THE CUBE ROOM
Level by pvonr
Walkthrough by DJ Full
PROLOGUE
Turn around and climb the polerope to get Horseman's
Gem. Get back down and put it in the receptacle to open the door. Go through
it. There's another receptacle ahead - but You don't
have a gem yet, so get out of the corridor through the hole above You. Climb
the next polerope, get the Gem, 6 x normal shells, 6 x wideshot
ones and a gun making You able to shoot them. Go back, insert the Horseman's
Gem and throw the skeleton behind the door into the water (You can do it with Your shotgun).
UNDERWATER MAZE
Hop into where the skeleton has just fallen in and find the hole in the middle
of the bottom. Follow the left wall of the underwater maze to find the air
pocket on Your way to the dry platforming
zone. Pass the N row of pillars to find and kill a SAS in the following alcove,
where You are supposed to press the large wall button.
This flips the last room, inverting pillar alignment, so You
can runjump/grab/pull up on the first one of the
unexplored row, and follow its first half. Hop on the second row and continue
jumping to the far switch. Press it and hop back into the water to follow the
left wall again and find the underwater door open. Swim some more to spot an
air pocket (it's an obligatory one - You will die without taking a breath
here!). From there, swim down through the nearby corner hole and, just like You did for the last time, follow the left wall (the right
corridor contains another door to open). Surprise! An air pocket! Get out of
the water and pull the lever switch. It opens the door mentioned in last
brackets (You may not know about them if You tend not
to read brackets - and in such case, You won't know about this warning as
well). Return to the maze, go right on the first junction because the left
corridor is a dead end, and ahead on the second, as the right corridor is the
one You came from. Resurface in the final pocket and
behold a pushable pillar.
SOME CORRIDORS AND CRAWLSPACES / FINDING THE SCARAB PIECES
Actually, it's better to pull it than push at first.
Find a not-well-supported-ceiling hint and place that not well support under
it. The support won't support the ceiling, but it will open a masked door
somewhere close by. Follow the corridor behind it to find a room filled with
four pillars. Unlike their fella from the previous
room, they support the ceiling quite well imo. There
is also an exit in the corner opposite to the entrance, and the jumpswitch near the entrance, opposite to the exit. Throw
it (the jumpswitch, not the entrance) and it opens
(the exit, not the jumpswitch). Enter the exit to
exit. Enter the Corridor of Shatter Crawlspace, named by me after a crawlspace
full of shatters. Enter the crawlspace and shatter all shatters to find Mechanical
Scarab. There is another crawlspace several steps behind You.
It contains no shatters, but there is Ornate Handle to handle. OK, OK, I know!
I already find those lousy word jokes disturbing, so You
must be already annoyed by them. Go back through both crawlspaces and step into
another big hall with Portal Guardian slot. You are missing Hathor
Effigy. See the jumpswitch? It's too high, but there
is yet another crawlspace next to it with missing part of the key in it. Get
the item, combine it with Ornate Handle and place the complete puzzle in its
slot. That gives You access to a staircase, with a SAS
going downstairs. Keep him at a safe distance and he won't manage to shoot once
before he dies. Reach the 1st floor, spot the door, get Winding Key from the
crawlspace (combine it with Mechanical Scarab) and throw the familiar jumpswitch to open the door spotted in the beginning of
this sentence.
THE SCARAB IS USED / MORE CRAWLSPACES
Get upstairs once again and use the scarab twice to deactivate spikes. After
the second time, check a two-crawlspaced pit on Your right to retrieve the scarab. Back in the corridor, go
down the ramp and de-harm the last trap at its bottom. There is one more set of
spikes ahead, but the scarab can't work anymore - however, use it to get rid of
it and retrieve some memory bytes. Next, grab the wall crack and, shimmying
above the trap range, watch it deactivate with smile on Your
face. Drop behind it, check the crawlspace for some normal shells and climb the
ladder.
CAVES
Follow the sandy passage. Ignore the door but find a
passage on Your left. Kill 2 bats in the next part of
the cave. Find a crawlspace. Get through. Go left. Kill 2 more bats. Hop into
the S watery passage. Follow the right wall to find a large medi.
Continue following the right wall to spot a really narrow hole. Swim in for
another Horseman's Gem. Resurface and place the Horseman's gem in the
receptacle near the far door in the last corridor. Follow its longer part to
find a bright chamber with a jumpswitch. Throw it and
go back, behind the gem door. The other door in this corridor is open - go
through it, and the last accessed part of the passage, to find Yourself at the edge. MS to the next jumpswitch
and throw it. Get back to the previous jumpswitch
room. The nearby block is raised - use it to grab the crack above it. Shimmy
right, enter the crawlspace and hang on its other side. Shimmy right and SAVE.
Drop on the slope and do a series of sliding/jumping, with the last slide done
backwards to grab the ledge. Shimmy left and pull up
into the next corridor. SAVE and time the darts (or sprint through them - if You're lucky, they won't harm You at all). Again, it's
recommended to SAVE. Press the switch and the last door in the cave is open.
Follow another crawlspace, climb the ladder and get through the last crawlspace
in this part of the game to drop in a familiar place. You should remember the
way to the door. If not - it's in a cave before the one You
killed the first two bats in.
GRAND STAIRCASE
Behind the door, kill 2 dark scorpions and pick up Pharos
Knot. Drop through the hole back into the initial pool. Get out of the water
and place the puzzle in its slot. Behind the door and the following corridor,
kill 2 descending SASes and proceed to the next room
(don't go upstairs) to behold some pushables. Look
more carefully - there is a hole above the rightmost one, and the ladder in the
hole. Climb it and pull the lever on the top to open the door. Not the door in
front of You - it is the door on the top of the stairs
You recently ignored. Behind it, another killable SAS awaits You.
