FOLKLORIST DIARY II - CURSED MEMORIES (2ND DEMO)

 

Level by Leoc1995

 

Walkthrough by José

 

First Warehouse

Get out of the water and advance straight ahead through the green opening, slide to a warehouse, go right and pick up the small medipack and uzi clips; locate the green movable box and move it to where the bucket and the broom are, jump to the high crawlspace to your right and advance until you eventually drop into the kitchen, pick up the flares and pull the switch to stop a fan somewhere.

 

Second Warehouse - The Crowbars

Go back up to the ducts and continue through the passage with the now inactive fan, drop into another warehouse, pick up 2 X shotgun shells and locate a wheel-switch to turn off fires in the kitchen, go back there and pick up the 4 X Crowbars between the pots near a corner (a nearby door opens). Go back up to the ducts, back to the first warehouse and look for a brown wooden crate in a corner you can open with the crowbar, finally pick up the Pistols. A door opens at the other side of the room, shoot the mercenary, pick up his small medipack and explore the corridors he came from to find uzi clips; another door will open, shoot more mercenaries, pick up shotgun shells and in the room where they were get the Shotgun.

 

Several Secrets

In this room there is a shootable grating in a corner, break it, go through the crawlspace and continue left to get the SECRET #1: a Green Crystal, a large medipack and shotgun shells. Now you can continue to the hole leading to the kitchen, but for the next secret continue through the passage with the inactive fan to the very end and shoot the grating in the right side to get the SECRET #2: 2 X shotgun shells and another Green Crystal. Now go back to the kitchen, shoot the chef and pick up the Silver Key he drops, go to the room he came from, pick up more shotgun shells and back to the kitchen open the door next to the wall switch with your new key. In the dining room shoot a bunch of mercenaries and explore the corpses to get 3 X Swipe Cards and shotgun shells, there are uzi clips in a corner too. There is an open door in a corner leading to another warehouse, shoot the mercenary, pick up flares and shotgun shells in a corner and use one of your crowbars to open the wooden door and pick up the Uzis. Climb the crates in the corner and crawl to get the SECRET #3: shotgun shells and uzi clips; when you drop down another Green Crystal is waiting for you.

 

Underwater Business - The Harpoon Gun

Now go back to the dining room and use one of the swipe cards to open the octagonal door in the corner, continue and a door will open to your left as a shortcut to the second warehouse, but don't go there yet, go right and drop into the dark hole in the floor, swim to a dead end with an UW lever and pull it to stop the fan at the other side of the passage, swim there and continue to the very end, pick up the uzi clips and surface. In this small room use another crowbar to open the wooden door and get the Harpoon Gun + 2 X harpoons, jump into the water again and in the right side of the UW passage, before the inactive fan, there are two openings: one of them has a grating you can break shooting it with the harpoon, pull the UW lever to stop the fan in the other opening and swim there.

 

Passages with Water Currents

Beware of the currents in this UW passages; after the inactive fan go right at the junction, left in the next junction and immediately right through the UW crawlspace next to the fan; continue swimming and go up to take a breath if you need it. Advance and in the next room avoid the holes in the floor (strong currents) and try to swim avoiding the currents to the right hand corner where you can surface; climb up the ladder and use one of your swipe cards to open the octagonal door. Advance and in the next room shoot a bunch of mercenaries, pick up the uzi clips and the small medipack they dropped and use your last crowbar in the wooden door right from the entrance to get the SECRET #4: the MP5 Gun. As usual, a Green Crystal appears at your back.

 

The Ankh Room

Now climb the crates in the corner and take a curved running jump to grab the hanging crate in the middle of the room (or move the green crate to make things easier), pull up, jump to the crawlspace, continue, pick up the flares and drop through the hole; shoot several mercenaries, pick up 2 X shotgun shells they dropped and enter the room with the blinking light to use a wheel-switch stopping a fan somewhere; now go to the other side of the corridor and use your last swipe card to open the door. The room is empty, but there is a crawlspace just at the entrance (look up), go through to find the inactive fan and continue to a room with a sort of Ankh; when you approach, the Ankh disappears and the lighting changes.

 

Deadly Waters - The Silver Key

Go back to the previous room, to the corridor (now flooded with shallow waters) and note the open door at the end of it, advance until you eventually find a kitchen, go left, climb the safe part of the counter-top and take a standing jump to grab the edge of the high ledge in the corner, shoot the grating and pull the switch to open a nearby door. Drop down, exit (don't forget the shotgun shells) and locate the door in the corridor with yellow rays (beware of the fire in the water; I took a sidejump facing a wall). In the small room climb the crates and pick up the Silver Key (alerting a mutant-soldier) to open the door in the corridor; once in the flooded dining room jump only onto the tables (the water is deadly) and use the monkeyswing to reach the last table with the flares, take a diagonal running jump with grab to the exit opening. The water here is still lethal, so jump to grab the crack in the wall and shimmy all the way right to the safe tile at the end of the corridor. Advance, shoot a mutant, continue, shoot another mutant, pick up the shotgun shells at the very end of the passage and go back a bit to enter into more storage rooms.

 

Final Fight

Explore this rooms to find flares, shotgun shells, uzi clips and a small medipack; in the last room shoot the grating in the corner, go through the crawlspace a long way and finally find a room with deadly waters. Take a running jump to the box with the M16 ammo and jump to grab the climbable tiles in the wall, shimmy left and when you are over the wooden crate drop/grab its edge and go through the crawlspace, shoot the grating and in the next room pick up the flares, pull the switch to turn off the power and before exiting pick up the M16 ammo to get a camera shot of a nearby place. Now the water is safe, so go back to the previous room, climb the crates in the center to the very top, take a running jump to the hanging box and jump to the opening with the grating, shoot it and in the next room fight with a couple of those mutant-soldiers.

 

Exiting the Level

When the calm is restored go through the opening with the open door in the corner to (of course!) another storage room, shoot the mutants and climb the crates to find the exit opening high up in one of the walls of this dark room (not difficult). In the next warehouse use the monkeyswing to cross to the other side, pull the switch in the niche, drop/grab the edge, shimmy right, pull up in the next niche, pull another switch and drop onto the crates below, turn right and look for the opening with the open door, enter and advance towards the yellow light to finish the level.

 

 

June – 11 – 2024