Portal Runner - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Portal Runner - Strategy Guide (Page 02).
Fire Arrows will be key to getting through the rest of this level, as many passageways are blocked by dead trees. Turn left and go all the way to the end of the ledge to get Fire Arrows, then return all the way to the right end of the ledge. Use Fire Arrows to burn away the dead trees, then quickly change to an Explosive Arrow to kill the Rockman. This will reveal numerous arrows, which can be used later. Now there is only one way to go, and it is blocked by more dead trees. Use the Fire Arrows to 'blast' through. Now Vikki needs to find three Elemental Stones. The Fire Stone (no pun intended) is floating in the air before her; fire at it (no pun intended) with a Fire Arrow to activate it, which will raise a bridge across the two gaps and also create a Checkpoint. Once across the second gap, Vikki should turn left, and launch a Fire Arrow at another dead tree. When the tree burns away, another jewel will be revealed. She should collect it and then go the other way along the path. Shortly, a bird from the air will fly by, spewing flames at Vikki. A few shots with the Fire Arrow will eliminate the thread. Continuing on, there will be a rocky path blocked by a large burning log. Just to the left is a lower path requiring jumps from one rock to another over a small pool of lava; ahead are the needed Water Arrows. Once the Water Arrows have been collected, Vikki can return to the burning log and put out the fire, thus gaining access to the area beyond. This will reveal more Water Arrows and the Water Stone; shooting the Water Stone will accomplish phase two of this objective. While backtracking, a Lava Monster appears; a quick. single shot with a Water Arrow will kill this creature before it has the chance to attack. A Rockman will also shortly appear; a single Explosive Arrow will destroy him. The gate is directly ahead; Vikki needs to make her way around to the right. Ahead will be the Lightning Stone slowly turning atop a strange structure, with the required Lightning Arrows below atop rock pillars which rise and fall. Four shots with the Lightning Arrows are required to unlock the power of the Lightning Stone. Vikki can now return to the gate, passing through a Checkpoint along the way. She can then hop on the rising platforms to make her way to the top of the gate to rejoin Leo and continue to find a way out of the prehistoric world. ==================================== LEVEL 08 World: Erupting prehistoric volcano Play as: Vikki mounted on Leo Objective: Escape before the volcano erupts Hint #1: Meditate on the rising steam. Hint #2: Have you ever felt like you kept spinning around in circles? The first phase of this level involves getting to the base of the volcano. This is relatively easy as long as Leo follows the path (there are few possible deviances) and Vikki keeps plenty of Water Arrows ready to eliminate obstacles and Lava Monsters. For the second phase, again follow the path. There are NO possible deviances this time. The next phase is trickier: finding a way up to the portal. First, the Lava Monster must be destroyed. Then, Vikki can use an Explosive Arrow to fell a stalagmite, which will bring up a ring of floating rocks which slowly turn on the rising lava pool. Here is where things can get hairy. Floating above the empty (lava-filled) center of the floating rocks is generally a health heart. However, this occasionally becomes an Explosive Arrow. When it does, get it, and use the Explosive Arrows to destroy small rocks poking out from the walls of the inside of the volcano; this will allow the lava more ways to spill out and thus slow the main lavafall's flow. Once all the small rocks have been exploded open, ride the center floating rocks up to the portal. The jump to the portal itself will need to be very well-timed, as there is obviously only ONE CHANCE to get it right. After a brief cutscene, the level comes to an end. ==================================== LEVEL 09 World: Medieval Play as: Vikki (separated from Leo) Note: Vikki now wears medieval archer's clothing Objective: Rescue the wizard and find a way to open the locked gate Hint: Knowledge of the movements of chess pieces may be useful here. See the Chess Movements section at the end of this guide for the basics and caveats of permitted chess movements. After the cutscene, Vikki is on the chessboard. Grab the arrow to her right and fire off several shots at the knights. When destroyed, the wizard will approach for another cutscene. The goal now is to get to the Golden Arrow high above the chessboard. Vikki should first run around the chessboard itself and collect the