*!BONUS MAP!*31 - Surviving Hell(The points mentioned below are displayed on the Speedrun map in the Spoilers Tab)
A - You start here. This is it. The hardest level in the entire game and only a few levels before the last levels of the game. You start with only a Knife, and unlike other secret levels, you can't leave until you complete the level. This level doesn't really have a special gimmick like most of the other secret levels; its simply find all eight keys and then head for the exit. You're free to grab the keys in whatever order you want, but you will require all eight to finish the level. There are exactly one hundred (100) enemies on this level. They appear on every single difficulty setting, and they are comprised of the ten regular enemies that you've faced throughout the game (ten of each to be specific). Some appear all at once, others are scattered around in several different areas; in any case, you'll know they're all dead after you have all eight keys (unless you can't reach, say one of the Snipers, or are simply unobservant). In any case, the door to your left will take you into the first area of the level. The first room you'll come into will be lined with six suits of
Body Armor; as this level is chock full of enemies and dangers, you'll typically want to run around with at least 15~20 armor at all times. But don't use it all up, there aren't any more after these are used up. Grab two and then head into the next room. The next room of course, is the large, central room that lies smack-dab in the middle of the level. Surrounding this room are twelve doors that each lead to different areas and treasures/trials. In the center of the room is a single
Regeneration Artifact your main source of health on this level. There's some treasure lying around next to it that can be used to jump-start your health if it's low. Grab the treasure, and then head towards the stock rooms on the inner edges of the room.
B - Although this room doesn't necessarily have to be your first stop, it does contain a large supply of Stielhandts inside. At the end of the Room is a lone Medkit. Come to this room when you need any Stielhandts (but of course, use them sparingly, there is a limited supply of only fourteen Stielhandts).
C - This room is filled to the brim with Flame Thrower ammunition, and a lone Flame Thrower at the far end. Come here when your Flame Thrower Fuel is low.
D - This room contains a stockpile of Sniper Rifle ammunition inside and a lone Rifle. Although it may appear as alot, reserve the Sniper Rifle ammunition primarily for Snipers. They're usually standing just out of reach on this level, so this will be your only way to wipe them all out.
E - This room is lined with Backpacks, and has a lone Medkit at the far end. This would probably be the best place to stock up on supplies initially, as it evenly distributes ammunition to all weapons, and will allow room for more ammunition later. But, this room will likely be the first to run dry when supplies are low. Keep in mind that you don't have an endless supply to work with.
F - This room has lots of Machine Gun ammunition inside, along with said Gun itself. Probably your most reliable weapon, you should definitely save this ammunition if all else fails.
G - This last room contains nothing but Pistol ammunition and a Pistol. Probably the only ammunition that you'll have no difficulty in replacing, use the Pistol when you're certain that things won't get out of hand, or there are only a few, weak enemies around (or use it for enemies that don't drop ammunition, as this stuff will be easily replaced by the enemies that do drop ammo).
H - Although you are free to explore the areas in this level in any order you want, this area is typically a good place to start, simply because it is very straight-forward. This large outdoor area is patrolled by a group of ten Rottweilers, is watched over by four Snipers, and has a lone Ironclad Panzer roaming around near the door that leads to your first key, the
Green Key. The Rottweilers will likely spot you and begin barking, alerting all the other Rottweilers nearby so that all ten will come and rush you. An excellent opportunity for a Stielhandt or two (one Stielhandt alone should be enough to outright kill a whole group of them; even better if all ten can be caught in the blast, or at the very least five or six of them). Once they're out of the way, the best thing to do is to take care of the Snipers that will continually pepper you with support fire. The Sniper Rifle is your only realistic means of dealing with them (Stielhandts work too, but that would simply be wasting them). Once they're dead, Dealing with the lone Ironclad Panzer should be simple. Once all of the enemies are dead, you can head into the shed (the entrance is all the way around the other side; just take three right turns and you're there).
