TNT II: ABANDONED CATHEDRAL

 

Level by StudBuddha

 

Walkthrough by Phil Lambeth, with the help of Steven3517's video walk

 

 

Begin in the narthex of the Abandoned Cathedral. Run forward through the sanctuary and as you near the gate in the far wall a cut scene shows trap doors opening back at the entrance. Return, climb down the ladder and drop down into a basement. Turn left, shoot a rat and pull up into the window opening. Turn around, hop to the small scaffold and take a running jump to grab the next scaffold. Pull up, hop into the opening and make your way up the slopes. Shoot another rat and crawl into the gap for uzi ammo.

 

Go back down, drop into a shallow hole and pull down the wall switch to open the gate you saw in the sanctuary. Get back to where you dropped down from the ladder, back flip onto the slope and jump to grab the ladder. Climb up to the sanctuary and run to the opened gate where a white-suited guard may be waiting. He's friendly and helpful, so don't try to shoot him. Enter the dark passage and go down the stairs to a dead end. Look down to see the spike pit below, stand jump onto the slope to your left, jump off with a right curve to land on a flat surface next to a breaktile, and hop back immediately to avoid the poisonous breath of a mutant. You can then safely step forward to pick up the M16 ammo and jump up left to the opening above the spike pit.

 

Follow the steps around and look down and left to see two mutants being engaged and killed by your friendly guard. Run past the guard to find a health crystal on one side of the room and flares on the other. Go back toward the steps and turn left toward a breaktile field where flame blowers are activated. Under the breaktiles are spikes, except for one safe spot in the near right corner. Time your way across the breaktiles to clear the field, shoot a rat down below and run off into the safe corner for a large medipack. Pull out of the pit and slide down to a ledge where more flame blowers have been activated.

 

Stand jump to grab the first column, pull up into the corner where you'll be safe from the flame, walk quickly to the next corner when the flames are down, stand jump to grab the next column and repeat. Jump down to the red-carpeted stairs, turn around and locate a ladder opposite the second column. Climb down into the darkness and draw your pistols to deal with the approaching mutant, using the columns for protection from its poisonous breath. Search the area for harpoons and grenades, then climb back up the ladder and proceed up the stairs to another deep pit.

 

Stand jump down to the central column, turn left and take a running jump to grab the broken stairs. Pull up, run forward and find a crawl space in the dark area to your right. Enter and slide down for the M16 and more harpoons. Approach the steps leading to what looks like a dig area, shoot the rat and pull up into the window on your left. Jump to grab the column, pull up and hop forward into the opposite window for shotgun ammo. Get down, go up the steps and jump across the pit from the left side. Hop up to a library, turn around and locate the ladder. Climb to an upper ledge, avoid the breaktile to your right and take a running jump over the gap without grab but keeping the up arrow key depressed as you land.

 

Run over the breaktile curving right to jump off and grab the alcove in the wall. Pull up for uzi ammo and a small medipack, safety drop to the floor and jump back across to the library. Climb up the ladder once more, turn right and hop over the breaktile. Facing the wall across the room, take a running jump across the breaktile, curving right to land on a ledge next to another breaktile. Run across this breaktile curving left to land on a ledge jutting from the wall (or simply jump directly to the ledge). Continue with a running jump toward the bookshelves, grab the ledge and pull up for the UZIS. Safety drop to the floor and climb the ladder a third time.

 

Turn right and hop over the gap formerly occupied by the breaktile, face the near wall and take a running jump to grab the alcove. Shimmy right along the crack in the wall until you can pull up into a crawl space. Ready the M16, crawl forward to attract the attention of a mutant, back up until he goes away (preferably to your right, where you'll have more room to operate) and quickly crawl forward to engage him. Pick up the nearby small medipack and pull down the wall switch. Go back through the crawl space and hang from the other side to see another mutant waiting below. Safety drop, get away and shoot him from a safe distance.

