever
inside.
The Rooftops.
You’ll
see an outside area with big gates opening up, turn and go L into the passage
to 1st floor, up through the hole in the ceiling and now look in the
S corner next to the 1st CS for another, go through and drop to the
street again. In the far W are some Guards, you can take out for arrows, but
you can also let them be. First, climb up the S wall in the SE, at the little
tower, where the Guard was on the roof. Go up S along the tower and over to the
SW corner tower, from there you can jump to an alcove with Ammo. Back to the
roof and over the brown ledge along the street, down the ladder and to a dead
guy in the W, pull him aside by the hair and get the MP. Go back over the roof
to the Bike and to the trapdoor that’s open in the SE corner, near the Bike and
look in from the E side, spot the Sentry-gun and his little tank. Shoot the
tank with the Revolver and Laser sight. Drop down through the hole and look for
a door next to where the gun was, a Rusty
Key is for the taking.
Now go to
the S passage you ran in to before and get the MP if you didn’t before and go
out to the fortress, look down carefully and try to shoot the Sentry-gun from
here. Jump to the E building and go down the ladder, go to the ground floor of
the fortress once more and into the S side, turn L and find the gate in the E.
(to the R of the gate is one of the possibilities of going back up to where the
Bike is)
The Crowbar.
Open the
Gate and start shooting a bunch of Guards, they will keep popping up from
everywhere, so just deal with them as you go along, look in the SE part of this
place and look for a couple of Guards that don’t vanish, the one with the
amputated leg is movable (by the hair), get the Crowbar from under his pitiful
body and return to enter the Big Gates, R in the end and open the black door
with the crowbar. Go in to end the level.
Great, complicated level,
with lots of passages connecting all the stages of the level, I even thought I
had to go back to the beginning of the level because a trapdoor opened in a
water room in the S of the fortress’s ground floor, but again I think it’s a
connection to get something there if you forgot it.
D.