I - Inside the shed is the
Green Key. Once you've got it, head out through the
Green Key Door and head back into the central room.
J - This room is a good place to go next; the threats in here can almost be exclusively dealt with using the Sniper Rifle. The first foe you'll run into is a lone Guard. He can simply be knifed to death to conserve ammunition. After he's dealt with, head through the door to your right and you'll wind up in a Purple maze of sorts. This area has exactly ten Mutants inside of it and they stand waiting behind various bits of gore. They'll stand on either side of you when you come in, but most of them will be facing away from you, there are only four that will come out and attack you. The first one you'll see will be facing away from you, an excellent Sniping opportunity. Make a left and you'll see what appears to be a bare hallway with three additional open paths on either side. There are Mutants waiting on either side of any and all of the paths. However, down the first row are two that are facing away on either direction, more good sniping opportunities. The second set, the paths in the middle however are a bit different; the path to the left has a Mutant that will face in your direction. You'll have to kill him with something much louder if you don't want to waste Rifle ammo or heaven forbid, trying to Knife him. The Mutant on the right is still facing away. Further down the path to the left, behind the Mutant that attacked you is another Mutant, this one facing away, a good Sniper opportunity. The last path is your destination, but is also the most dangerous segment of this area. To your right is a Mutant that'll spot you and to your left is a Mutant that'll spot you behind one that's looking away. You can snipe the first Mutant on the left, but the other two will have be taken out with alternate methods. Once they're dead, there should only be one Mutant left, but he's hiding in a spot to ambush you, so he won't come out right now. Be patient and simply head down the right open path where the Mutant tried to ambush you. At the very end of the path is a room that you'll need to go into.
K - There's a lone switch in here that you'll have to flip in order to progress. Flip it, and then head back into the maze. Back inside the Purple maze, head down the last path to your left, make a second left around the corner and take the first turn on your right, make a second right, and then make two lefts. You should run right into the tenth Mutant; kill him and then head inside of the room at the far end of the passage.
L - Inside this small room is the
Blue Key. Grab it, and the head out through the
Blue Key Door to your left and the head back into the main room. You're done with this area.
M - At the lower end of the central room, nearby the area that you started the level in is a small corridor that just so happens to lead to four of the other key-containing areas. Once in the room, you'll be attacked by three Guards (two on either side and one straight ahead). They shouldn't be too much trouble, but don't waste your heavy firepower on them just yet. The Pistol should suffice. From here, you have four options for gathering keys. You are free to choose which path you take, but I'd suggest the path to the immediate right.
N - Another large outside area, this one taking place in a street, this area is protected by four Officers, three Ironclad Panzers, two Snipers, and a lone Schutzstaffel in a pear tree (okay, not really in a pear tree, but you get the idea). The four Officers will immediately charge you; if you're lucky, you can pick them off with two well-placed Stielhandts, eliminating all four at once. The Panzers and Snipers will however, be much more difficult to deal with. The Snipers should be your top priority since they can hit you from any distance, but the Panzers will most likely get in the way of your shots and act as meat shields for the Snipers. The best thing to do right now is simply head down the tiny alley to the right, and then take care of the SS standing guard there; knifing him should be possible, since he's alone. Once that's done, head into the room to your left.
O - This room contains a lone switch that you must activate if you wish to get the
Yellow Key. Once the switch has been flipped, exit outside and deal with the Panzers and the Snipers. My advice: Use the Flame Thrower against the Panzers, since they will likely cluster together, and its rapid rate of fire will allow you plenty of shots before they retaliate. If possible, shoot the Snipers with the Rifle, and save the Panzers for last. Once all five of the aforementioned foes are dead, head down to the left end of the street and head into the small alleyway to the left.
P - Through the door to the left, on the floor lies the
Yellow Key. Grab it, head through its respective Door and then head right, back into the main building. This area is clear.
