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!