Behind him, another crawlspace awaits You (in the left
wall). Behind it, another stairs await You. At the bottom, another corridor... No wonder even I don't
like my own sense of humor... and a crawlspace. Get
in. And through. And into the water.
And through the water, going left at the junction and then following the right
wall to find an air pocket with a switch. Throw it, go
back to the first junction, swim ahead, and then (paste the remaining part of
the end of the last phrase here). Hop into the water, return to the first
junction and follow the left wall to find the third pocket with the third
switch. This opens the third underwater door. You should know where it is, and
the last pocket above it, containing a lever switch. Pull it and leave the maze
the way that led You in. In the preceding corridor, a
block has raised. Hop from it to grab the ceiling and MS to the far crawlspace.
Get in and kill a scorpion before picking up Horseman's Gem. The slot for it is
downstairs, but the path is no more accessible, so You
need to go ahead on the junction and climb a set of pillars to throw a switch
on the top, what opens the exit at the end of the other corridor beginning on
the right of the crawlspace junction. Going through the door brings You back into a familiar place, so You can return to the
hall, place the gem in the receptacle and open the underwater door to pass the
next corridor. There's a switch at the dry end - press it. This opens the
second door on the top of the grand stairs (in the place where You have killed the last SAS). Go through to find Yourself at the bank.
DRYING THE POOL
The goal is: visit the side rooms to un-flood the pool. Begin from the S part.
Climb the ladder, grab the crack, shimmy left, drop and grab the crawlspace
edge, go through this hole and climb another ladder. Behind the crawlspace,
grab the crowbar from the top of the pillar and jump on the other column to
reduce drop damage. Back on the ground, return to the pool room and enter the N
chamber to move some blocks: clear the NE corner to reveal a crawlspace. Get in
and draw Your weapons: You can kill a SAS from here.
Get out and press the switch: the pool is dry. Follow the next crawlspace and
the corridor for not to reverse all this pushing/pulling. Slide down to the
start point. You know the path, so get back to the pool room and press the
switch in it to unlock the Golden Star behind the central door. Use the crowbar
to obtain the item. Place the star in the middle receptacle located in the
initial pool area.
QUEST FOR KNOT
In the revealed corridor, there are two crawlspaces: the first one is low and
contains a grenade gun + 14 normal charges, the second one is high and leads to
a platforming zone. Equip the grenade gun and do a
series of slides to blow up the mummy at the end, just before landing on a flat
surface. Go upstairs, MS across the area and drop into the pool. Don't dive
deeper yet - get out first and find a switch in the crawlspace in the left
wall. Throw it to raise a door You shot the mummy next
to. Now dive and swim up when the path splits in two. Get out of the water and
time flames (tip: SAVE/LOAD trick helps a lot if You
have no time for this) for big medi and Horseman's
Gem. Go back and check the remaining underwater corridor for a way out. Swing 2
ropes to land on the ex-mummy pillar. Go through the new corridor to find
another rope in front of You. Use it to get back in
and through the crawlspace which led You here.
Continue through the spiral corridor to the HG receptacle. Place the puzzle and
dive into another underwater maze. On the junction, spot a masked, narrow
opening and swim through for Laser Sight. Leave the alcove and proceed into a
pool with a red vase in the middle. This is the thing You're supposed to
destroy - and You can do it in two ways:
- SHORTCUT: You think You need a revolver or a crossbow? Nooo!
Throw a grenade above the vase and let it sink... the door is open and the
crossbow part is skipped!
- INTENDED WAY: go in the unexpored underwater
opening and R, L, R, and L into the last narrow opening. There is a crossbow
inside. Combine it with laser sight and annihilate the urn! As You can see, the shortcut wasn't as great as it seemed to
be. Get in the last UW corridor for a Pharos Knot
behind it. Drop back into the familiar passage and go left to return to the hub
pool.
SURROUNDED BY DOORS
Place the knot and slide'n'bounce off the slope
behind the unlocked corridor, curving left to land in the transverse passage.
It leads to another slope - slide'n'bounce off it to
grab/pull up into the crawlspace. Pull the following lever. Now the room below You is flooded, so drop in. 4 doors around You, all of them
closed - we need to open them! Dive and follow the corridor to find a dry
switch at the end (remember the UW door on Your way
here, and a HG slot in here). Press it - the first door above the last pool is
open. Go through to find a jumpswitch in the NW
corner. Pull it and the opposite door is open as well. Behind it, locate a vase
- also in the NW corner - and shatter it to raise the third door. This time, in
the SE corner, there is a polerope and an alcove
following it, containing a switch. Throw it (to deactivate spikes at the bottom
of the slope where You probably spotted Horseman's
Gem). In the NW corner, find a crawlspace and a ladder following it, and
another crawlspace following the ladder. Go through and hang. Drop from the
rightmost point of the crack for not to lose health. Slide down for Horseman's
Gem, MS to the far jumpswitch, throw it and bounce
several times to land on a safe block. SAVE. The door leading out of the watery
pit next to You is now open. It leads to the already
visited UW passage. Go right at the junction and resurface in the slot room.
Place the Horseman's Gem and the last door above the pool is now open. Get
through it and follow the corridor into the...
EPILOGUE
Go through the nicely textured passage to grab the prize.