NECRO'S DOMAIN 8:
Return to the Oasis
Level by Lee Dunning
Walkthrough by Phil
Lambeth, with help from Quarrystile for the location of the secrets and certain
gameplay tips.
Turn around and go back for
the flares. Continue NW by hopping up the blocks, then
follow the ridge east to the other end and pick up the large medi-pack.
If you wish to avoid triggering the cut scene described below, walk up
to the SE corner of the ledge and take a running jump SE to the east portion of
the ridge. Turn left and locate the hole
down below. Drop down and proceed as
described below. Otherwise, go back a
short distance and slide down to the desert floor. Run SE and around the corner to your left to trigger
a cut scene showing some unfortunate dude being attacked and killed by a giant scorpion.
When the scorpion comes out looking for you, just run around it and
locate the hole in the enclosed area where the deadly battle took place. Quickly drop back into the hole, grab the
ladder and climb down into the darkness.
When you reach the bottom,
light a flare and look around. Don't
stray too far, however, or you'll alert an enemy prematurely (unless you wish
to clear the area before proceeding, which may be a good idea). Make a
horseshoe turn to your left around the corner and locate a wall switch. Save your game in front of the switch, for
you're about to embark on a rather tight timed run. (You may want to take a trial run to get a
sense of the course, which isn't complicated, and to get the first secret.) Light
a fresh flare before beginning, then pull down the switch. Turn to your left and sprint to the opening
past the two white plinths, alerting the first of three giant flying bugs.
Continue along the twists and turns of the passage, alerting two more flying bugs along the way. You'll reach the end of the passage about the
same time your flare sputters out.
If you decided to take a trial run, there's no real
hurry at this point. Light another
flare, hop down north and locate the monkey swing bridge spanning a deep dark
room. Safety drop or climb down the wall
into the room, where you'll encounter a giant
scorpion. Run to the opposite
end of the room, and in the right corner you'll find the UZIS for SECRET #1. Run back around the scorpion (or kill it, if
that's your preference), jump to the wall and climb up. Return to the wall switch and start the timed
run again. Use your sprint key as much
as you can while winding your way along the course. When you reach the end this time, jump to the
monkey swing and proceed across the pit with maddening slowness. When camera control is restored, drop down
and dash forward before the door closes.
(The door stays closed after you beat the timed run, preventing
additional exploration of the previous area.)
Climb the blocks west, run to the end of the trench
and climb out facing a large white building.
Vault up into the north opening and jump into the water. Three crocodiles
are somewhere down there swimming about (you can kill the first one from the
opening before jumping into the water if you wish), so avoid them as you turn
the corner and swim east into a larger area.
Continue all the way forward to the SE corner, where you'll see a patch
of greenery. Right there in the lakebed
is a phantom opening (you can see a telltale square directly above it on the
water's surface). Swim down and go up
the facing shaft to pull down an underwater ceiling switch, which deactivates
some spikes in the next area. Swim back
out into the lake and pull out onto the east bank. Kill two SAS
in the camp area, pick up the uzi ammo
each one leaves behind, then take care of the crocs if you desire maximum
kills.
Note the closed double doors in the north wall and
proceed east past the tents, where you'll alert two more SAS. One of
them drops more uzi ammo for you. Go through the east opening and turn
left. In the next room is a ramp leading
to the deactivated spike trap. Push the two buttons in the north wall to open
the door to your right. As you enter the
sloped passage, you suspect for good reason that this is an ideal setting for a
boulder trap. However, you won't trigger
the boulders until you're on your way back up, so just note for now the closed door
to your left near the beginning of the passage, and go all the way down until
you emerge in a small room where the camera angle changes. Push the floor lever to open the door back at
the beginning of the passage, then pause to pick up the large medi-pack and the flares on the upper ledge before heading back
up. Save your game at the entrance to
this room, because when you cross the threshold the door slams shut behind
you. Step forward and jump up NE into
the niche to your left as a boulder comes crashing down toward you. Resume your trek up the ramp, and when you
reach the corner turn right and jump into the passage. You can simply duck down at the SE step, and
the boulder will pass harmlessly over you.
The rest of the way is boulder-free, so go on up and enter the open
doorway to your right.
You're confronted by a series of squishy blocks, so
simply time a run past each one until you reach the open passage north. Continue around to your left until you reach
more squishy blocks, and proceed in the same manner as before. You'll come to a large open room with water
down below. Use the monkey swing to make
your way east to the ledge where a mummy
is waiting. When you get there, a skeleton is awakened as well, so avoid them and
pick up the large medi-pack if you have
the time and inclination. Use the long
ladder in the north wall to get down to the ledge at water level. Note the Neptune statute, missing a trident
as well as part of its face. Shoot the
two crocodiles in the water, then jump in
and swim over to the SW ledge. Pull up
and note the closed underwater door beneath the Neptune statue, then climb the
ladder in the south wall until you're near the top. Then back flip to a slope, slide down and
grab when you reach the end, pull up and take a rolling back flip to another
slope, slide a short distance and jump to land on a safe ledge in front of some
spikes.