Q - A good key to go for next would be the
Purple Key, and that one lies in the area just to your right. Head through the brick arch, through the door inside the next area. This iron maze-like area is filled with Steam Jets and is protected by ten Scientists. The nice thing about this area is that most of the enemies in here are good Sniping targets, and even if you mess up, the Steam jets will likely get the foes you've missed for you. The first Scientist on your right will come out and attack you; quickly dispose of him, he's very dangerous at close range. After he's dead, snipe the Scientist directly behind where he was standing. Around the corner to your right, down a long hallway is another Scientist; don't pay him too much attention, he's likely get Steamed to death, the next Scientist directly to your right, however might give you some trouble. Once those two Scientists are dead, snipe the ones standing on the opposite sides of the objects they were standing by. That should be six Scientists so far, only four more. There should be another SCientist that spotted you when you roiginall turned that right corner, but with luck, he'll get Steamed to death as well. Beyond where the Scientists were standing, take another right, and then a left. On your right, another Scientist will attack you up-close and personal, deal with him and take a left, and then a right. One last Scientist will attack you from the right; kill him, snipe the Scientist behind him, and then head into the room straight ahead.
R - Flip the switch in here to open the passage leading to the
Purple Key, and then turn around and head back outside the room. From here, take the second left, then take a second left, and then two right turns. You should wind up at a door; head inside.
S - The
Purple Key lies in wait inside this room. Grab it, and then head back out into the nearby brick hallway. From here you have two last options for keys. The path straight ahead is probably the easiest, but best to save it for last; instead, head through the wooden door on the other side of the brick arch.
T - Outside this small fancy, office space you'll find an outdoor area, filled with Landmines. Amongst the landmines are nine Schutzstaffel Guards, behind the fences in the distance are two Snipers, and in the central fenced area is a lone Ironclad Panzer, guarding the switch that you need to activate to proceed. The nice thing about this area, is that the SS enemies will most likely trip most of the landmines themselves, and although a single landmine probably won't outright kill them (they're very beefy and well-armored), two will. The main threats then are the SS that don't trip any landmines (there's bound to be a few) and the Snipers in the distance. You'll have to not only tread carefully, as the environment itself it out to get you, but you'll also have to avoid being in the open, lest the Snipers pepper you with their wild shots. The SS themselves are heavy-hitters, so they shouldn't be counted out either, even if most of them trip the landmines, any left-over can still dish out plenty of pain from their end. This is a wonderful opportunity for the Machine Gun as it's the only place where your reserves can be replenished by the foes you face, and it'll come in handy against the Panzer. Once all nine SS are dead, as well as the Snipers and the Panzer, you can head down the thin fenced area for the switch.
U - Behind where the Panzer was patrolling is a lone switch; activate it to open a nearby passage leading to the next key.
V - Tucked away in this small passage is a small room that contains the
Orange Key. Grab it, and head out through the
Orange Key Door (
unless you want to go back out through that minefield!?), you've got only one more key-containing area to go to on this side of the level.
W - This small room contains one of the only
Teleporter Artifacts found on this level. Unlike the other areas of the level, this next one can't be left to go and get supplies from the way you came in. This path is a one-way trip until you get its key, and even then you'll have to do some fighting in order to get out safely. Enter inside when you're ready.
X - You'll come out of the Teleporter into a Marble Citadel. Immediately around the corner to your left is a Fanatic, the first of ten in this area. You might be able to Knife him if you can sneak up on him, otherwise the Flame Thrower is your best bet. Once he's dead, head through the door to your right. You'll likely notice, before you do enter into the door that to your left is a row of columns. The exit from this area is located behind there, but you'll need the key to reach it; simply ignore it for now and press on, this area isn't too long.
