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Level 1
Termination Central
Level 2
The Vaults of Zin
Level 3
The Tomb of Terror
Level 4
Satan's Dark Delight
Level 5
Wind Tunnels
Level 6
Chambers of Torment
Secret Level
The Haunted Halls

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Through much of the Wind Tunnels, youll find
yourself being hurled through the air. Filled with large
air tubes that suck you in and toss you around, the level
can get a tad confusing, though its made up of only
three main areas that you return to repeatedly. Just
remember to hit all the Q buttons you encounter, and the
path through the Tunnels will be obvious.

In the corridor beyond the
first wind tunnel, you'll come to this small hole
in the floor. Dropping into it will take you to
the first secret area of the level |

Follow the underwater
passageways beyond the second wind tunnel to find
a small secret alcove |
Secret Area 1
After traveling through the first of the three central
tunnels, look around to see some death knights on a
platform filled with items. Walk into the hallway leading
out of the room. At the second turn in the corridor,
there is an opening in the corner of the floor. Drop into
the hole to find a teleporter. This will take you to the
death knights platform, which has some ammo,
health, and a Quad damage.
From Secret Area 1, you can jump
on the tiny ledge which goes around the perimeter. Walk
around to get a box of rockets from a small alcove on the
far side.

Careful mid-flight planning
will allow you to access this roof-top area and a
Quad Damage |

After defeating the Shambler,
shoot this Q button to access a very useful
biosuit |
Secret Area 2
From the second central wind tunnel, jump up on the ledge
and drop into the moat surrounding the room. Swim under
the walkway into the next room, then through the archway
on the far wall. This will lead you to the second secret
area with a rocket launcher, some nails, and some health.
After you leave the second area
through the exit tunnel, youll have access to a
wind tunnel that had previously been sealed. Jump up into
this tunnel, which will take you up and over, across a
large open area toward another tunnel. As you begin
sailing horizontally through the first tube, move
perpendicular to the direction you are being pulled. The
idea is to avoid making it into the second tube. If you
pull it off, you will land on a rooftop area with some
ogres and a Quad Damage. From here, you can drop down
into the nail trap room (your original destination), and
wreak havoc more effectively - especially against the
shambler lurking around the corner.

The final secret area lies
just before the exit |
Secret Area 3
After fighting the shambler, walk to the far side of the
pit and look up. There is a Q button on an overhead beam.
Shoot the button to open an area containing a very useful
biosuit.
Secret Area 4
The third central wind tunnel will take you to the exit
Slipgate. Before exiting, look down and shoot the floor.
An area will open with some health and ammo, and a
teleporter that will take you back to the central room.
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