Skellycombs
Back to the Basics:
Level 14
Level by George
Maciver
Walkthrough by Dutchy
& Gerty.
MS=Monkeyswing,
CS=Crawlspace, MP=medi-pack, have fun!
1st Room.
You are in a large
room, turn around for the Flares and go to NE for some more Flares.
Head into the room S of there and past the pool to a pillar standing in the L
corner, pull that to the face Tile SW of the pool and a flyby will show the
events that follow, a Boulder cracks the floor S of you open.
Drop in and slide into
the water, follow the tunnel to a large room with a lot of closed doors.
Main Room.
There are 2 doors (1) (2) E of where you get
out of the pool, one door (3) N and 2 doors (4) (5) W near the other pools. There’s a pillar and
a receptacle for a Star, push that pillar to the face Tile on the other side of
the ledge and door (2) opens, get the ½ MP L of where you stand and go to the
opposite S side for some Ammo. Head for the W door and go into the Bones
rooms.
The Bone rooms.
In front is a closed
door (exit later) go L and head N, to the L is another closed door, head for
the pit in the N end and drop in, go in the passage to a basement where you see
a Bird statue, go R and to a water hole, dive in and swim NE, to the R
around the corner to find the Lasersight.
Then NE again and up
into a room where the Crossbow is, from standing at the Crossbow, shoot
the Bones on the other side and a Spirit appears, dive into the
water and swim back SW, up to the room and to the Bird statue room, the Spirit will go
to the statue return to the N room and shoot the Bones there. Run for
the statue again to get rid of this Spirit, head into the S passage and
shoot the 2 sets of Bones there follow the passage to the end, go L and up to
the R for Ammo, up to the other side to that exit door, shoot the Bones
in the SW corner and head N, more Bones to the R and then head to the
pit, down and shoot the Bones there, then go into the room with the
Statue and wait for those Spirits to get lost, head into the S passage
and look in the room L for the Tile that went down.
Go in and follow to a
lava-pit with rope, jmp/grab the rope and swing to the L side (at the button)
as the rest of that ledge is Spiked. Push the button to open a door (4) in the Main Room. Jmp
back to the rope and swing to the L most side of the exit, as the burners will
give trouble if you swing over them. (Or don’t go down all the way on the rope
and swing/jmp/grab the edge of the exit) Go back up and when you climb up to
the floor, L and L up to the door to the Bones room. Go N a bit and L at the
floor grating, exit through door (2).
Spike Basement.
Head to the W side and
enter door (4), drop into the pool below and climb out, go into the passage and
you know already that those piles of rubble are deadly, so avoid them. Go past
the passage L where you have to run into a bit later in a timed run, go into
the next passage R and R into a room with a pool and the exit of this basement
up in SE the corner (later).
Stand in front of the
lever and save. Pull and a Skeleton appears, ignore and roll fast,
runjmp once (to get past those Spikes) and go R and L/ L, back through the main
passage and into that R hand passage, L at the end and quickly runjmp over the
L corner of the pool, up the stairs and if lucky into the door just in time.
Get the crowbar in there and head back, L in main passage and all the way to
the N, L and around the pool to get the Golden Star. Head back through main
passage and L into that room with the lever, climb up to the opening L of the
face and go up the pole, backflip to the block and the exit door (3) to the Main Room
opens.
The Huge room and Horseman’s Gem.
Go to the NW and place
the Star to open a door (5). Go into a huge room with several brick structures with
passages. Go L and follow to a 1st lever, go W and along the passage
there. Past an opening you’ll get back to later and come to a pool. Go R and to
the end where you’ll find the 2nd lever L at the pool, go N from that
lever and R at the next pool. Throw the 3rd lever for the door that will
open up the way to the top of the room.
Go back to that W
passage and into the opening in the L wall, go up to a ledge where a Skellie
tries to stop you, jmp past him and go around the corner to a jmp (with grab)
over the lower passage, follow the passages over gaps and to one where another Skellie
roams around, go to the end of all the passages and once on the E side there is
an opening around the corner to the L. Runjmp/grab to that with a sharp L curve
and go up the ladder, backflip of and climb the block S, look SW for an opening
in the next structure and runjmp (no grab) into that one.