Y - This somewhat large room has a wooden structure with the
Grey Key inside at its far end, directly in front of it stands a Fanatic. There are two more Fanatics in this room, on either side of where this Fanatic is standing, but they're tucked away in small alcoves, guarding treasure. Since he's the most immediate threat, deal with him and then deal with the other two Fanatics in the alcoves. On either side of the wooden structure are two doors. It doesn't matter which one you enter into, they both have a Fanatic behind them and they both lead to the Key. Be sure to kill both of these Fanatics and then enter into the tiny hallway that leads to the wooden structure. On the wall directly across from the door that leads into the wooden room is a secret containing treasure inside. Be sure to grab this secret; if you haven't noticed, it's the only one in the level.
Z - Beyond this door is the wooden structure that contains the
Grey Key. You'll need this key to beat the level, let alone actually
leave this area. Grab it, and then head back out of the structure and head left, the
Grey Key Door lies there waiting for you.
AA - This tunnel section houses the last four Fanatics in the level. They'll attempt to charge you and overwhelm you with cover fire. Two of them will even attempt to hurl Stielhandts at you (the first one and the third one). You can avoid this by simply ducking out of the tunnel into the nearby room and wait for them to yell out in pain. Once that's done, head back in and spray them with your Flame Thrower, they'll compensate you for your efforts. Once they're all dead, head through the door to the left at the far end.
AB - This tiny area, blocked off from the rest of the citadel with a row of columns houses the
Teleporter Artifact that'll take you back to the main area of the level. No need to linger here any longer, head inside and continue to gather the keys; there should only be two left.
AC - At the other end of the level, in the last unexplored region to the north of the central room you'll find the areas containing the last two keys. The hallway leading to these two areas is protected by three Guards, one straight ahead, and the other two coming from either side. They should be simple to deal with. Once they're dead, you can either choose to head into the path to the left or to the right. The path to the left is easily the harder of the two, but that doesn't mean the path to the right isn't dangerous in its own right. For simplicity's sake, take the path to the right first.
AD - Straight ahead you'll spot a lone Guard. He'll shout, you'll fire, and invariably you'll attract two Fake Hitlers, one from either side that'll pelt you with volleys of bullets. Your only option is to fight them as they come, as there's no real terrain to hide behind and no traps that you can take advantage of. Once they're dead, head to the right; there you'll find a room full of treasure guarded by a lone Fake Hitler. Kill him, grab the treasure, turn around and head through the door on the opposite end of the hallway.
AE - In the corner to the right you'll spot two Fake Hitlers standing guard. Kill them, and a third will come around the corner from the left. Kill him and then enter into the alcove to the left; there's treasure inside. Once that's done, head through the door at the end of the hallway, you're almost done with this area, believe it or not.
AF - Straight ahead is a lone Fake Hitler guarding this tunnel section. Shooting at him will alert a second one lying in wait around the second bend to the left. Kill both of them and then visit the rooms that lie down the first path and the third path; they both contain treasure and are both guarded by a lone Fake Hitler. Once the fake Hitlers have been killed and all of the treasures have been picked up, head down the center path, the key lies in wait just beyond it.
AG - In this small room lies the
Red Key. On either side of this room is a
Red Key Door. You only need to go through one, but both have nasty surprises in store for you; upon opening one, you'll be greeted by a lone Guard, but alerting and/or attacking him will alert a second one on the opposite side. They'll try to ambush and surround you, so quickly take care of the one in front of you and then deal with his friend on the opposite side. You can't afford having them both attack you at the same time. Once you've grabbed the key and the Guards are dead, you're done with this section and you've only one last key to obtain; unfortunately, it waits in the most difficult portion of the entire level. Hopefully you still have plenty of ammunition, health, and armor left, because you'll need all three for this segment.