Time a jump over the spikes and walk around to face
slightly SE. Jump to the next ledge when
the spikes are down, and take an immediate standing jump east to the larger
ledge. Go around to the SE end and pick
up the TRIDENT. Dive into the water, pull up onto the ledge
with the Neptune statue and place the trident.
This opens the underwater gate directly below you, so jump into the water,
swim into the opening and turn the corner to find the SHOTGUN.
Swim up and locate the underwater ceiling switch. When you pull it down, the trap door at the
top of the ladder in the south wall falls open, so swim over there, pull out
onto the ledge and climb up the ladder to the top. Shift right or left and drop down onto the
upper ledge. Push the nearby floor
switch to open the door in the SE corner.
Jump into the water, pull up onto the east ledge and climb up the ladder
to the upper ledge with the mummy and skeleton.
Quickly jump up to grab the monkey swing and make your way across to the
open doorway.
Drop down and draw your pistols. As you step forward into the passage a scorpion scuttles around the corner, so kill it
and proceed. Keep those pistols out, as
you'll attract another scorpion, an SAS and a giant flying
bug as you make your way through the passage. When you reach the ramp, run up (there's no
boulder trap there) until you reach an opening to a dark room below. You can see a tin
man and a horse, but the tin man makes no effort to mount the
horse. Drop down and kill the tin man,
and the horse will disappear with him.
Enter the north opening and use the monkey swing to get past five
intermittent flame blowers. Drop down into the opening at the end, and step
forward onto a ledge that extends into a lava bed. Take a running jump to the dark tile SE and
pick up the grenade gun ammo. Jump back to the ledge, and from there to the
tile against the north wall for some revolver ammo.
Jump to the central tile, then south to
the next tile and pick up a small medi-pack. Finally, hop over to the NE corner and exit
through the opening there.
Save your game. Run down the ramp, and as soon as
you hear the boulder being triggered behind you, hit the sprint key to gain
some speed, then take a running jump across the gap and grab the other side as
the boulder drops down into the pit.
Pull up and start walking up the other side. You'll trigger another boulder when you come
out into the light, but simply stop in your tracks, duck down and it should
bounce harmlessly over you. Continue up
the ramp, past a large alcove to your left, and into a huge planetarium with
electrified (and fixed) globe pieces in the middle of the floor.
Run straight forward past two dummy gates to your
right, and when you near the opening in the middle of the west wall and turn
toward it, you'll trigger a cut scene that ends with the release of two giant scorpions.
When camera control is restored you'll find that the west doors are now
closed, and the scorpions are trying frantically to claw their way through
them. You can shoot them if you like,
but there's no need to. Go to the lighter marked tile near the SE corner. The wall next to it is climbable, so climb
up, back flip to the top of the pillar and pick up the small medi-pack.
Hop back down to the floor, and you'll find that the doors in the west
wall are open again. The giant scorpions
are nowhere to be seen. Go there and
step inside. The doors will close behind
you, so don't climb the center blocks yet.
Instead, go around on each side and locate a button behind the far
pillar. Pushing them both will open the
double doors at the top of the stairs.
When you start climbing up the blocks you'll awaken four skeletons.
A fifth skeleton is roaming the
ledge up to your right. Run past the
quartet and hop up to the ledge to your right (just past the balcony, where
there's an opening) so you'll have to do battle for the time being only with
one skeleton.
Use your shotgun to blast it off the ledge, then
continue along the balcony and turn left into the north opening. Kill the SAS
at the other end of the tunnel and take his uzi
ammo. Turn left at the bend,
kill another SAS and pick up the small medi-pack
he dropped. Then go into the next room
and shoot two more SAS. Don't go into the long red-tinged west
tunnel, as it leads only to a couple of poised sentry guns and certain
death. Instead, go back through the east
tunnel and return to the gap in the balcony.
Take a running jump SW into the doorway, and the frustrated skeletons
won't follow.
Turn to face the lava pit and two rows of
breaktiles. You'll use one row to go
across, the other to come back. Here's
how I did it: Take a running jump to the near corner of the first tile, turn
quickly to one side and take a side flip to the next tile. Turn again and take a running jump west to
the ledge. Walk over and pick up the CROSSBOW and a quiver of crossbow arrows. Go toward the dark area to the south and
you'll find one of the scorpions trying vainly to access the crawl space. (Its companion is on the other side, but
there are no pickups over there.) Light a flare, go past it into the crawl
space and turn left for SECRET #2. Pick up the large
medi-pack and three stashes of uzi ammo. Go back out and return to the other side of
the lava pit, using the other breaktiles in the same manner as before. When you get back across, drop back and
shimmy past the open door, pull up and use that enhanced weaponry to deal with
the waiting skeletons.
