MEDITERRANEAN SEA: INFILTRATION

 

Levels by CNxnide

 

Walkthrough by José

 

Colors: pickupsnecessary itemsenemiessecrets

 

 

LEVEL 1 – MEDITERRANEAN SEA

 

The Ocean

Pick up the harpoons to your right and go up to the top of the E rocks to find the SECRET #1: a Treasure. Approach to the rock next to the boat and try to shoot all the barracudas you can; jump into the ocean and swim in S direction to find a large medipack near the aquatic plants. Now you can swim NW, shoot more barracudas and pick up shotgun shells on the yellow box. If you swim a bit N and up you can find flares too. To get the net secret you can continue swimming in a NW direction, under the arched rock to find the SECRET #2: a Treasure. To get one more secret swim back to the starting area with the boat and from here directly N and down under the small pier to get the SECRET #3: a Treasure.

 

A Hidden Switch

From here you can swim through the W opening and S to an area with a big jellyfish, now swim through the NE passage and in a nearby ledge to your right pick up the harpoons. Continue swimming N and down through the hole in the floor, swim even deeper and follow the only possible path until you reach an area where you can surface, climb the N ledge, shoot the barracudas if you haven't already, take a running jump to grab the ledge with the spikes, climb even higher to an upper ledge with more spikes and shotgun shells, take a running jump to the opposite N ledge, climb up the N rock from the left side and continue to a dark cave with a switch in a corner; pull it and swim all the long way back to the ocean the way you came.

 

Looking for the Open Gates

From the area with the yellow box, swim N and climb the white rocks, explore this rocks to find harpoons and a small medipack and jump into the water in the W side (not the area with the jellyfish); shoot the barracudas, pick up harpoons in the NE corner, go through the NW passage (pick up the shotgun shells), advance, in the area with the colored plants pick up more harpoons (up, NW corner) and uzi clips (below); continue swimming S and W to find the doors you opened with the wall switch. Pull the underwater lever to open the next gates and continue to an area with what appear to be the remains of a shipwreck. Here swim to the very bottom, pick up the flares next to the block with the darts emitter and pull the timed underwater lever in that block; quickly swim up and locate the open trapdoors in the W side before they close (tight timed swim).

 

To the Crane Room

Go through the S crawlspace to get the SECRET #4: a Treasure; climb the W ledge, turn around and take a running jump to grab the E ledge, shoot the killer, drop down E, drag the crates to the N to clear the S passage, shoot another killer and pull the switch to open a door somewhere. Go back to the entrance area, climb the W ledge again and go left to find the open door. Enter, shoot all the killers, note the receptacles (1) and the closed door in the E side (remember this place for later, you'll be back here near the end of the level) and continue through the SW passage.

 

The Green Keycard

In the next room go left and jump down to the ledge with the crane, climb the upper W ledge, pull the wall switch, go E, take a running jump to save the gap, advance, shoot the killers, pick up the small medipack and the shotgun shells they drop and in the next room climb the NW crate, climb the upper ledge, take a running jump to the ledge in the NE corner, jump to climb the ledge attached to the E wall, avoid the rolling barrels, climb and at the top of the ramp check the chests to get flares and the Shotgun. From the bottom of the ramp take a running jump to grab the W ledge, pull up and move the crate in the N niche all the way to the S in front of the fire emitter to stop the fire, advance timing the next fire emitters and in the next room shoot a killer and a flamethrower; one of them will drop the Green Keycard; pick up the uzi clips on the N table and go all the way back to the room with the crane shooting a couple of killers on your way.

 

First Circuit Breaker

Again, jump to the ledge with the crane and this time take the NW corridor, use the card to open the next door; enter go through the crawlspace, jump into the water, swim through the W passage, locate an underwater lever in the NW corner to open the ceiling trapdoors, surface, climb up the W ladder, jump back, check the chest to get uzi clips, time the fire emitters, climb the ledge with the moving crane and quickly jump to the upper one timing the crane and at the end of the dark passage you'll drop into a room with a wheel-switch; pull it, drop down and go back to the room with the crane. Jump into the water with the red block hanging from the crane and pick up the first Circuit Breaker.

 

Second Circuit Breaker

Get out and climb down the E ladder; advance W through a dark passage, shoot the killer and the flamethrower, pick up the uzi clips one of them drops, pick up the flares at the end of the passage, go through the crawlspace in the corner, climb up the ladder, jump back next to its top to a niche with a button to open the door above and continue sliding to a room with an electrified pool. Check the chest in the corner to get uzi clips, pick up the nearby flares and from the corner of the pool near the entrance take a standing jump to grab the monkeyswing, advance to the opposite corner of the pool (use the "jump" key at the end), time the fire emitters, climb the block, shoot the killers, pick up 2 X shotgun shells they drop and finally climb the E ledge to get the second Circuit Breaker; press the button to open the exit door and you are back in the room with the crane.

