DISNEY
VILLAGE NIGHTMARE
Levels by Michele Flena,
aka Mikki
Walkthrough by José
[Note:] To save time
I'll not mention the enemies and the pickups; only the essential pickups
(coins, keys...) will be considered. [End note]
LEVEL
1
FIRST PUSHABLES PUZZLE
After the views go up the
stairs to the main courtyard and left (S) to the area with four pushable items.
It's easy to move the items over their corresponding tiles to see a camera shot
of a door opening near the beginning. Go there and pick up the first Miniatura Lara from the pedestal. Also take a
look on the computer near the window to see an image of three switches, the
left is black and the other two are yellow; this means that you have to pull
only the left switch anywhere (for later). Return to the main courtyard.
SECOND PUSHABLES PUZZLE
Go to the right side (N)
and see another area with pushables, but this time it will not be so easy.
Where to place them? Turn left (E) and look for a sneaky trapdoor in the grass
behind the most N tree. Open it and go down the stairs to a room with computers
showing the level editor. Look to the ceiling to see where you have to place
the pushables above. Also there are three switches in N wall, but you already
know what to do: pull only the left switch. Return up and move the pushables
over their respective tiles to open another door near the beginning. Go there
and also take a look on the computer near the window to see an image of three
switches, the left is yellow and the other two are black; this means that you
have to pull the middle and right switches anywhere (for later). Return to the
main courtyard.
RISING BLOCKS PUZZLE
Go to the N fountain and
open the underwater door at the bottom, in the middle of the N wall, for SECRET #1. Return to the main courtyard and jump
to shoot the yellow part of the streetlamps to open the WC door. Go there (NE)
and shoot the trash can to get the lasersight.
In the first door to your right there is another trash can with the revolver. In this room look up SW to see a
different texture in the ceiling; shoot it with revolver + lasersight and
climb. Continue to a room where you'll get a flyby showing you a blue gem. Run
N and to the right to pull a switch, return S to the entrance and climb onto
the raised block, shoot the grate SW and go into the crawlspace to pull another
switch and raise two more blocks outside. Climb the yellow one, shoot the grate
and enter to pull another switch. Return outside, climb the SE block, shoot the
grate and go inside to pull another switch. Go outside, jump onto the high
white and red block and shoot the last grate; inside there is another switch,
pull it and turn right to see the cut blue lines in the wall: there's a
moveable block; push it to the very end to get SECRET
#2 and pull another switch inside, too. Go outside to see that a new
block has raised in the corner, and the way to the gem is now clear, but the
other blocks have lowered so you'll have to begin to pull the switches again to
raise them: first N switch, SW crawlspace, NW crawlspace and SE crawlspace;
then you can use the blocks to finally get the Gemma
Azzurra in the high niche in N wall.
DICES PUZZLE
Return to the main
courtyard and place the gem in its receptacle (one of the E alcoves). In this
room there are three big dices and six switches. I don't know very well what's
the hint there, but the dice which is alone in SE corner has in its lateral
faces the numbers 2, 3, 4 and 5, so pull those four switches to open the door
and get the third Miniatura Lara. Go
behind the pedestal, turn around and look up to discover a high jumpswitch.
Pull it to open a door in the games room.
POKER CARD SYMBOLS
PUZZLE
Go there and just over the
trash can there is a trapdoor; open it and climb to get SECRET #3. Return and shoot the electrical box
near the computer, pull the switch to see a screenshot of the pool outside. Go
there (S) and swim through the open door and to a room with three switches. Do
you remember the second combination? Pull the center and right switches to open
a (tweety) door outside. Go there (SW) and up to a small hall with a TV. Press
the button if you want to see an animation and shoot the poster in NW corner to
get SECRET #4. Continue to a room full
of poker card symbols and several switches. Take a look to the N faces of the
row of blocks in front of the switches: in two blocks the texture is the same
as the switch, but in the other three the texture is different. Pull the
switches with different textures to open the door (from left to right: the 2nd,
the 4th and the 5th) and get the last Miniatura
Lara. Go to the very beginning of the level and place the Miniature
Laras to jump to the next level.
LEVEL
2
FLAGS PUZZLE AND THE
FIRST GOLDEN BALL
Go straight ahead to the
flags gallery and run W to the end; there is a hall with big flags in the walls
and an Europe map in the ceiling. Take a look to the map in the ceiling to see
that there are four countries marked with a "X" sign; they are:
Ireland, France, Germany and Romania. Take notice of these countries and go
back to the entrance of the gallery and take the left stairs (S); go around the
first corner and from the second corner turn around and look up to discover an
high opening; the blue wall is climbable, go up to get SECRET #5. Return to the stairs and go up to the
top of the stairs. Here there are 11 tiles with flags; you must step over the
flags of the countries marked in the previous Europe map:
Ireland: vertical bars -
green, white & orange.
France: vertical bars -
blue, white & red.
Germany: horizontal bars -
black, red & orange.