Go back to that tunnel leading to the room where
you did battle earlier with all those SAS.
Light a flare and locate the pushblock in the SW corner. Pull it out, then pull it aside, and enter
the revealed passage. Follow the passage
and eliminate three more SAS along the
way. You'll emerge at an indoor pool,
and the sputtering blue light near the dangling rope provides firm evidence
that the water is deadly. Continue south
into the tunnel and you'll come to a red-tinged room with element scales. Turn right and go stand near the closed gate
at the NW corner to trigger a flyby taking you through three closed gates in
the south wall and coming to rest outside with an overhead view of five colored
face tiles.
You now need to solve the three element rooms. Taking them in no particular order, let's
start with the Fire Room at the SW corner.
Stand at the entrance, wait for the flames to subside and take a
standing jump to the first tile. If
you're impatient, time running jumps to the south tiles for some shotgun ammo and a large
medi-pack, then jump back and go to the west opening. Use the monkey swing to reach the opening in
the north wall, stopping as necessary to wait for the flame blowers to
subside. (Saving after each flame blower
is tedious but the quickest way to get there safely.) Follow the tunnel to a
large room with seven switch pieces.
Wait until the flyby is over (look for the torch floating in midair at
the middle of the room at the end), then push all seven switches, beginning
with the nearest piece and working your way around in a counterclockwise
direction (as suggested in the flyby).
Some pieces will ignite at the mouth, and some will go out as you
progress, but when you push the seventh and final one all of them will be lit,
you'll experience a minor earthquake, and blocks will rise in the center of the
room. Climb the blocks and pick up the TORCH. Hop
down and light it with the flame on the right side of the closed north
gate. Light the torch on the other side
and the gate lifts open. (The marked
tile in the south alcove is a reset switch in the improbable case that you need
to start over again.)
Take the torch with you and take running jumps to
reach the tile in front of the east opening that leads back to the element
scales room. Save your game here,
because the next jump is tricky. Stand
between the middle and the rear edge of the tile and take a standing jump to
land safely inside the opening. Quarrystile
says a much more reliable way is to stand at the front edge of the tile, toss
the torch into the opening, and from there take a standing jump with grab
(since you're not carrying the torch) into the opening. Leave the torch on the raised ledge near the
scales and enter the Earth Room at the SE corner
Before doing anything else, let's go for the next
secret. Turn right at the entrance and
locate the nearby short sloped pillar.
Save your game here in case you find yourself trapped after getting the
secret. Pull up onto the slope (which
activates a timer) and take a rolling back flip to the pillar behind you. Immediately take a running jump to the next
pillar against the wall and reverse roll.
Take a running jump to the right edge of the next higher pillar, turn to
your right and take a standing jump with grab to land inside the alcove before
the door closes. (Even if you miss and
grab the edge, you can pull up right through the closed door.) Pick up the GRENADE GUN for SECRET
#3, wait a bit and the door will open again for a few seconds. You'll hear a boulder sound, but there's no
danger lurking about. Quickly take a running jump to the previous pillar before
the door slams shut again and traps you inside.
Take a running jump south and grab the pillar in
front of the opening, pull up and save your game. When you run forward into the passage, you'll
trigger a dizzying flyby that signals the beginning of a timed run. As soon as camera control is restored, turn
left and follow the twisting passage, turning left at the next intersection and
hopping up diagonally onto the ledge at the end. Jump down into the next room, which is being
filled with sand, and dash across into the south opening before it's blocked by
the rising sand.
Once you're safely inside the tunnel, continue
until you reach a sandy room occupied by two giant
scorpions. Curiously, they
leave you alone, so pick up the gem (anomalously shown as the HAND OF ORION
in your inventory) near the NE corner.
Use it to open the door in the north wall and step back to enjoy the
sight of the scorpions stinging the two SAS
to death. Follow the passage into the
next room, take the BAG OF SAND from the
plinth and go to the west doorway that obligingly opens up for you. Safety drop into the Earth Room and cross
over to exit through the west opening.
Make a horseshoe turn to the right and enter the
Water Room. Turn around in the crawl
space and drop an incredibly long distance into a pool guarded by two crocodiles.
Swim around to the SE corner and pull up onto the stairs. Dispatch the crocs, then head up the stairs
and jump the large blocks until you reach the NE corner. Push the floor switch there to open the first
underwater gate in the pool. Go there
and locate a ceiling switch just beyond the open gate. When you pull it down the water elevation in
the pool is raised, allowing access to the higher stairs and ledges. Swim up, pull out onto the lower step and go
to the spike-trapped ledge. Take a
simple standing jump over each spike tile until you reach the floor switch in
the NE corner. Push it to raise the
second gate at the floor of the pool.