 

Run past the piano where a gate has opened and follow around for a health crystal. The floor ends opposite the window with the health crystal. Save your game, stand left and run off the edge, land on a breaktile and take two standing jumps forward onto the next two breaktiles, and pull up safely on the other side. Climb the blocks to an upper corridor, turn left and go to a fallen chandelier for the HARPOON GUN and shotgun ammo. Turn left and go around the column to surprise a soldier. Continue around the column and go up the stairs ahead. Another soldier is waiting around the corner.

 

At the top of the stairs, jump the gap and take a running jump around the corner onto the scaffold. Climb the ladder to the large horizontal bar and take a rolling back flip to grab the ledge. Pull up and turn left to trigger the debris falling from the ceiling at the corner so you won't have to worry about it later. Go back the other way and jump the wall ledges clockwise around the room, shoot a rat and pick up the shotgun ammo at the far end. Run off (don't try to safety drop) onto the ledge below, turn right and face a gauntlet of platforms, blocks and flame blowers. Making your way up is not terribly difficult by exercising a reasonable amount of care, so I won't describe everything here in painstaking fashion. When you get to the final flame blower, time a run into the right corner and side flip left when the flames subside.

 

Turn with your back to the wall, face left and jump up to the floor. Shoot the soldier and then the grated fence as well. Hop inside the room past a flame blower to find a pushblock. Push it once into the next room. Go around to the other side, grab the small medipack and push the block three times into the first room. Stand under the flame blower with your back against the wall. When the flames subside, hop up into the left corner and pull up higher to awaken a mutant. Hop back and grab while he spews his poisonous breath, then he obligingly falls back asleep so you can pull up safely.

 

The wall switch around the corner opens a timed trap door, so quickly get back down to where you met the soldier and turn left. Safety drop from the end of the different-colored ledge, safety drop again to the next ledge down, turn left and jump off the end onto the corner slope to slide down near the opened trap door. Jump into the water and swim down the shaft. Follow to an underwater lever, pull it to open the gate beside you (the collision getting through can be nasty) and swim down to greet a frogman. Pick up the VAULT KEY and harpoons down on the floor, swim back up and find a wall opening higher than the one by which you entered. Another frogman attacks as you enter the passage, and if you're running low on harpoons you can swim past him, pull out left onto the sunken ledge and kill him with your pistols.

 

Pull up onto the higher ledge and jump to the other side into a larger area with shallow water. Kill two two-legged mutants that move around much faster than the kind with the poisonous breath, and these explode dramatically when they die. Look for a deeper trench containing harpoons, then find the ladder in an alcove. Climb up, back flip near the top and shoot the grated window. Step inside, hop to the first jutting ledge, jump across the water to the opposite jutting ledge and shoot the grated window to your left. Follow the ledge around, use the crack to shimmy left and shoot another grated window on the other side.

 

Drop to a lower ledge, note the nearby closed gate and engage one of those bolt-tossing mutants firing at you from below. Jump to grab the jutting ledge ahead, pull up and jump to the next one and from there to the ledge against the far wall. Turn right, go to the end and jump to the next jutting ledge (being mindful of the low ceiling). Pull up, step forward and look left to see a wall switch. Make your way there, detour to the corner ledge first for shotgun ammo (this ledge is not needed for the return trip), return and save your game in front of the timed switch. It opens the gate you saw earlier, so make your way quickly back along the ledges the way you came (without looking for short cuts) to reach the opened gate before it closes. Hint: Begin by hopping back after pulling the switch, looping around left while running and taking a running jump to grab the jutting ledge.

 

Follow the passage and pull up higher at the end. Use the Vault Key to open the gate and go around to find a wall switch that opens the next gate. Walk down the ramp and time your way past the flame blower. There's another flame blower around the corner, but there's a safe spot between the two. Continue down the ramp and jump into the water hole. Swim down and up the long shafts until you can surface and pull out. Turn around and jump up to grab a crawl space. Pull inside and crawl until you can stand up.