Follow to the W side
where you come to an end, runjmp to the ledge on the roof and see the door (1) in the NW corner go L
and past a door (2) L and hop over the Skellie, jmp to the button L of the
roof and push it to open door (2), hop back on the roof and run to that door,
curve R and jmp/grab to the opening, get in and follow to a jmp over another
gap, in the end there is a sloped wall in front. Runjmp to it and go R to the
flatter ledge, climb up R and go R, look for a ledge in the wall going W and
runjmp onto that one, go up the ladder in the end.
The Top.
From the top W side,
you can runjmp/grab to a roof N and shimmy L around 2 corners. Pull up and
backflip/roll/grab the next roof N, go around the L to the 2nd corner and pull
up to the flat corner, turn NW and standjmp to the Gem, go get theHorseman’s
Gem and standjmp back to the last roof.
Opening the escape
route.
Shimmy to the E and
around the corner, at the next corner (SE) you can backflip to another roof
with a flat top, go E and runjmp down to a ledge with a button in the NE
corner, push the button to open door (1) and a Spirit comes out to play (this
Spirit will chase you to the end of the level and you will not make it due to
the lack of MP’s so you will have to backtrack to the only Bird statue in this
level), backflip from the button, hop back grabbing the edge and drop from the
edge of the floor to the block below and run forwards to the ladder, go down
and roll, drop down from the end of that passage and roll, run to the S, up the
block L and back into the Main room.
Over to the E side and
into that L door in E wall, and L to the pit, down and into the Bird statue
room. Leave the Spirit there and go through the S passage. If you want the
Secret, go down into that hole in the floor again at the end of the passage, L
of where you climb up to exit, go to the Spike Basement. Just before the pool
is Secret#1, Ammo.
Go back up, up the
ledge L and L to the door that opens, at the grated floor L and through the
door, to the W side of Main room, down again into the Huge room. Go along the L
hand wall and back to the W passage in the end, up the R hand passage and follow
all the way to that NE corner with the ladder again, runjmp into that SW
opening again from the block, follow to the end and runjmp to the roof with the
Skellie, go R and jmp up to that open door NW.
Back in 1st Room.
Follow to a door that
will open up, you’re back in the 1st room on the S balcony, sprint E and to the
end, go L and runjmp/grab over the pillars to the N side balcony, go l and
sprint to the end where you can place the gem to open the door next to you, go
in and be sure to get those Explosive arrows as you’ll need them in a bit, push
the button in the end and roll, get out and drop to the ground floor of 1st
Room, go W and out the big door that just opened, hop over the ridge and enter
the new challenge.
Skellie Room.
There are 5 Levers you have to throw around the room in order to
open a door in the W of the room, first thing is to arm the Crossbow with the
explosive arrows. : - ) 4 of the arrows are needed at the levers, the rest you
can use as you please.
Go to the pool in front and L to the SW corner, get up onto the low wall
and runjmp/grab to the pillar W, you’ll grab a crack in it, go around R or L.
pull up and shoot the Skellie, throw lever(1) and head N. Stay on the L
side a bit and you can spot the ledge with the purple light in the next corner,
runjmp past the L side of the pillar and shoot the Skellie, throw lever(2)
and runjmp back to the ledge you came from, head back and try to runjmp to that
low wall E again, run to the end and hop on the block, shoot the Skellie and throw
the lever(3). Turn L and climb up the wall, run and jmp to the N roof
and go to the far NE corner (red light), drop down to the corner ledge and
runjmp over to shoot the Skellie and throw lever(4).
Go drop down to ground floor and shoot all Skellies bothering you, go
back to that low wall and L, to the ladder again. Up and turn R, jmp/grab up to
the MS and follow to the pillar, go L a bit and into the opening there, there’s
a room with a lot of rubble on the floor, so watch out as they are all Spike-traps,
look for the ledge in the wall to the R and jmp in there, now you can go around
to lever(5) and throw it to open the exit door down W in the Skellie
room.
Finale.
Go out and runjmp down
to the L so you’ll land on the ledge near the lever and run N. about halfway
down to the N you can runjmp (with grab) into that W door and follow the sloped
passage to the end of the level.
07-01-2005.