Romania: vertical bars -
blue, yellow & red.
Stepping over these four
flags a door opens somewhere. Go through the corridor in W wall to find the
open door. But don't go inside yet; go down the stairs to your left to discover
a crawlspace near the first corners; climb to get the first Sfera D'oro. Return to the open door and drop
into the Control Room; shoot the boxes and pull all three switches to open some
doors outside. (I think the switch behind the grey box opens the door for a
secret in the room with the small boats and the ramps, but I'm not sure).
THE FIRST
COIN
Go out of this room and to
the right to the tiro al versaglio area. Shoot the grate in the corner to your
right and go into the crawlspace. In the other side you can shoot the swinging
balls to open a trapdoor and get SECRET #6.
Return up and go to the SW corner to discover another crawlspace. Don't go
there yet, behind is a closed trapdoor. Return to the entrance of the room
where the wall switch is and pull it to open the timed trapdoor behind the
second crawlspace. Quickly go to the first crawlspace and use the
"Alt" key to go out; run to the other crawlspace and be sure that you
have full health, use the "Alt" key again and when you touch the ramp
immediately jump with twist to land on the border of the breakable tile below;
quickly take a standing jump to grab the next safe ledge. Now use the revolver
+ sight to shoot the very centre of the targets in the wall (if you shoot
another place Lara will die) and drop to the now safe floor to pick up the
first Gettone Pungibol.
THE CROWBAR, THE SECOND
COIN AND A BLUE GEM
Run up the long staircase
to a sort of trophy room. At the end of the corridor in SW corner there is a
big poster of Lara. The bottom part is really a moveable block. Pull it twice
and go behind it to pick up the Crowbar.
Now move the block to the SW corner of the room where the trophy with the
poster of young Lara is, and climb to its top to get the Gemma Azzurra and the Piantina
Labirinto. Go to the outside right balcony, shoot the left side of
the fence and shoot the central side of the fence in the front building, too.
Take a running jump there to get the second Gettone
Pungibol. Safety drop to ground floor.
A SECOND GOLDEN BALL
AND THE PAPERONE KEY
Go N and this time to the
autoscontro area. Go N to a small garden and left into the red building. In the
right side of the corridor there are small openings with pictures of fishes; climb
the last one to discover an opening to your left; drop from the other side in a
small room with a water hole. Just left of this hole is a moveable block; push
it twice to reveal a switch; pull it once W and go through the passage to get SECRET #7. Pull the switch to open a trapdoor in
the aquarium. Jump into the water hole and swim into the aquarium to get the
second Sfera D'oro and the Paperone Key thrown anywhere in the floor. Return
for air to the water hole. Swim back to the aquarium and pull the underwater
switch in the SW corner to open another nearby trapdoor and dive there,
continue through the underwater passage until the end (always to the left) and
pull another underwater lever at the end and emerge in a small pool outside,
creating a shortcut for later.
THIRD COIN
Go inside the red building
again but this time up the stairs near the entrance. In this new room you must
step over the tiles with the Flintstones characters. The central pillar is
moveable; push it to discover the last character and step to open the door.
Jump over the corner tile on the electrified roof and take a look down at the
safe tiles you can jump to reach the corner tile in the other side. Go jumping
over the safe tiles to reach the SW corner and pick up the third Gettone Pungibol. Safety drop to ground floor.
FOURTH COIN
Return to the small garden
and use the crowbar to open the door in the green building. Pick up the Minnie Key from the pedestal and open the yellow
ceiling trapdoor near the W wall. Climb and follow the path to a room with a
sort of small boats and ramps. Jump over the boat in the very right side, slide
down the ramp and jump at the end to grab the orange wall. Shimmy right and
around the corner, climb down a bit and shimmy left to reach the window sill
with the Gettone Pungibol. Pick it up
and also look to your left to spot an open door between the ramps. Jump into
the water; open the N blue underwater door and return to the pool in the small
garden. If you want another secret you can return to this room with the ramps,
slide over the very left one this time and jump with a left curve near the end
to find the door you spotted when picking up the last coin and get SECRET #8.
FIFTH COIN
Now go to the SW corner of
this autocontro area and use the gem to open the labyrinth of the dead. You
already have a map of this labyrinth, don't you? Well, first of all, if you can
get the last secret in this level, you'll have to waste some medipacks, 'cause
when you pick up the coin and the labyrinth is safe, and you can go to the
secret alcove and pick up the goodie, but in my game the secret didn't count in
my inventory. It's your choice. To get the secret go straight S in the first
junction, turn left in the corner and sprint straight W all the way to the very
end; turn right, advance a bit and to your left is the alcove with SECRET #9. Quickly get back and use the map to
reach the exit of the labyrinth and pick up the fifth Gettone Pungibol. When you pick it up the
labyrinth is now safe, and you can return to the exit with tranquility, using
the map again. If you don't want the secret, simply use the map to get the coin
and return outside.