Swim down there and pull the second ceiling switch to raise the water
level still higher. Swim back up and
pull up onto the ledge in the south wall.
Climb the block to your right, pull up and run to
the other end of the ledge. Take a
running jump, angled to your left, to the slope in the corner so that you slide
down backwards. Pull up and take a
rolling back flip and grab to the block against the west wall. Pull up, go to the other side and take a
running jump across the crest of the sloped pillar ahead. Slide down, jump off to the next slope, slide
and jump off it to grab the rope. Swing
forward and release to land on the ledge against the north wall, step forward
and push the floor lever to open the third gate down below (which is getting
farther and farther away each time you do this). Swim down, locate a third ceiling switch and
pull it down. Swim hastily back up,
because air supply is now a definite factor, and climb up on the highest level
of steps at the south wall.
Go around to the north opening and jump into the
small pool. Swim down the shaft to enter
an underwater maze. If you stay to your
right, you'll come to another underwater ceiling switch. (In fact, if you try any other route the
currents will give you fits.) Pull it
down and continue following the same counterclockwise path so that you come
back to your starting point at about the same time you run out of air. Pull out, jump into the large pool and swim
all the way down to the floor. The last
gate has opened in the east wall, so swim inside and locate the final ceiling
switch. When you pull it down the water
level in the pool rises all the way to the Water Room, so swim up and through
the ceiling shaft until you reach that destination. Pull out and crawl east into a blue-tinted
surrealitic room. Take the SMALL WATERSKIN >from the plinth in the center
depression, and be sure to fill it while you're standing there. Return through the passage to the element
scales room.
Pick up the torch and light the scale in the middle
(surprise, the oil's already there), then use the Bag of Sand and the Small
Waterskin to fill the scales on either side.
A gates lifts in the south passage each time, so now it's completely
open. Go there to find the face tiles
with colored cheeks that you saw much earlier in the flyby. But before proceeding, let's go for the final
secret. Head south and climb one of the
ladders to the second floor. Continue
forward and climb a ladder to the third floor.
You'll find two moveable blocks here.
Pull and push the nearer block along the shallow trench to the SE
corner, where you see a tile that looks different from the rest of the
floor. Moving the block to this position
lowers a block to give you access to the secret. Now, go to the middle of the south wall, jump
up and pull through a phantom wall into a hidden corridor (where the lowered
block was). Run forward for SECRET #4 and pick up a bonanza of stuff: a large medi-pack, grenade gun ammo, crossbow arrows, shotgun
ammo, uzi ammo, and finally the UZIS.
If you go back to where the block originally sat,
you'll see a face tile with blue cheek
dots. Similarly, the other block up here
on the third floor covers a face tile with purple
cheek dots. On the second floor there's
a block that covers the green
tile. Down on the first floor there's a
block in the east alcove that covers the yellow
tile; in the west alcove, the red tile. There's
also a wall switch at the end of the west alcove to raise and lower a stack of
blocks between the ladders on the first and second floors. Your objective is to place the blocks on
their respective tiles down here on the first floor, so do the easy ones first
and place the yellow and red blocks that you pulled from the alcoves. Climb to the second floor, move the green
block to the raised blocks north, go down and use the switch to lower the
blocks, and move the green block to the appropriate face tile. Repeat this procedure to bring down the blue
and purple blocks from the third floor (easily the most tedious part of this
exercise). When you've correctly placed
the fifth and final block (there are no visual cues during or after), the NW
gate back in the element scales room lifts.
Go there (since the plants block your way north,
you'll have to move one of the blocks) and enter the passage. The gate slams shut behind you. In the next room, shoot the fuse box in the
west wall and pull down the switch to purify the water in the pool with the
rope you saw earlier. Before going
there, go through the north opening and follow the passage to a mausoleum. Pick up some crossbow
arrows, a large medi-pack and
some flares near the coffins, and move
the east statue away from the wall for some revolver
ammo. Pull the block behind
it twice to reveal another pushblock.
Push the second block twice to reveal a passage, pick up more revolver ammo and find yourself in the passage connecting the element
scales room and the now-fresh pool. You
can go back to the mausoleum and pull out the other statue for some shotgun ammo if you
want to do the considerable work that's required to get it. Otherwise, head for the pool, swim to the
other side (what is that rope for, anyway?) and pull up onto the west
ledge. Head down the south passage and
find a pushblock at the end. Push it
twice and enter an outdoor pool area where the builder has placed his
traditional thanks to the player for playing his level.
The north opening leads to an passage
where you'll find the REVOLVER behind a closed gate. You
can see the sentry gun just outside, but unfortunately you can't get to
it. Turn back, jump into the water and
swim west. Go up through the SW shaft
and pull out into a dark cave. Flares
don't work here (unless you light and toss them), so grope around until you hop
down into the finish trigger.