jewels, then head toward the white square placed on the edge of the chessboard itself to be taken up into the air on a level with the other floating squares. It is important that Vikki only keep to the white squares, as 'those black squares hurt!!!' However, many of the squares shift position, and some squares alternate colors between white and black. Also, Vikki will need to kill the guards in the towers on the corners of the chessboard to make concentrating on this puzzle easier. The trick is that after a pass of the chessboard on the overhead platforms, the platform configuration changes, so that Vikki must make her way back to the other end of the chessboard. This happens several times, until Vikki finally arrives at the Golden Arrow. Once the Golden Arrow has been retrieved, Vikki will be brought back to the main chessboard, and a cutscene will show what to do. Do it to unlock the gate and get off the chessboard :-) ==================================== LEVEL 10 World: Medieval forests - picturesque and dark Play as: Vikki Objective: Solve the secret of the stone monolith to break the magical barrier Hint: Call the Elements for guidance. After a cutscene, Vikki and Leo are in the forest. Vikki again begins the level without any arrows, but there are plenty to be found just off the path to the right, and a jewel with a Vista Point just off the path to the left. From the Vista Point, the monolith can be seen. Near the monolith are Lightning Arrows, and a stone-marked space on the ground with a lightning symbol. If Vikki stands on this space and looks toward the monolith, the center pillar rises and turns counterclockwise. Each side of the risen center pillar has a symbol; Vikki must use the appropriate arrow to shoot each symbol to activate that portion of the monolith. If Vikki circles the entire area, she will see that each symbol on the center pillar has an identical symbol on the ground. Now that this has been determined, she must find the other required arrows. For the other three symbols, there is a path leading past the symbol on the ground and deeper into the forest. Beginning with the Explosion path, Vikki can collect more arrows and jewels. Eventually, she will get to a cavern with a downward slope and a pool of some strange liquid at its base; mushroom-like things extend up from it with various jewels stacked above each. Laugh mightily at the quasi-disco scenario as Vikki jumps to the first mushroom!!! Note that the normal laws of physics (as based upon previous experience in the game) do not apply here; instead, this is a low- gravity area, so Vikki can jump both higher and further than she can elsewhere, which can be used to move from mushroom to mushroom and to grab jewels high in the air. Jumping from mushroom to mushroom, Vikki can attain the Explosion Arrows, use one to shoot at the floating tile above the entrance to the cavern, then backtrack to the cavern's entrance. Using the tile, Vikki can attain the many jewels on a high ledge, then return to the entrance of the cavern and go to the Checkpoint. Note that there is also a flying creature in this cavern; killing it quickly will make the rest of the puzzle easier to decipher. Once Vikki uses the Explosive Arrows at the monolith, she can explore the other two paths. There is no Water 'path' per se, but it is obvious that the Water Arrows will be located somewhere near the waterfall. To the left of the waterfall itself is an easy path around to the underside of the waterfall, where the Water Arrows are located. Once retrieved, Vikki can return to the monolith to make use of them as done before with the other arrows. Now Vikki only needs the Fire Arrows to unlock the mystery of the monolith. Go back to the cavern where the Explosive Arrows were found, and the scene will be changed. There are now numerous rock pillars rising from the 'goop,' and a new set of jewels and arrows. Jump from pillar to pillar, get the Fire Arrows, and return to the monolith. Use the Fire Arrows in the same manner as the others were previously used, and the four elements combine to unlock the power of the monolith. Run around the monolith collecting jewels, then go to the center to collect another jewel and the required Golden Arrow (remember from the wizard's instructions in the previous level - the chessboard level - that only Golden Arrows can break magical barriers). There is now one unexplored path remaining, which Vikki should be facing at the end of the brief cutscene. Get the jewels and arrows, then stand back and fire the Golden Arrow at the barrier. Once inside, head for the Checkpoint. Vikki and Leo are now in the dark forest, with mist and fog swirling around seemingly everywhere. Some trees