Temple Ruins
Unauthorized Walkthrough: Dutchy (with help from Dear Kristina).
CS= crawlspace, MS= monkeyswing, UW= underwater, Jmp= jump, Have fun!
A Gloomy Vault
Follow the passage up blocks and stuff, through a CS to a big Cave with
a ruined Temple Complex. You’ll need 2 Stars to open a door up in the E.
The Yellow Star.
Go E and just besides the structure, past a ledge with Spikes up in the
air S, you can climb the S rockfall, go L into the lower passage and follow it
till you come to a sloped ledge with a Ceiling Spiketrap, jmp on when the Spikes
are about to retract and run off the other side, go L in a small room and
outside, just around the l corner you’ll find a switch, which will open a door
and lower a block in the W side of the cave, drop from the ledge and go over to
the SW block, enter and turn L, Spikes, switches and a Spikewall. The exit
closes behind you, go to the Spikewall and drop into a lower passage, follow up
to the Pillar room.
The Pillar room.
A Secret sounds, pick up Secret #1, the MP and the Flares
and drop to the ground next to the entrance, after you spotted the switch
there, pull it and get back up the entrance pillar again (you may have to lure
the Skeletons away to get up to that pillar). Now jmp to the 3rd pillar
on the S wall, face W and stand R, back up as far as possible into the corner
and standjmp to the SW corner pillar, so you land on the exact corner, you will
not get burnt then, the flame on the NW pillar (with the next switch) will be
off now, turn around and jmp back, stand with your back against the S wall and
standjmp/grab to the pillar N of you, shimmy L around the corner and pull up in
the next, turn NW and standjmp to the pillar next to the one with the switch,
jmp to it and pull, the door in the E opens. Drop to the floor run to the
entrance pillar and go up, to the door and get out through a CS, you’re back in
the Spikewall room.
The Spikewall room.
Look for an alcove up in the E wall, behind some Spikes just L of the
closed entrance block, this is where you have to climb in when the Spikewall
comes at you, stand at the switch opposite the switch behind the Spikes and
pull, roll run over to the next switch and then run to climb into the E alcove,
a bit forward so the wall doesn’t harm you and drop back down after all doors
closed. Stand on the Tile opposite the entrance block and a block will raise
where the Spikewall came from, allowing you to climb into the now opened small
door up in W wall.
The Star.
Follow through a CS to the room where the Yellow Star is kept on
a pedestal, shoot a vase up on a slope to get the ˝ MP and shoot a Hellhound,
drop through the door which opened next to the slope where you shot the vase
and slide to a flame that will turn off, pull the switch to reopen the entrance
to this place and go out to the Cave, to the NW corner where the opened door
is.
The Red Star.
Enter carefully here and stop at the crossing, there are Spike Balls
everywhere.
Spike Ball Alley.
A door opens L, hop backwards into that passage and quickly run back,
into the W alcove, let the Ball go by and follow it into the passage, stop a
bit before and walk up to it, as soon as you see the Ball in front of you start
moving, hop back and runjmp/grab to the ladder over the pit as soon as it
dropped in, the last Ball will drop in behind you. Climb up and shoot the 2
Hellhounds in the dark room, climb up in an alcove and use the switch to
open a set of trapdoors, go to the back of this room and climb down the ladder.
Breakable Bridge.
Slide down and follow the passages to a slide where you see Spikes and a
wooden breakable bridge, slide, jmp to the bridge, turn R and run to the end,
turn L and runjmp to the other side, turn L and runjmp/grab straight to the
wall in the end of this bridge, climb up and R into the CS, follow to the Blade
room.
The Blade room.
Use the Jmpswitch to
the R to get rid of the Spikes, the Blade starts turning, stand R on the
entrance block and do standjmps to the opposite alcove when the Blade comes to
you, there are some Flares on a pillar, you can standjmp there from the pillar
at the alcove, where you can stand safely, drop to the floor as soon as you got
them and jmp over again, follow the passage up the blocks and slide into the
Spikeball alley. Go over the block L and find that trapdoor you’ve opened
before, swim into a small W tunnel.
UW Labyrinth.
Follow to a wider
tunnel with a wooden fence in the end, go into the R hand tunnel, R at
crossing/ L and down/ L into the long tunnel, L at crossing/ up and R to a
small room with a fence, L and up to a room with precious air, throw the switch
to open a trapdoor in the beginning of the Labyrinth.
Dive in and go back to
the long tunnel, go L when you get there and L in the end, up and get the Shotgun
between the plants, swim back for air in the room with the switch. Now swim R
into the long tunnel, up and R, L and L into the open trapdoor in the end.
Throw the switch to open an UW door.
The Red Star.
Get back into the
water and get the ˝ MP in the W tunnel from the trapdoor and swim back
to the long tunnel= R at the crossing, down and L, L into the tunnel to the
small room, but when you go up, go L this time and R into that open door, R in
the second part of the wide tunnel, in the tunnel in the end you will find the
room with the Red Star. Swim back through the UW door, the long tunnel,
the wide tunnel and to the double trapdoor at the Spike Ball Alley.
Get some air and swim
E in the big tunnel, into a room where you can climb out W, climb the centre
block on that wall, climb up N and runjmp to a ledge on a N pillar, turn L and
see a ledge down just R of the big tunnel, runjmp with a grab to land on the
ledge and use the MS to go over to the other side, climb up and throw a switch
in the upper passage to lower a block in the lower passage, a new block raised
too, just around the corner of the passage you’ve visited before.
