To get to
adjacent levels, that form an ‘L’ shape, either make small jump, or jog
across while remaining close to wall edge. To jump biggest gaps run before
jumping. But if gap too big press Ctrl to grab a ledge, but only if no railings
are around it. She only looses health if she jumps down a too greater drop. You
cant jump to places when things are in the way, so climb over objects to get
there. If something is too far away to jump to, or is at same level, find a
higher level from which to jump across from. You need a good run-up to jump a
good distance. To jump-up through a hatchway, stand directly below its edge an
jump+grab, where its edge opens out to a floor an not a wall. To jump safely to
platforms like tables across an isle or gap, or when leaping thru a doorway, to avoid say electrified
water, use Ctrl+jump.
To climb around
difficult areas, like ledges, you cling to a wall side an shimmy around it, then
climb up or drop down as needed. To start this, stand at edge of a drop, with
back facing a lower area, then jump back after holding Ctrl. Then while still
grabbing, use arrows to shimmy left or right, till you get some place where you can climb up, or drop down to. You cant cling to ledges that are too thin. Keep
Ctrl pressed to keep hanging on, but release when finished. You can shimmy along
rock-faces by seeing a crevice their an jumping to it. Damaged areas high up on walls can
be clung onto as well. To get to an angled surface, jump to it with grab, then
shimmy around it.
Continuous
movementTo keep
continually on the move, hold down up arrow with middle finger while having side
fingers hover over the side arrow keys, then press either when you want to turn
without stopping.
Ctrl+arrow up to climb
low height or a ladder. To get around wall sides use side arrows. You can drop
down safely from a ladder or upper level if not too high up. You can also climb
up horizontally, if there's ladder bars, a wall pattern, or a grid of holes. Structures directly
above can be climbed onto if you stand at their edge below, an Jump+Ctrl, then
arrow up to get onto. You needn’t climb all way down as you can drop down when
the ground is nearabouts.
To get down from
crawl-space without falling, reverse out with feet facing where you want to go,
an at edge, press the Ctrl key. If there’s a drop then hold Ctrl to hang on an
shimmy away. If there’s a low drop below, or if time is precious, use \+Alt+up
arrow, to make her roll forward from a crawl-space to ground. This move is
essential in some situations. Or look for a ladder-pattern that can take you downwards.
crawl uses
‘\’ + arrows to move, but not
in deepish water. Long barrel guns don’t work with crawl. When within low-height
areas,
crawl needn’t be still pressed, but does auto revert to standing when outside
that low area. Be wary of big drops after crawling outwards. Pressing caps-lock makes her
crouch, giving her a better ‘view’, if you reconfigured that key this way.
You can drop down
to a lower opening by shimmying above it, then release grab, but then quickly
re-press Ctrl to re-grab when you near the level of the opening you wish to get
to, as you’re
falling.
Pressing
Alt +
arrow right/left make her summersault to side, but you must be facing sidewards
into direction you want to jump to. Alt+arrow down causes a back-flip. If you do
latter on a slope she jumps back much further.
Pressing shift
when climbing up a level causes a handstand.
Shift+Alt at near water edge makes
her dive-in instead of jump-in. Space-bar makes her roll forward for combat
situations. Drawing guns shows current health. Press ‘a’ after up-arrow to
accelerate, so to escape risky situations.
To get across a
chasm or gulf, look for a horizontal ladder-like structure above her. Stand underneath it
an press Ctrl+Alt. With Ctrl held, use arrows for swing direction. If no ladder
present but destination in sight, still try above in case a ceiling has a
similar capability as can be hung onto. Use Ctrl+jump to check this.
Namely
shift +
arrows. Walking prevents falling off edge, as she stops at all edges. Crawling
does same. If done it sometimes doesn’t alert enemies to her incoming presence.
Walk/crawl can adjust her pre-jump or pickup position. Slight tapping of side
arrow keys alters facing direction, so as to gain a glancing view. These slight movements can
rotate her view angle a little better for surreptitious aiming, or when jumping
across
difficult angles.
Alt makes her
swim an move up/down, with arrows making direction.

That
being -
Alt+arrow
down. If you climb up a slope, at upon standing, you can back flip her,
sometimes into a previously unreachable new area. But keep jumping if its
higher up you wish to reach.
If you catch on
fire you can jump into nearby water to prevent dieing. Red lasers burn, others
don’t. Hazy green gas, an electrified water are deadly, some quicker than
others.
You cannot ‘save’ between stages
when doing these. They must be
done fluently to get you there in time. So practice before-hand. If short of
air, then that scenario is also a virtual 'timed run'.
To avoid being
attacked, keep jumping or running out of whatever range is attacking you, while
also finding a safer place from
which to shoot back at it. Always move while shooting if it can see you. Running in a
figure ‘8’ while shooting at target achieves both previous points.
Alternative is to step out from behind a protective place an shoot continually,
then immediately step back to where you were hidden safely, an continue this
action until its weakened then dead. Continual firing kills most opponents, but
if not, there maybe a weak spot to aim for by using the revolver+sight, or even a
non-weapon method. For avoiding snipers, move carefully an look for vantage points
with red-sight, then shoot.
These you can grab with Ctrl after jumping to them, with arrows doing direction. Alt causes her to spring back off from a pole. Some poles cannot be climbed.
Ropes are there
for when climbing isn’t possible. You don’t need to get higher to get to a
rope, for you jump to it with grab, from an equal height. After griping rope,
arrow down till you’re at bottom of end. Then rotate her to desired direction,
an swing rope constantly by holding the dash key till she's swung the highest
possible on rope. At peak of swing arc,
release grip with Alt, so she drops down to where she was aiming to swing to. Holding
grab shortly after the release, makes her cling onto a flat side if a level surface is not present.
A grapple-hook is fired from a grapple-gun, which must be aimed at a grating
above for it to attach, from which a rope will dangle for swinging.
An outstretched short bar can be swung around to get you across a wide gap or deep pit. To do, jump to this bar with grab, an while swinging around it, release grab when her feet are facing the place she wants to get to.