have the ability to move about and throw boulders at Vikki, but Leo can take care of these enemies as she collects arrows and jewels. Vikki should keep moving to the right, following the path and having Leo attack anything that moves. Eventually, there will be a graveyard site; Leo can attack the knight which appears as Vikki continues collecting arrows and jewels. Continue up the hill (as if making a left-hand hairpin turn) and there will be a Checkpoint beyond its crest; go to it. Continuing ahead, Vikki and Leo are ambushed. Again, Leo can attack while Vikki collects various items. There is only one way to go from here (with a few jewels on the side), so Vikki and Leo can keep moving forward through the dark forest until the cutscene takes over and the level comes to an end. ==================================== LEVEL 11 World: Dark forest Play as: Vikki Objective: Defeat the Great Tree Hint: Get ready for plenty of frustration!!!!! From the beginning of the level, Leo heads out to attack the knights and the demon lions, allowing Vikki to run about collecting arrows. Basic Arrows will be fine for eliminating anything which comes to attack her, but two or three shots will be needed to make the kill. Vikki needs to look for the jets of steam, as Explosive Arrows are contained within; these can be used to destroy the stone pillars which generate the knights and the demon lions. Once the stone pillars are destroyed, collect any remaining jewels and arrows and help Leo defeat the last of the small enemies (if any), then head to the Checkpoint. Hop on the leaf and take a ride :-) The trick now is to move up the tree, making use of floating leaves to move from one long branch to another as needed. Also, Vikki needs to take out the distant archers as quickly as possible to make life easier; however, the eyes of The Great Tree (any relation to The Great Pumpkin?) occasionally shoot out fireballs which must be avoided. Note the positions of jewels and arrows, as that can indicate the optimum jumping lane to get from branch to branch when there are no leaves to facilitate such movements. Eventually, one leaf will take Vikki to a small branch-outcropping with a Checkpoint and numerous Water Arrows; the next leaf will float Vikki around to the front of The Great Tree where (while constantly moving) she can fire at the eyeballs to stop the volleys of fire. Once this has been completed, Vikki will be taken back down to ground level. Now she can head into The Great Tree itself, collect jewels, hit a Checkpoint, and jump onto a leaf. This new leaf will float Vikki high up inside The Great Tree. Vikki must jump from one floating leaf to another, even as virtually ALL these leaves are in constant motion. When she gets to the top area, the leaves will form a circle and contain Fire Arrows. Now the final difficult part takes place. The heart of The Great Tree is surrounded by numerous protective leaves, which must be burned away with the Fire Arrows. However, the heart also emits a ball of energy which will hurt Vikki is she is touched. Therefore, Vikki must continually jump from leaf to leaf, collect numerous Fire Arrows, and keep shooting at the protective leaves until she can finally pierce the heart of The Great Tree - WITHOUT FALLING, as a fall from this height will instantly kill her even if she is at full health before the fall. If this feat can be accomplished, then the passageway to the castle will be unblocked, and Vikki will be returned to the ground. Once through the Checkpoint, Vikki and Leo are reunited. The passageway to the castle is on the left; a cutscene soon takes over to end the level. ==================================== LEVEL 12 World: Castle grounds Play as: Vikki (separated from Leo) Objective: Defeat the guardian dragon Hint: Shields up, Mr. Sulu! After a cutscene, the action begins immediately. Vikki should grab the nearby arrows, then head to the lower walkway around the combat area, collecting jewels and getting out of the dragon's line of fire. Slowly, she can make her way around the combat area to face the shields on either side of the raised drawbridge. Using a Basic Arrow on either shield creates Trident Arrows; she can then go back up to and ride a floating platform to collect these arrows. Note that as the dragon's health decreases, the poisonous mist rising from the moat rises higher and higher, eventually making the lower level of the combat area too dangerous. Should Vikki be successful in slaying the dragon (Vikki the Dragon Slayer!!!), a cutscene will end the level. ==================================== LEVEL 13 World: Castle Play as: Vikki Objective: Collect the magical playing cards to open the doors to the castle Hint #1: X marks the spot. Hint #2: Some cards open more than a single door. After a long cutscene, Vikki is outside the castle and needs to get inside. Ahead is a locked door with the Ace of Hearts card on it; to the left of the door is a large chest which allows Vikki access to a window above. Along this initial corridor are many smaller chests as well as Basic Arrows. By using the Basic Arrows, Vikki can shoot at the smaller chests to reveal Trident Arrows, health hearts, and jewels. Once these have all been acquired, THEN Vikki can climb the large chest to the window. The 'window' is actually a doorway. There are numerous large crates here. Vikki must move carefully - if she is spotted, then guards come out of the woodwork (almost literally), and she must fell them all. From here, she can keep moving to the right to reach Ace of Hearts Tower. After gathering the arrows, go to the tile with the blue heart. Once it rises, jump from tile to tile to work upward in the tower. The lines of jewels will show the optimum jumping lane, and - if done correctly - the final jump will also yield the Ace of Hearts card. Vikki can now return to Leo and open the Ace of Hearts door. Vikki and Leo are now in the Entrance Courtyard, with two guards charging toward them - Vikki can fire arrows at one guard while Leo tangles with the other guard. Once these enemies have been defeated, the hunt is on to find the Two of Hearts card. Collect the jewels and arrows and approach the door on the other end; this door is marked with a Joker card. There are paths to the right and the left from here. Taking the left path leads to the West Courtyard; guards will need to be taken out along the way and upon arrival. Once Vikki collects the arrows on the ground, she can return to the entrance to the West Courtyard and climb up on a crate, which gives her access to the next level; here, she can grab jewels and Fire Arrows. Once this is complete, she can return back to ground level. Continuing past the West Courtyard, Vikki and Leo eventually come to the Northwest Courtyard. Following the path to the left, a set of stairs is shown ahead. Climb the stairs (and kill the guard) and turn right. The door ahead is marked with the Ace of Hearts card; entry is access to Two of Hearts Tower. Destroy the... thing... and head inside. Use Basic Arrows to destroy the small chests and collect their contents. Then head to the tile with the blue heart and collect jewels and the Two of Hearts card the same way as in Ace of Hearts Tower. Head back out to the Northwest Courtyard and explore, collecting jewels and arrows. There will be two doors, each marked with the Three of Hearts card; remember this location for later. Return to the path and backtrack to the Entrance Courtyard. Once in the Entrance Courtyard, collect any new arrows and then take the unexplored path; this leads to the East Courtyard. Above on the left will be a lone archer; he can be taken down fairly easily, then Vikki can use her Basic Arrows on the small chests to gain more Trident Arrows. Continuing along the path, the duo will come to yet another door marked with the Ace of Hearts card; inside is the Northeast Courtyard. Ahead is a door marked with the Two of Hearts card, while a door on the right is marked with the Ace of Hearts card; a set of stairs rises to the left. Use the door marked with the Ace of Hearts card to reveal a red jewel perched high above a small pool of water. Above that is a chandelier; if Vikki has any Fire Arrows, one can be used to hit the cord of the chandelier, and it will fall on the red jewel, destroying it but creating a number of blue jewels at ground level, which Vikki can then collect. Back outside, take the stairs up to another chamber, where Leo is told to stay. Vikki can jump across the gap (while collecting jewels) to another chamber, where a guard will need to be eliminated instantly. Basic Arrows will open two more small chests to reveal more Trident Arrows. Moving on to the next area (to the right of the jump), more small chests produce jewels. Moving on, Vikki is on a rooftop connecting two doorways; on her right in the distance below is another guard, who can be easily and safely killed from this distance. Moving ahead, however, another guard triggers an alarm, and several guards appear; Trident Arrows will take out groups of them per shot. Vikki can keep moving ahead, killing guards and destroying small chests until she arrives at a door marked with the Two of Hearts card; this provides access to Three of Hearts Tower. Again, find the tile with the blue heart, and jump from tile to tile to collect jewels and the Three of Hearts card. When finished, backtrack to Leo (and hit the Checkpoint, just