TR Forge Advent Calendar
2008 - Sanctuary of Elements (Demo)
Level by Piper (December, 2008)
Walkthrough by Harry Laudie
Part 1: Fire (Demo Version)
You start in front of a closed gate. Go forward and turn around. Stay near the
left wall. Drop to grab the edge as a trap door opens under you. Release and
drop into a pool of water. You have probably been set on fire but the water
will stop it. Get out of the water and go west. Pull down the wall switch by
the fire emitter to open the gate. Go through the gate and onto a ledge. You
get a long flyby of the area. You see a deadly water trench and many fires on
blocks. There is a closed gate at one end. The flare bug is in effect so using
the binoculars will crash the game.
Go to the north-west corner and save the game in front of a timed wall switch. Pull
down the wall switch and run and jump south-west onto a safe tile in the water
trench. The wall switch stops a fire at the box on the block. However when I
got onto the block the fire never started again. Stand a little left of the
middle on the safe tile and face north-west. Run and jump with a left curve to
grab the block with the box. Jump to the wall and turn around. Open the box
from the wall side and pick up the Ancient
Key. Run and jump back onto the safe tile.
Stand jump south to grab the block. Shimmy around to the right and pull up onto
the far corner. You are safe in the corners from the fire. Stand jump south to
grab the block. Shimmy around to the left and pull up onto the far corner. Stand
jump to grab the ledge and shimmy to the left before you pull up. I found it
easier to crouch and crawl under the fire emitter. When the fire emitter stops,
stand up and use the in-hole switch. Crouch down and do the same for the second
in-hole switch. Use stand jumps and shimmy on the blocks to return to the safe
tile again.
Do the same hard angled jump to get back onto the block with the box. Stand
jump north to grab the block. Shimmy to the corner and pull up. Stand jump down
to the safe tiles at the water level. Wait for the fire emitter to stop and
stand jump to grab the next north block. Shimmy to the opposite corner and pull
up. Stand jump to grab the next block. Shimmy to the left and pull up. Stand
jump to grab the ledge. Notice that a block has dropped near the closed gate.
Pull down the wall switch to open the gate. Enter the room carefully as there
are spike traps on the floor. Pull down the wall switch on the east wall. You
get a cut scene of a gate opening. Ignore the wall switch in the dark corner
alcove. It is protected by spikes. Exit the room and go back onto the ledge. You
can run and jump to grab the block to the south. Shimmy and pull up into the
corner and pull up into the open gate. Enter the room and go north into a dark
corner and press a wall button. You get a cut scene of a block rising. Return
to the room entrance.
Run and jump with no grab to land on the safe corner of the far block to the
east. Go back to the north ledge and enter the room. Climb onto the raised
block. Press the wall button on the dark south wall. You get a cut scene of
spikes in the corner alcove. Get down and now it is safe to pull down the wall
switch. You get a cut scene of spikes near the key lock. Go north and use the
key in the key lock. You get a cut scene of the gate opening near the block
with a box. Do the same tedious jumps and shimmies to get to the block beside
the open gate. Stand jump into the opening.
Enter the room and spikes are triggered on the floor. Time the spikes and run
west. You can stop on the safe corner of the fire emitters if you cannot do the
spikes all at once. Continue west and land on a trap door. It opens and you
drop down a shaft and fall into water. Pick up a large medipack and pull up
onto the south side. Go south-east and pull back a small box between the column
and the steps. Push the small box to the north-west corner and onto the dragon
floor tile. You can see the gate open in the north wall ahead of you.
Enter that tunnel and press a wall button on the back wall. You get a cut scene
of a block rising. Return to the room and go back to the south-east corner
again. Pick a torch off the floor that was under the box. Hop onto the raised block at the
south wall. Light the torch on the lit wall torch. Use the torch to light four
braziers in the four corners of the room. One brazier is behind a column in
each corner. A gate will open in the west wall. Go there and hop up into the
tunnel. Jump onto a ledge and climb a very long ladder on the west wall. Climb
up to see fire emitters in a side alcove. Then back flip and roll to grab a
ledge. Pull up into a tunnel.
Follow the tunnel to a deep pit. There are floating ledges with fires. Stand at
the back wall and stand jump south to grab the first ledge. Shimmy and pull up
into a corner. Stand jump east, grab, shimmy, and pull up into the corner. Stand
jump to grab the west ledge with a fence. Shimmy and pull up into the corner. Stand
jump south to land on the back corner of the ledge and into the tunnel. Go up
the steps and run to the right to avoid a rolling rock.
Go up the steps into a treasure room. Pick up the Fire Opal from the pedestal and
the gate opens in the east wall. Hop into the tunnel and go east. Sprint trough
the popping spikes on the floor. Get through the circular slicer. I use side
jumps but there are other ways. Sprint through more popping spikes. Get through
the second circular slicer. Sprint through more popping spikes. Enter a room
with a Merry Christmas sign on the wall. Jump over the water trench. Pick up the
scroll off the floor to end the level.