SEQUENCE 27 -- LEVEL 352 -- INORGANICS 1
(1) This is probably the most appropriately-placed powerup level in the
game! You will need as much as you can grab in the scant 45 seconds you
are given. You will have to go through numerous walk-through walls,
making navigation difficult even when pausing the game and consulting
the map. Running straight down the hall lie a seismic charge, 6 derm
patches, 2 flame thrower canisters, a shotshell, a clip, and a pulse
rifle magazine. There are 3 openings on both the left and right sides
of the main corridor here.
(2) The third alcove on your RIGHT leads into a
room with a derm patch and smartgun magazine lying within. Run through
the left wall of this room for body armor (probably the item at the top
of your "WANT" list!), a smartgun magazine and smartgun, and a med kit.
(3) Exit and go through the third alcove on the LEFT side of the corridor to
enter 4 interconnected rooms holding a derm patch, 3 flame thrower
canisters, a shotshell, a seismic charge, and a clip. Only 2 rooms are
visible when you enter; the other 2 lie behind walk-through walls (you
can see them on your map).
(4) Continue through the far right wall of the
far right room here (as you first enter) for a corridor leading back to
the main hallway. Within this corridor you will find
a med kit, pulse rifle, flame thrower, 4 derm patches, a
seismic charge, and a pulse rifle clip.
(5) When you re-enter the primary
corridor here, you may notice another, veiled opening just ahead and on
your right (this would be the fifth RIGHT alcove). DO NOT go through
here as you will FALL into this corridor and lose 5 health points in
spite of your armor! Instead, stay left upon hitting the main hall. In
a very small room behind the seventh LEFT alcove rest a grenade (the
only one on this level), seismic charge, and pulse rifle magazine.
(6) As
you leave this small room behind, across the primary corridor from you
and just to your left will be the entrance to the final area of this
level (through the eighth RIGHT alcove). Following is the sequence of
what you will encounter along this secondary corridor: an alcove on the
left (seismic charge and night vision goggles); a small room on the
right (derm patch, seismic charge, and pulse rifle magazine); a small
room on the left (shotgun, shotshell, seismic charge, and derm patch); a
pair of alcoves opposite each other (shotgun and derm patch); and,
finally, a second set of paired alcoves (derm patch and pulse rifle
magazine). Immediately ahead you will dead-end at the veiled fifth
alcove on the RIGHT (there is a shotshell and derm patch here), where
you were cautioned earlier not to drop down. You cannot enter the
primary corridor from here, although you can see the veiled opening
above you. There is not enough time to cover this entire level. The
main hindrance to speed here are the ubiquitous walls you need to run
through; they make it easy to get lost or turned around, and also make
it difficult to anticipate a straight-line path to the next required
powerup. Darting in and out of side rooms and alcoves also consumes
precious seconds. Decide which powerups you need and what route will
get you the most, and then PRACTICE going through this area until you
are getting as much as you believe possible. It IS also possible to
grab all 17 derm patches here. Check your bootlaces and GO!