in case). Once with Leo, the pair can head back down the stairs and take the door marked with the Two of Hearts card. This leads to a door marked with the Three of Hearts card. This leads to the Northwest Courtyard, where Vikki and Leo explored earlier. Immediately to the right is another door marked with the Three of Hearts card; this reveals a path to The Joker Room. After breaking open the small chests and collecting their contents, Vikki should again step on the tile with the blue heart. This tower is much taller than the others, so a fall is likely to greatly hurt Vikki's health. Once the Joker card has been collected, new jewels appear, which can be gathered by jumping from tile to tile as Vikki descends. Once with Leo, Vikki should hit the Checkpoint, then the pair can head back to the Entrance Courtyard. Vikki should have the Trident Arrows ready; once she enters the Main Hall (beyond the door marked with the Joker card), these will quickly eliminate the enemies. Vikki and Leo are now trapped in the Main Hall, as the way they came in has been shut and locked. Approaching the door at the other end (also marked with the Joker card), there will be a HUGE statue of Brigitte Bleu with a number of blue jewels about its waist and a red jewel continually circling the statue. A Basic Arrow and be used to hit the red jewel, causing the blue jewels to fall to ground level for collection. Once these jewels have all been gathered, Vikki and Leo can round the base of the statue and head toward the next Joker- marked door. A quick cutscene takes over here and the level comes to an end. ==================================== LEVEL 14 World: Toy Store Play as: Leo (separated from Vikki) Objective: Fight your way to the portal Hint: Before beginning this level, refresh your memory of the Leo-specific controls, as they are a little different than the Vikki-specific and Vikki+Leo controls. After an insanely long cutscene, Leo must find a way to the next portal to go to rescue his loyal master (mistress?). The Yellow Army is bent on destroying all who don't look like them, to Leo must be careful on this level. Follow along the edge of the tabletop to the wall and look for the blue button. Pressing the button will raise a train car and allow Leo to cross to the other side. The true battle begins here, as there are Yellow Army soldiers running about, and a Yellow airplane continually flying overhead and dropping bombs. Follow the jewels while avoiding the bombs and killing the Yellow soldiers. Ahead to the right side of the tank is another blue button on the tabletop, but do not go for it yet; instead, go to the left side of the tank, eliminate the Yellow soldier, mover around behind the tank to collect more jewels, THEN go hit the blue button. There is more to this blue button, however, than simply stepping on it. Activating the blue button causes the tank to fire a laser. Facing in the same direction as the tank's cannon is pointed, Leo can time the activation of the blue button with the lowest point of the Yellow airplane's flight, so that the laser destroys the airplane and finally eliminates the aerial threat. This will actually need to be done twice, as there are two Yellow airplanes flying about the toy store. The destruction of the Yellow airplanes will have cleared away some of the toys, revealing several jewels straight ahead. Once Leo gets them and turns around 180 degrees, he can see a red jewel-lined ramp up to another level. At the very top of this ramp is a T-bone steak and a gap that Leo must once. Once cleared, turn hard-left into a new area and head for the Checkpoint. The next puzzle is tricky. This involves very tight quarters similar to air ducts with a large bouncing ball - think of the rolling boulder scene from Indiana Jones. Round the corner, and there appears to be an area where Leo can drop down; do this, take out more Yellow soldiers, and follow the jewels to the next area, which leads to another tabletop. The battle continues, with lasers being shot toward Leo and Yellow soldiers running amok. To the right side of this area is another red ramp, this time lined with T-bone steaks; jump from the top of this ramp to a set of blocks, and jump from one set of blocks to another to the next Checkpoint near the source of the laserfire (yet another tank). Stepping on the blue button will cause the tank to fire one continuous laserbeam (instead of repeated quick bursts of laserfire); this will cause the laser-creation mechanism to overload and cease functioning. Now continue to the right. Take out the Yellow soldiers and go for the TNT detonator. The giant robot which had been firing the tank's laser will be destroyed. The destruction of the