 

Two Keycards

Go right and exit through the SE passage to get back in the room with the receptacles for the circuit breakers (1). Use them to open the central door, enter and in the final room note that you need two keycards to place in the N wall. Climb down the W ladder to the bottom of the room and shoot the killers (don't touch the gray floor); they will drop the Green and Yellow Keycards; climb up the ladder, use the keycards in its respective receptacles, shoot the flamethrowers, go to the SE corner where a cage has lowered, pull the floor lever and go to the ledge with the receptacles (you can jump to the hole in the center of the room from another places but it's dangerous), approach to the edge of the ledge, take two steps back and a standing jump forward to drop through the central hole and finish the level.

 

 

LEVEL 2 – REMNANTS

 

Starting Area

Explore the N area to find uzi clips and flares, when you find a dead end (NW), jump to grab the edge of the S wall, pull up and jump back to land on the high N ledge, walk through the spikes, jump to grab the ledge with the darts, take a standing jump to grab the crack in the N wall, shimmy right and pull up. Drop down E, shoot a yeti, pick up the large medipack near the S wall, climb the E opening, go left and push the movable block several times to reveal a passage to your right and get the SECRET #5: a Treasure, a small medipack and uzi clips. Go back outside and N to the lake area.

 

Two Levers - The Crowbar

Jump into the water and swim E, pick up shotgun shells, advance through the hole in the E wall, shoot the barracudas and follow the path avoiding the falling debris until you find a dead end; in the SW corner there are uzi clips, and in the other corner, if you swim up you'll find the SECRET #6: a Treasure. Don't leave this place yet, but in the corner where you found the uzi clips, look up and there is a ceiling lever you must pull; now swim all the way back to the starting area of the lake where you can surface. Swim N this time (area with the jellyfish) and go to your right (E) to find harpoons and another ceiling lever to pull behind the pillar; swim back to the area with the jellyfish and go right to find the open door. Get out of the water and explore this small cave to find uzi clips, the Crowbar and if you go through the vegetation in the SE corner (phantom wall), a yeti and the SECRET #7: a Treasure and the Uzis. Now you need to go all the way back to the place where you started this level.

 

Opening a Trapdoor

From the starting position this time advance E over the yellow blocks, continue through the spiked tile, shoot the bats and pull the disguised reach-in switch in the corner to open doors somewhere; go back a bit and right to the N passage, shoot more bats and from one of the mounds in the NE or NW corners take a standing jump to grab the edge of the high S ledge with the doors you opened moments ago, pull up, jump over the blade (or go around) and in the next area shoot the dangerous yetis, climb the blocks in the NW corner, the N ledge to your right, take a running jump to the SE block, to the rocks in the corner, climb up, pick up the uzi clips, jump NW and grab the monkeyswing; cross it timing the fire emitter until you reach the high area in the SW corner (use the "Alt" key to avoid the spikes), pick up the small medipack and shoot the ornate column in the corner to lower a block. In the next room shoot the yeti, climb the block in the NW corner and take a running jump to grab the high S ledge, pull the crowbar switch and go all the way back to the area where the level started.

 

Push-block Puzzle

Locate the lowered trapdoor behind the pillar shown in the camera shot, drop down, slide, jump over the blades in the first ramp and also in the second ramp, but this time be sure you slide backwards over the last blade; grab the edge at the bottom of the ramp, drop/grab the edge of the block below and shimmy left and around the corner taking care of the fire emitter. Pick up the large medipack next to the S wall and pull the movable block in the SW corner to expose a wall switch, pull it to open trapdoors in the N wall, go there and drop into the pit to pull a switch which stops the fire emitter and move the block all around the room clockwise placing it in the very NE corner shooting a couple of bats on your way, climb it and jump to pull the ceiling switch; finally move the block all the way to the S, to the very SE corner, climb it and jump to pull a second ceiling switch to open the W gate.

 

The Chamber Keys

Run up the stairs, jump over the lava pits, shoot the bats and climb up the ladder opposite the closed gates, when you reach the crack jump back and forth to grab the upper part of the ladder, continue climbing to the top and in the next room pick up 3 X uzi clips next to the corners; jump into the N pool, swim N avoiding the poisonous darts and get out of the water in one of the corners; climb the E and W ledges to get the Uzis and the Right Chamber Key, swim back to the main room and shoot the bats and the mutants. Now jump into the S pool, go left and right at the crossing to pull two underwater levers; back at the crossing swim S, pick up a small medipack, get out of the water in the ledge with the balconies, climb the gray ledges, pick up shotgun shells, take a running jump to the S ledge, climb the next ledge, shoot the yetis and in the room with the fire emitters pick up the shotgun shells, time the fires to cross to the opposite side, pull the crowbar switch to open the trapdoor, drop down, pick up the uzi clips and the Left Chamber Key; go back to the main room and shoot the mutants.

 

Finishing

Now go through the dark crawlspace in the NE corner, climb the ledges, shoot the yetis, go through the crawlspace in the SW corner and advance to a ledge overlooking the main room; go to the N room with the blue rays, use the keys to deactivate them and finally pick up an Artifact (called "Load Game"); the N doors open and you can go through either passage, climb the rock in the NE corner, take a standing jump W to grab the brown ledge, climb up the long ladder and follow the only possible path to find a pool where the adventure finishes.

 

April – 01 – 2026