AH - As mentioned above, this is the most difficult segment in the entire level. This is for multiple reasons. One being that the area is protected by two Snipers, five Ironclad Panzers, and six Officers. Two the area is very cramped, so dodging enemies' attacks is out of the question. Finally, because of the way that the enemies are thrown at you, it'll be very difficult to pin shots on the Snipers, and the Panzers will absorb any of the shots you may have intended for the Officers. All in all, you'll need heavy-hitting weapons, at least enough sniper rounds to deal with the two Snipers, and lots of rapid-fire. The first enemy you'll encounter here is a lone Ironclad Panzer down a very narrow fenced area to your left. You can easily pelt it with a rapid fire weapon, but the real danger here is if the Panzer can get too close and the Snipers that can pelt you from behind the Panzer. Just be sure to duck behind the wooden supports for the fences so that the Snipers cannot hit you, and you should be able to deal with the Panzer here. Around the corner, in the next section is your first real opening to one of the Snipers, as well as another Panzer and two Officers. A Stielhandt or two would certainly help deal as much damage as possible to the Panzer while taking care of the Officers, but due to the close quarters, the Flame Thrower may be a better choice. Once they're all dead, you can head around the corner to the right for the second portion of this area.
AI - Down this cramped alleyway is another Ironclad Panzer. This is perhaps the easiest portion of this area, as there shouldn't be any Snipers shooting you and you'll only have to deal with a single enemy, you can simply pepper him with any weapon of your choice until he explodes, then you can press on to deal with the rest of the riff-raff. To your left will be the first (or last, depending upon how you dealt with this section) Sniper that you spotted/dealt with in this area. If he's not already dead, kill him so that you can completely focus on the last two Panzers and the four remaining Officers. The first Panzer will likely come at you by itself; the other enemies bunched together near where the key is held. Take care of it with whatever means you have left, but save any remaining Stielhandts for the last few Officers and the last Panzer. Once you come at the Officers, simply hurl as many Stielhandts as you have left at them, hoping to catch not only them, but the last Panzer in the blasts. With luck, all four Officers will die, and the Panzer should be badly damaged, leaving it vulnerable to whatever weapon you have left (even the Knife if you're feeling brave or if it's absolutely necessary). Once the last Panzer is destroyed, you can head into the small room to the right, the key waits inside.
AJ - Inside this blue-brick structure is the
Brown Key. If you happened to follow the walkthrough, it also happens to be the
last key at which point you can head for the exit; there's nothing left in the level to keep you here any longer. Just grab whatever supplies are left and head for the series of Key Doors in the central room.
AK - Back in the central room, you'll find a
Red Key Door. Up until now, you haven't been able to enter inside, but now you can claim all the rewards lying behind this door. Or, as you open it, this
series of doors, each requiring a key to unlock. Unless you've skipped ahead, or simply forgotten one of the keys, you should be able to open up all eight key doors at this point and claim all eight Nazi Intelligence Folders lying behind them. At the end of the series of doors is a regular door which leads into the exit room.
AL - This tiny room houses an
Extra Life, one last reward for your effort, and the exit elevator. Enter inside when you're ready.
AM - After a level like this, Level 21: Guard's Quarters will seem pale in comparison. But hold your head high, you beat this level and proved your mettle. Congratulations!
Speedrun version:
- Spoiler:
Because this level does not have a Par Time, there won't be a guide for speedrunning this bad boy. Don't take it as I'm too lazy to write one, but why bother writing everything I just wrote all over again? Seriously, during playtesting, it literally took me at least eighteen to twenty minutes each time I tried to perform a speedrun for this level. Since there was no way I was going to allow the level to have a Par Time that ridiculously high (two levels in the game,
Darkest Night and
Fortress are amongst the highest Par Times with nine and a half minutes each, and they were both really pushing it), I instead made it so that this level has no Par Time at all. Therefore, you simply have to gather all the supplies and fight all the enemies, there's no other way besides cheating.
However, if you do manage to get a very low time without cheating, then bravo! You're crazy! But hold your head up high, it's a good crazy. In knowing that you were able to do something in this game that I wasn't, you've proven yourself one heck of a Game Player. Congratulations!