giant robot has scattered new jewels all over the area around and in front of the tank. Go get these jewels. Leo can safely go down to the lower level to claim those jewels as well, as the red ramp is once again lined with T-bone steaks, so he can safely make his way back to the upper level and continue on with his quest to save his helpless mistress. Past the TNT detonator ahead on the left is a lookout point. Plenty of jewels and Yellow soldiers can be seen below. Leo can jump down (jump onto the ramp to keep from losing health) and start annihilating the soldiers. Once this is completed, Leo can attack the next TNT detonator to destroy a toy box. Now Leo comes to an area lined with jewels and doll houses. The furniture in the doll houses needs to be destroyed to gain access to various items. Some of the dollhouses also contain Yellow soldiers, so Leo must be prepared to attack. Once past the doll houses, go to the Checkpoint. Coming around the final corner, there are more Yellow soldiers, who must be eliminated. Once these enemies have been eliminated, the tank needs to be moved by using the remote control box on the left (by using a standard swiping attack); the tank will move forward and fall off the tabletop. Rage can now be seen ahead, standing before the portal, which itself is blocked by bands of blue energy. Above Rage, who himself fires blue homing energy balls, lasers are fired. With great care, Leo can make his way along the side of this area, get directly in front of Rage, and time his attacks to destroy Rage before Rage can fire off another of his blue homing energy balls. The portal, however, is still blocked by bands of blue energy. Simply swiping at these blue energy bands will cause them to tumble, and a cutscene will show Leo entering the portal, thus ending the level. ==================================== LEVEL 15 World: Castle dungeons Play as: Leo (separated from Vikki) Objective: Find the way to lower the dungeon (cage) to rescue Vikki Hint: In some puzzles on this level, using the left analog knob providers easier control of Leo. After a brief cutscene, Leo must find and press four buttons on the floor to open the gate to the lower dungeon levels. This is done rather easily, as all four buttons are simply one or two jumps away in the immediate area. Once the gate is opened, however, there is a trap created by continually-firing arrows. Enter the room SLOWLY and immediately turn to the right; the door behind Leo will close and lock. On the wall to the right is a button; press it and run toward the newly-opened door on the other end of the room. If Leo cannot make it out in time, he will be forced to return through the arrows to the button to try it again. Once successful, Leo should hit the Checkpoint. Leo is now back in the room with the tall statue of Brigitte Bleu on a balcony. The objective is to jump to the balcony on the other side of the statue. If Leo misses and ends up on the floor below, he can simply get onto a tile with a blue heart and be floated back up to the original balcony to try again. Fortunately, there are several regenerating T-bone steaks here, so just wait a few seconds for the T-bone steaks to reappear then try again. Once on the other balcony, a button is on the wall to the right; press it, then turn back toward the tall statue of Brigitte Bleu. There will now be several tiles floating in the air and moving forward and backward. Use the floating tiles on the right (to the front of the tall statue) to move toward the second button. Now the trick is to move back the other way to the floating tiles behind the tall statue to land on the tile with the lion image (and the two diamonds floating just above it). When this has been accomplished, the tile will descend and disappear, and Leo can gain access out of the statue room. In the next (small) room, a guard will appear; once he has been eliminated, Leo can then attack the large barrels and collect the jewels within, then move on. Next, he must get past the jets of flame, which is INCREDIBLY easy to do after having dealt with the tiles in the statue room!!! Moving forward, Leo needs to kill the guard, then start attacking more large barrels. When the door opens, head up the stairs; when that door opens, go to the Checkpoint. Attack all the barrels to reveal health hearts, jewels, and T-bone steaks. This will also clear the way to buttons on the walls. When the next door opens, hurry through, avoid the spikes coming up out of the floor, and go to the Checkpoint. The next corridor has two different traps. First, there are the arrows shooting out from the walls; careful timing and plenty of patience will prevail here. Next, there are spiked wheels blocking the