Crystal Temple 2
Level by Emoo
Walkthrough by Dutchy
In the room where you start, push the pillar towards the gate and exit
after you took the Flares and Ammo, jmp over the pit, go L (see the gate in
front, it will be open later) and sidejmp through the Can opener (I finally
found out that sidejmping seems the best way to get through, always back
flipped). Take the MP and look up in the hole in the ceiling a bit further,
jmpgrab the Jmpswitch and go back to that gate, enter and get the Shotgun on
the pedestal, the MP to the R of it and jmp over the Skeleton, to activate the
trap and get the ˝ MP. The switch on the wall activates the gate past the Can
opener, bur it is timed, so you have to jmp to the exit, R and sprint, hit
“Alt” just before the Can opener and through the open gate. Be careful, there’s
a Demi God around the corner R, you can quickly pick up the 2 boxes Ammo and
then take care of him.
The Portal Guardian (Golden Vraeus in my book)
Notice the Gate and the Guardian receptacle and go up the Ladder, from
the “Sun” Tile on the L, backflip/roll/grab the ladder behind. Go R and up,
Pull up in the R corner and backflip, jmp and side jmp R to get out of the way
of the Chain, you can pick up the Ammo under it, by crawling and taking some
damage. Go to the gate and it will open for you, this room is heavily booby
trapped, so look on the ceiling for the right path, the Tiles with the crosses
are the Spiketraps, follow the path all the way around to the Portal Guardian
and the Spikes will be deactivated. Go for the MP in the corner fast and dodge
the Skeleton on your way to the Chain, runjmp onto the R hand slope as far as
possible and slide/grab, go down the ladders to the receptacle and open the
gate to the Water Labyrinth.
The Water Labyrinth.
Dive in and you will be taken to the lower tunnel to the L by the
current. Go L and up, use the UW ceiling lever and go back, straight and L into
a room with a “Sun” Tile, go to the far L corner and the gate opens, in and in
the L corner is the 2nd UW ceiling lever. Use and go to the other corner of the
room, L around the “Sun” and into tunnel at bottom, L and up for air, here you
can take a MP and the Grenade gun, guarded by a Steam blower. Swim back through
the Sun room and out of the small gate, L and follow to a crossing, get Ammo in
the pit L and swim back to the Sun room into R hand tunnel and R, around the
corner carefully to time the swim through the Canopener and up in the room
where you can pick up the Revolver, use the switch and get the Uzis around the
next corner. Sidejmp through the Canopener and arm with the Grenade gun. Blast
the Demi God to Kingdom come, get another Grenade gun and jmp to the centre
ledge to get the Torch, light it at the entrance and go light all other torches
to open the exit. Follow the passage jmping through the Canopeners to reach the
Lava room.
The Lava room.
There are several ledges to get you to the switch on the R side of the
room, SW are the Crossbow and Flares, NE another Grenade gun and Ammo, if you
want them, be my guest, I left them, cause there will be a Wraith following you
every move. Had a hard time opening the gate and getting there as it was, so I
didn’t bother getting them. Standjmp to the ledge a bit R and in front,
standjmp to the next and a running jmp to the 3rd, turn sharp R and a
runningjmp/grab to the ledge with the switch, another Wraith will join the fun
so pull hop back to the R corner, runjmp to the corner ledge, sharp L curve and
do a runningjmp/grab to the gate ledge, get in fast and jmp up and down in the
water till the Wraiths are gone.
The Torch Labyrinth.
There are 5 Torches to
be lit in order to open the NW gate, be sure to walk slowly and along the
walls, so you trigger the Blade traps, but don’t get hurt too much. Pick up the
fresh Torch, light it and go L, jmp over the Skeleton (trapped) and get the
Ammo, turn fast and shoot the Skeleton now go back and past the Chain to the N.
light Torch #1 to the R and go to the NE corner for a ˝ MP, turn W and on the R
side is Torch #2, go W and L into the centre passage, watch the trap and light
Torch #3. Follow this passage S and another Skeleton will awake L, go on to get
the MP L in the end and light Torch #4 there, walk around the back and along
the W wall slowly and trigger the traps, light Torch #5 there and go slow to
the gate.