THE TOPOLINO KEY
Now that you have the five
coins, you can use them in the green punching-ball machines surrounding the
area and watch the cutscene. Go into the cars platform and pick up the Topolino Key.
Now it's time to use those golden balls you have had for some time in your
inventory, so return to the beginning of the level where the entrance to the
flags gallery is and this time go S; place the balls in the hands to open the
door and enter. Notice the trapdoor at the bottom of the stairs, right side,
for later. Go up the stairs, face the ramp and save your game.
THE PAPERINO KEY
Slide from the right side
and at the end jump over the deadly tiles; walk over the breakable tiles and
turn right over the safe floor; drop, grab the edge and wait for the spiked
wall to pass over you; hoist up, pull the switch to open the door and make your
way to avoid the smashing spiked walls in the next room. Now you are in a room
with many swinging boxes and battering rams. You must pull four switches in the
alcoves to open the door. To do this, you can help yourself by stepping over
the tiles with the poker cards symbols; doing this a trapdoor raises in front
of each of the alcoves, but they're timed. The SE and NW ones are easy, and you
don't need the help of the trapdoors, but the other two are not so easy. To do
this, I stepped over the tile with the signs and took a running jump to the
very right side of the trapdoors, wait for the right moment to enter into the alcove,
pull the switch and turn right and take a long running jump with grab to the
central ledges with the swinging boxes. To move yourself through this central
ledge you can grab the edges and shimmy left or right if you want. When all
four switches are pulled, the door opens and you can go there and pick up the Paperino Key.
EXITING THE LEVEL
Perhaps you've noticed a
different texture in the SW alcove when pulling the switch; it's not a wall but
a moveable block. Return there and push the block to exit this room. One of the
levers in this new room is to raise a trapdoor in the previous room (to make
easier the jump) and the other is to open the exit door. Now go to the right
side of the white stairs and open the yellow trapdoor (facing E), climb down the
ladder and in the next room use your keys to jump to the next level.
LEVEL
3
MOVEABLE BLOCKS PUZZLE
In the S wall there is a
cage without a monster; the bottom part is moveable so, pull it four times so
you can climb to the ledge where the first enemy was and find SECRET #10 behind a crawlspace. Return to the
main room and use the binoculars to discover 6 moveable blocks in the green W
wall (they have a green square in the texture); three in the floor, two in a
second level and one in a third level. Move two of the blocks from the floor
under the two blocks in second level; now with the helping of the third block
move the left block in second level outside the wall. Now place this third
floor block between the other two and under the highest block in third level.
Now you need the transparent block you left in the other side of the room so,
bring it and place it so you can move the other block in second level outside
the wall. Go to the room behind the green wall and push this second block over
the transparent block. Now you have two free blocks in the floor and it's easy
to manoeuvre them so you can move this last block in second level in front of
the other one, taking it perpendicular to the wall. Finally climb and drag the
upper block in third level outside the wall, climb it and jump to the ledges of
the room above.
MUSICAL NOTES PUZZLE
This is a very simple
puzzle (but perhaps only for the persons who have studied music like me). In
the N and S walls there are staves over the doors with five notes you can read.
The notes are: LA FA MI DO SOL. Jump over the tiles in N and S sides in this
order to open the N and S doors. Go through the open door in N wall and pull
the lever. Go back to the central platform and jump to the S open door; go to
the left corridor and climb the red ledges to find SECRET
#11. Go back down and pull the floor lever to activate the
teleporter in the central platform. Go there to jump to an upper level.
TIMED RUN
Now you have to be fast.
Turn around and run through the N opening, but it's a timed run so, you have to
sprint right and left around the corners before the fires are active; if you
don't get it you'll have to reload a previous savegame and try it again. Once
in the other side open the door in E wall (there's a high switch I couldn't
reach) and in this room jump onto the windows sill SE to pull a switch and open
the door outside. Go W through the open door and through a black corridor to
the next room. Turn around and drop, grab the edge, drop again and grab the
edge below; hoist up and get SECRET #12.
Pull the switch to open the trapdoor which leads you to the previous corridor.
INVISIBLE LEDGES ROOM
Approach to the border and
use your binoculars to see where the invisible ledges are. Jump over those
ledges to finally reach the high opening in W wall. Advance a bit to see a
flyby of the ultimate areas in this game.
THE BOOK
Jump over the floating
ledges to reach the central platform; shoot the demigods
and go left to the blue grated door; look through the door to see what switches
you must pull (green circles) from left to right: the first, the second and the
fourth. The door opens and you can pull the lever inside. Turn around and go W
to the other side of the platform, jump and go to the very end ledges; look
again through the door to see what switches you must pull (green circles) from
left to right: the first, the third and the fourth. The door opens and you can
pull the other lever inside. Return to the central platform and go right (N);
enter into the last room and pick up the book to see the last flybys and
cutscenes and finish this fantastic adventure.
July - 26 - 2009.