second section of the corridor; PRECISE timing here is required to safely get past this trap and to the next Checkpoint. Head up the ramp to locate Vikki trapped in the cage. Note the button ahead; there are three others just like it. All four buttons must be activated while knights come out to destroy Leo. Once this is done, the key on the gate separates and starts circling the area; Leo must use the T- bone steaks to run fast enough to catch the key and pass through the gate to the next Checkpoint. Timing is of the essence now. Leo must jump to a platform with a button, then QUICKLY turn left and jump again before the door closes. Once here, he must then jump another gap, and get past yet another trap consisting of continually- firing arrows. The next room has a few health hearts, which will probably be needed. There are three closed doors here; two are barred, so only one possibility remains. Once through this door, a new variation on the arrows trap is manifested: This time, the arrows are fired from the ceiling in waves at the floor. Once past this, get to the next Checkpoint. Now Leo must head down the stairs and to the left. There are A LOT of large crates and other obstacles along the walls here which must be broken apart to reveal the buttons on the walls. There are also plenty of enemies generated (knights and archers) until all the buttons are discovered and pressed; only then will the door open to the next area. Once Leo moves ahead, a cutscene ends the level. ==================================== LEVEL 16 World: Castle dungeons Play as: Leo (separated from Vikki) Objective: Find Vikki in the cage room Hint: Have you ever left like you were running around in circles, like a dog chasing its own tail? After the cutscene, Leo can look out upon his caged mistress. From here, there is only one direction to go. While avoiding the ghost, Leo can destroy the large barrels and collect the various jewels in the area. The path to the left is a dead-end, so Leo must head to the right instead. In the next area, ahead, there is a Five of Hearts card. To the right is a line of T-bone steaks and jewels arcing over a big gap. Jumping this gap allows Leo to press a button, and then make a similar jump to the left to collect the Five of Hearts card. The aforementioned Five of Hearts card moves, revealing a new area. In the area where Leo is currently, a new floating platform will have raised into the air, and Leo can use this to get back to where he was before. Once here, he can turn toward where the original Five of Hearts card was located previously and jump the gap; should he fall, he can quickly get onto a platform floating on the 'goop' and be automatically raised to jump again. Turning left, Leo comes to a small chamber with large crates; there is nothing of consequence here, so these can be ignored. Continuing onward, up the sloping corridor, Leo finds a room with burning green diamond-shaped keys with symbols and a skeletal creature. Once the creature is eliminated, Leo can run counterclockwise to collect the keys, then move to the center for the other two keys; this will open a new area with a Checkpoint. There are plenty of large crates and many monsters in this new area. Attacking the crates will uncover several buttons on the walls; when pressed, the entry door closes and a platform drop to the floor of the previous chamber. Once on the platform, Leo will be raised to another level. This level has many more large crates which should be destroyed to reveal plenty of jewels. Following this area to its end reveals the Six of Hearts card, which opens the gate one level below to Leo's left; he can jump down without incident and pass through the gate to the next Checkpoint. Pressing the button by the Checkpoint activates a ghost trap. Heading to the right, Leo descends two ramps to the lower area while collecting more jewels. Once 'downstairs,' the feline must jump through the electric hoops to trap the first ghost. The way Leo came into this chamber is now shut and locked. The large door with the four seals should now have one seal broken (from trapping the first ghost). Opposite this large door is a smaller one to a long corridor with many doors - the other three ghosts are here. One ghost can be found at the first door to the left; the other doors (except the last on the left) contain either nothing, knights, or jewels. The last door on the left opens into yet another corridor lined with doors. In this new corridor, the first door on the left contains the third required ghost. Return to the trap room, wait for the ghost to arrive, then jump through the electric hoops to trap this third ghost.
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