The Golden Star.
In the next room is a
receptacle for a Star, we will have to get somewhere, go very slowly to the MP
and trigger all traps to the N passage. A Ball with Knives drops from the
ceiling. Stay well clear and crawl under to the bridge. Sprint over the Bridge,
Blades popping up behind you. Pick up some Ammo on your way to the Spikeball
room.
The Spikeball Room.
See the block on L
wall, where you can stand, runjmp a bit diagonal over to it and immediately
sidejmp R, ‘cause another Spikeball you didn’t see yet drop on your head if you
don’t jmp, let yourself slide and hop on the block again, look next to the
entrance, R side and runjmp/grab the ladder, go up and from the ledge, standjmp
onto the sloped block on W wall, slidejmp/slidejmp and land on a ledge at the Star,
drop down to the “Sun” Tile with the Crowbar below and standjmp into the corner
on E wall, runjmp back to the block and go up once more, now crawl to the Ammo
and stand up to get this and pry the Star off the wall, you can go back 2 ways,
jmp the sloped blocks and grab the ladder, backflip to the block or go to the
Sun tile and take this route, runjmp into the exit, you pass the gate R which
will open placing the Star. Go back to the receptacle, watch out for the Blade
traps in the room, they are active again. Place the Star and go over the bridge
last time to enter the gate. Follow the passage past next gate to be opened to
the Pillar room.
The Pillar Room.
Pull the pillar L to
the Tile in front of the entrance the gate in the passage opens, but when you
push the pillar out of the way, the gate closes, you have to pull a second
pillar to an opened alcove in the back of the room, now the one in front of the
exit can be moved, go enter the gate and slidejmp over the sloped block in
front slidejmp again to reach the safe floor, go to next room to take out the
Demi God in close combat. Take the Key of Victory and go into one of the next
gates; they lead to the same passage. Take the ˝ MP and the next gate will open
for you on approach.
The Boss of the Demi
Gods.
Take the MP and here
is a Boss running around on a block in the centre of the room, on the block, 4
sides are receptacles for the Victory Keys. One is already in your possession.
The 3 others you have to collect using the 3 switches on the ledges, which will
open doors below them. The door under the entrance is a way back up to the
place you stand now.
First thing I did was take out the competition, 1st the active Demi God
in the NE, then the one in the SW, which will come alive when the other one
dies. Drop from the ledge (or run off to land in the water) and land in front
of the door which will take you back up, you can open it with the switch on L
side pillar, take the MP on the R hand pillar and go for the 1st Demi God NE,
keep moving while shooting and check the health regularly. When he’s down, go
and do the same to his Buddy in the SW. The Boss will only shoot you when you
are on the ground floor, and now you have to work your way up. Go to the door W
and take a MP in the CS on the R, up the ladder and backflip to passage, go up
next ladder and do a runjmp to the closest rope, swing directly to the ledge on
S wall and pull the switch to open the door below, drop and go in, through the
Canopener and shoot the Demi God in the back room. Take the 2nd Key of Victory
and go place it on the Boss’s block. Go back upstairs and go to the N ledge,
switch and drop, follow the passage full of Canopeners to get the 3rd Key of
Victory, go back to place it an up again, go with the rope to one of the ledges
N or S and from there to the next rope (don’t stand with your back to the
switch when you runjmp to it, stand just beside the switch), swing to the E
ledge and use the last switch. Drop or run into the water and enter the door. Here
are several Wraiths that will haunt you, run back to the water every time you
get one, or collect them all if you want and go to the water once, in the NE
corner you will find the 4th and final Key of Victory if you go straight there
you will probably get only one Wraith, go place the last Key and backflip into
the water, roll and swim into the E side tunnel, go R for a ˝ MP and L to the N
for the gate you opened, swim out and follow to the end of the level.
Dutchy.