Horus Treasure House
Level by Crespo
Walkthrough by DJ Full
NOTE: There are a lot of flybys in this level. All of
them can be activated more than once.
TIP: While the game is loading for the first time, hold "Jump" and
"Right" together. This way you gonna jump right before you slide down
the slope and be able to land on a theoretically "inaccessible"
platform. It's only a curiosity, there's nothing up there and getting there may
prevent you from watching the initial flyby, so if you don't wanna miss it,
fall onto the slope and it will activate. Get down and go N. Get to the other
side of the heap of gold and watch for the darts activating when you collect
Horseman's Gem. There is also a mummy, but it can't harm you. Go back S and
find a crawlspace on your left. Pull up into it and go through it. Slide down
to watch another flyby. Go N and find a pushable piece of architecture. Move it
on the marked square: 4 x E, 5 x N and 1 x E. The door opens. Run into the next
room and don't stop on the first square behind the door. This way you can avoid
a rolling ball. You can see Ornate Handle on the floor - pick it up. Go up the
ramp and enter a hole above it which the ball has rolled out from. In this
room, you can pick up two packs of normal shotgun shells from the ground and
you need to insert Horseman Gem into its slot to open the door. Go through it
and drop yourself to a corridor with a block. Get the shotgun from the top of
it.
Now you have to avoid 14 rolling balls. To do so, drop yourself into the room,
roll IMMEDIATELY, jump backwards and rolling in midair. Then, sprint to the
other side of the room, noticing a flat part of the floor at the end of it.
Collect Hathor Effigy from there and combine it with Ornate Handle to make
Portal Guardian. Proceed to the next room and watch the third flyby showing you
two more Portal Guardians. You can't pick them up, as they are PUZZLE_DONE
objects. BTW, there is no need to take them - obviously, the author wants to
tell You where to place the key. However, he doesn't tell you WHICH slot you
have to use. It's the right one. The left one sets you on fire. When you open
the door and find yourself in the next room and watch, or skip, or try to move
during another flyby, go through the next door and don't stop ANYWHERE in the
next room. Falling spikeballs explain you, why. Find the exit on your left and
hear the last sound in this level.