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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter P » Portal Runner - Strategy Guide (Page 02)

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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