Multiple Paths: The player has a few options the have for navigating this level. The player path as outlined in the legend at first has only two ways it can go. So, straight ahead there is a gate barring the player entrance into the park. There is a carny at the gate saying the player needs money to enter. To the right the player can access a little alleyway with a bunch of plants and bushes inside. The player can search around and find money, though it's not in plain sight. With the money they can enter the theme park the normal way. If they choose to not go that way they can sneak in through another alleyway to the left, where they can get around a patrolling guard and enter the park. From there they can play the game or simple exit.
Local Fights: The entire left alleyway can be seen as it's own local fight. It's a long corridor essentially with that bit off to the side to break up the alleyway and the give the play a sense of shelter and safety as they manage to sneak past an enemy.
Collision Points: Like with the local fights the entire left alley is a collision point in the level. If the player fails to find the money to get in and knows that now their only choice is to sneak by in the alleyway. This is where the player must see and attempt to avoid enemy detection to avoid getting thrown out. Seeing the patrolling guard, is meant to create tension in the player, but also give them time to plan out their moves.
Reference Points: The only reference point and landmark in this map from my knowledge as a developer is the duck shooting station. It's a clear landmark that's past all the obstacles and dangers the player must face. Once they get through the alleyway with the patrolling enemy they will see the duck shooting game on their right, knowing they are past the gate, inside the park, and safe. Same if the player manages to find the money and enter through the gate, they know they have overcome the obstacle ahead and the only way is forward to the closest landmark ahead.
Defense Areas: Going back to the left alleyway again, that small bit to the side where the player can go around the patrol is the only point of defense the player has. That point allows the player to lie in wait safely and wait for their moment to move on.