Climb it and go up
into the room above, walk to the centre of the slope that ends in a lava pool
and turn around, slide backwards, grab the edge and pull up, backflip to a
ledge on opposite side, follow up to where you get a flyby of the top of the
Cave.
The Top of the Cave.
Jmp over to the ledge
at the breakable wooden bridge and look S, run over the bridge and jmp just L
besides the sloped block on the bridge in front, then turn R to land behind
that block. Shoot 2 Vases in the far SE corner to release the 3 Wasps
and start shooting them from far away, so they will die before they come to
you, they might push you off the bridge, one is coming from behind, so be
careful how you move around. Then go to the SE corner and R, jmp around a
pillar to a ledge behind it on S wall. Notice the MS on the ceiling, turn
around so you face SW and backflip onto a sloped block against the E pillar and
jmp/grab the MS from it, go W around the corner L and face the pillar on S
wall, drop and grab the edge, go R and pull up on the thin ledge, go E and into
a CS for Secret #2, ˝ MP and Ammo. (There are different ways to get to
this Secret, this is how I did it.)
Go out, look down L
and shoot the Hellhound on the ledge below the thin ledge, drop to it
and look SW and down to spot a lone dark ledge below, standjmp down to it and
turn SW, jmp into an alcove and hop back, grab the edge and go around R to a
climbable surface at a break ledge, hang R and backflip, turn R fast and jmp to
the ledge on W wall. Climb into a CS and down into a hole to get Secret #3,
Ammo. Climb back up and go out of the CS, from the ledge you’re on now, you
can do a long runjmp N, with a L curve to a ledge on W wall, past the Wooden
Gate. Follow to a gap, jmp N over the gap onto a slope and jmp again, so you
land in a passage with a switch in the end. It will open a trapdoor in a place
we will go next, turn around, jmp to the slope on the other side of the gap and
slide down to ground floor, go to the S wall and use the passage you used the
1st time for the switch to go up to the top of the Cave.
To the top again.
You know, down the
hole in S wall, follow to the Spiketrap, up the raised block, down the slope in
the lava room and when you reach the cave again, turn L to use the ledge where
the Spikes went down to get to the stone bridge, follow to where it goes W, jmp
over to the W ledge and then N, to the NW corner, where you see a hole in the
sandy rock face, runjmp to the small ledge over the hole and use the MS to go
into the NW corner, L and to an alcove with Secret #4, Ammo.
The Snake Stone.
Drop out of the alcove
and down to the lower ledge, stand in the NE corner of it and aim for the
corner of the hole in the N rock face, hop back and runjmp with a grab in the
last moment and you will get in. (If not, change your position a bit and try
again or do a jmp with a L curve.) Inside you will find that trapdoor you
opened. Drop down and shoot the Big Scorp in the next room. Go to the E
side to use the Jmpswitch, a block raised in the centre of the room, get on it
and shoot Scorp 2, jmp off the block, go to the W and into the passage,
follow to a room with Burner pillars.
Runjmp to the first, a
running jmp to the next and 2 standjmps to the switch. Throw it to open the
door in the beginning of the room, jmp in the water and get out at the door,
follow through the Can opener (sidejmp) and slide down a slope, the next
slope has a trap below, sprint R and stay on the L side of the room, where some
spikes are missing, so you are safe till you can step on the higher floor, go
down into lower passage and get the MP R, follow to a room with an
adjacent small room with a door and 2 switches, as soon as you go in, the Spiked
ceiling comes down. Throw the switch next to the door first and roll, throw the
opposite one and roll/duck, get to the opened door and enter. Follow the
passage to a door, R of it you will find the Snakestone.
Get it and go into the open door, climb the l side of the ladder, to one
square from the top, backflip/roll/grab and climb R, backflip/roll/grab and go
up, L and to one square from the top, backflip/roll/grab and climb R,
backflip/roll/grab and go up into the passage, shoot the Hellhounds and slide
into a familiar room.
Place the Snakestone.
Go slide and backflip over to the ledge again and make your way back to
the NW of the Cave, where you can jmp into the Scorpion room again. Climb the block and
follow up to a ledge with a pillar and receptacle on the wall, place the Stone
and see a bridge roll out in the green room in the SE of the cave. Go back down
to the trapdoor, up into the passage you just entered from and stand with your
back to the Cave, backflip, grab the edge of the rock face and pull up/backflip
to land on a sandy ledge, from this ledge you can runjmp onto the ledge in the
NW corner, the one you jmped into the hole from before, climb up into the
alcove the Secret was in and use the MS to go to the small N ledge over the
hole.
Grand Finale.
Runjmp to the grey ledge and go all the way back to the E side of the
Cave, drop down from the bridge at the big doors and open them with the 2
Stars, go in and up into an alcove where you will be attacked by a Lizard,
shoot it and from the ledge under the entrance, you can runjmp onto a centre
block, turn R and see another Lizard on a edge, shoot it and
standjmp/grab up to that ledge, go around and runjmp over to the corner ledge,
jmp up and grab the MS, go over to the other side and drop/grab the CS, go
follow to the Green room. Go over the bridge and up into the exit, walk up the
pillar alley and end this excellent level…
Dutchy.