 

Pull the cage one time for a cut scene, crawl back to the entrance, drop down and jump over the water hole. Follow around to a second cage, pull it once for another cut scene and return to the water hole. Swim down and up the shafts, pull out and make your way up the ramp past the two flame blowers again. Follow the passage around to a previous water hole and jump in. Swim past the timed gate to find that the large room with many ledges is now flooded. It's now guarded by two frogmen, so swim forward, loop around left and take a right to find an underwater lever. Pull it to open a gate near a pushblock and return to the timed gate. It may now be closed, but if you bump up against it it'll open.

 

Surface for air, return to the large flooded area, swim toward the underwater lever, swim down before you reach it, turn right, swim down again and turn right through the opening, follow past the opened gate and emerge at the corner of the room with the fallen chandelier you explored earlier. Hop onto the crate at the opposite corner for uzi ammo, pull up onto the main floor and go up the stairs to a higher ledge. Use the ladder you climbed earlier to get still higher, but this time go around to the corner where you triggered the fallen debris earlier. Run off the end onto the ledge below, climb the ledges past the flame blowers as you did earlier, jump to where you killed the soldier and hop into the room with the pushblock.

 

The gate behind it is now open, so run off into the water below and pull out for the SHOTGUN and shotgun ammo. Go through the crawl space, vault up left and engage a soldier patrolling the other side of the canal. Swim over there, pull out and continue to a larger room where another soldier is waiting up on a ledge. Turn left into the side room and shoot one of those crawling mutants. Grab the health crystal and find the crawl space in the far corner as bats come pouring out. Drop down the other side for flares, crawl back out and exit this room. Find the pushblock in the larger room and pull it out so you can use it to access the upper ledge.

 

Hop down the other side for uzi ammo in the corner, go back and jump the ledges across the room past where you engaged the soldier. Pull up into a higher opening and engage the soldier waiting around the corner to your right. Go the other way, jump to grab a higher ledge (the slope leads down to an earlier room), pull up and step forward to awaken a crawling mutant. After spewing his poisonous breath he falls asleep again. Continue forward, jump to collect the health crystal as you fall into the water and swim along the passage until you reach the small medipack just before you wade out to engage another crawling mutant. And yes, his poisonous breath can affect you even if you stay submerged. Continue along the passage over a couple of breaktiles and stay left until you reach a cage. Pull it one time for a cut scene similar to the ones you saw earlier (a cage disappears each time).

 

Return to the broken breaktiles, hop down and crawl to a cage below the one you just pulled back. Pull this one as well, and a cut scene shows the final cage disappearing and a nearby gate opening. Return to the broken breaktiles once again, pull out, jump into the water and swim to the other end of the passage. Pull out and go back to that slope you saw a bit earlier, slide down to the room with the pushblock and exit to the ledge where you shot the soldier some time ago. Pull up left onto a higher ledge, turn around and look up to see giant bells swinging back and forth.

 

For a nonessential pickup, time a jump up to the bell's ledge (the one over the dead soldier), crouch near the wall, stand up when safe and jump to a ledge with a stained glass window. Pick up the flares, safety drop to the ledge with the dead soldier and pull up left to the previous ledge. Time a standing jump to the ledge with the same bell, turn left quickly and jump up to the opposite and higher ledge. You can see a large medipack on a flaming column, but just ignore it. Take a long running jump diagonally across the room to land on a lower corner ledge and hop down to the nearby passage you kept seeing in those cut scenes. Don't approach that golden monument, however, or you'll be set aflame.

 

Turn left into the open alcove to find a wall switch that opens the gate behind you. Reverse roll and pull down a second wall switch in the opposite alcove. The bells stop swinging and gates open far below near the fallen chandelier. Take a running jump down to the ledge with the dead soldier, go around right and safety drop two times as you did earlier. Jump to grab the ladder, climb down to the floor and drop down still lower from the scaffold. Enter the dark passage and pick up the object on the floor to end the level without seeing the usual stat screen.