MM1:Levels/1-3: City Street Run

City Street Run is the third level of Magical Mary 1: Redthorn's Family Ransom, the third city level. Here, Mary and Xane continue to fight monsters and PWPD robots, ending up in PWPD's headquarters in the process of finding a way out of Peacewater.

Appearance
As this level takes place at sunrise, a pink haze covers any outdoor areas, making distant buildings become pink walls. After exiting the tunnel covered in orange light, a wide open city area greets the player, with a grassy park that contains a small pond and playground. Also this area contains a Mary's restaurant, store, bowling alley, and Xane Corp.'s Peacewater building, which has a blue neon sign above its entrance.

Upon approaching PWPD HQ, it begins to rain outside, causing the previously pink-colored city to become a dreary desaturated blue, with fog closer to the player and rain splashing on the road, which is reflective if high-end graphics are enabled. All street lights turn on from here on, and water can be seen dripping from ceilings near where the rain falls. If the first open city area is revisited, it takes on a new look and feel, now creepy with only lights guiding you through it.

Inside buildings, lighting is more neutral, usually a subtle orange or blue hue. Xane Corp.'s lobby has blue-orange gradient walls, dark blue demonstration rooms, and hallways that have X-shaped lighting and red walls. PWPD HQ's lighting is green-tinted, with yellow ceiling lights in the hallways, giving it a slightly unpleasant, unknown feeling just by looking.

Story
Mary and Xane continue to run through the city, locating a way to escape and make progress toward Xane's distant castle. After a bit of exploring, they find themselves at PWPD's headquarters, a foreboding green building, with seemingly only one entrance. Upon entering, the building's computer detects their presence, activating tripwires around the hallways. Xane warns Mary about the lasers, though it is up to the player whether Mary avoids the lasers or accidentally touches one...

After finding square and diamond-shaped keys, the high-security door opens, revealing a semi-large hangar with crates everywhere. At the other end of the room is an airship, with its back-most room open. When the two approach it, they see a hammer inside, though upon grabbing it, the door behind them shuts, followed by a loud sound and rumbling... Did they just fall for a trap, and if so, who set it up?