Valley of the Hell 2
Level by Harly Wuson
Walkthrough by Dutchy.
You start the level in the entrance to a lava chamber. Runjmp to the block in
front, then go to the R side of it and runjmp along the R side to the ledge
with the Shotgun and Ammo, be sure to stay R of the overhanging rock. Runjmp
from here to the other side of the room and shoot 2 Scorps and 2 Hellhounds in
the next passage. Take the ½ MP and stop at the pit, stand 2 steps from the L
wall and runjmp/grab the wooden platform, don’t pull up yet, go L and look
where you have to jmp to, pull up and runjmp/grab with a sharp R curve into the
opening in the wall. Take some Ammo. At the slope with the blade, stand R and
as soon as the Blade is in the R wall, slide to the end and jmp/grab the wooden
platform.
Shimmy R around the corner to about the centre of the r side and look L
in the corner to see the Crossbow, pull up and runjmp with a L curve to the
corner and get it, leave the square it is on and return to the same spot to see
a Golden Rose appeared, Secret # 1. As soon as you take it, a Harpie bird comes
at you, shoot it and runjmp to the ledge with the MP, take it and step back a
bit so you can do a long runjmp to the ledge with the lever in front, take the
arrows first and load the Crossbow with the explosive arrows. Turn and shoot
the Skeleton. When you use the lever, the gate opens in the other side of the
room and a Bug will attack.
Standjmp to the first triangular ledge in the lava and do a runjmp
grabbing so you don’t go too far to the next when the flame is down, standjmp
grabbing to the next and then jmp/grab the rock face, shimmy R to the gate and
get in quick, bothered by a Bug, if you wait with entering the gate till it
flies away, the Bug will be locked outside. Find the crawlspace R of the gate
and go in to the Store room, Boy do I like rooms like this. Only thing is that
you have to shoot a Scorp from the crawlspace before going in, collect all
Goodies including Secret # 2, the 2nd Golden Rose and return to the passage, go
straight and go pull/push the statue in next room to the Scarab tile in the
opposite corner to kill the Spikes on the block, climb it and open the hatch,
go up and at the crossing, go R.
The Crowbar.
Follow to an outside area, see the wooden platform on the hole, stand on
it and drop in the passage below, follow to the reach-in switch room, use the
reach-in switch to open the gate in the wall, (shoot the 2 Scorps) go in and
follow to a pool, in the pool you can find the Crowbar. Go on to the L and
reach a lake, where you can see a building on the other side. Swim there and
dodge the Shark, you can try to shoot it from the ledge in front of the
building or just lure it away so you have enough time to pull the UW ceiling
lever just to the R side of the door, under the ledge in front of the building.
The door opens, go in and enjoy the view.
The Puzzle room.
There are 3 puzzle pieces on the glass floor; they have to go to the red
dotted tiles next to the coloured squares, and with the right colour. Only
problem now is that the floor in front of the pieces is open. Go down one of the
ladders on the N wall and to the puzzle piece in the centre of the room, pull
it to the red dotted tile, this will raise pillars in front of the puzzle
pieces, take the Lasersight in the window at N wall and climb back up, push
green to green, red to red, etc. The Sun Rays will go through the mirrors to
the puzzle piece on the lava pool downstairs, go down again and see the lava
turned into water, dive in and get rid of the Wraith this way, pick up the
Revolver, ½ MP, Ammo and get out through the UW door.
The first Guardian Key.
Swim the tunnel and get more Ammo, climb out and shoot the 2 vases
(Revolver+ Lasersight) up in the alcoves in S wall, water will fill the pool,
so you can get the Guardian Key. Exit through the gate S, Walk through the
Blade traps, carefully looking on which side they hang pass on the other side
to have more time, get the MP on the way and in the next passage, go L and
runjmp/grab the ledge with the levers, pull R lever and drop to the pit below,
dive in the water and pull the UW ceiling lever, get out and climb back to the
ledge, Pull R one more time and then the L lever, runjmp back to the passage
and follow straight to the next room, swim around L corner to the S wall and
pull up to the R hand slope, backflip into the alcove behind to push the
button.
Go back to the lever room and dive in the pool, open the UW door and
swim to the UW lavaroom, stay on the normal tiles or you’ll burn, go R then
follow the sloped floor to the L and go to the corner NW, picking up the Ammo
and MP. Climb out and push the button, drop backwards into the water otherwise
you’ll overshoot the tile and burn. Follow the path to the other side (I
couldn’t pick up the arrows on the crooked floor tile, maybe you have more
luck) Climb out in the NE and slide backwards from the next slope, drop onto a
rock ledge, walk to the other side, shooting a bunch of Bugs and Harpie birds. Push
the R block in the next room into the wall and the floor goes up, shoot the
Bat, then push the other block in the wall shoot another Bat and reach the top
of the room.
Cartouche part 1.
Climb the ladder to
the top to a Spike trap room, go over to the gates and into the L gate which
will open, there is a puzzle piece in a trench with a burner. Pull/push the
piece to the red dotted tile, be sure to push when you reach the burner and
wait for the burner to stop before you go on. The big hammers of Thor will
crush the puzzle piece and you can get the Gate Key and the Cartouche part 1.
The Wraith will chase you when you sprint to the other side of the room, up the
blocks in the passage and back to the Spike trap room, get over to the R hand
pool and dive in to get rid of the Wraith. Get out and use the Gate Key to open
the other gate, follow the passage to the Sand hill room. Climb the sand hill
and up the blocks to the surface, go S and reach a dark pit.
The Canyon.
Stand in the R side of
the edge and look R, see the flat part around the corner, runjmp there and walk
forward To find the part where you can drop off to a lower ledge with Flares,
pick them up and climb all the way down the pit, go E shooting the pistols, not
only for the light but also to shoot Scorps and Hellhounds. In the far E is an
alcove with Secret # 3, the 3rd Rose and a MP, a big Scorp comes out. Try to
shoot it from the alcove and go back to the ladder, get some Flares along R
wall next to the Spike pit. Back on the surface; go past the hole you climbed
out of and to the room NW, there0s a crawlspace which leads back to the
reach-in switch room, but there is an easier way, pull the switch on the wall
and get out of the gate, follow and go R into the tunnel to the reach-in switch
room. Go L into the passage leading to the start area.
Go R and to the Big
pit, follow the path along the S side of the pit to the SE corner, shoot a Bug
on the way over, reach the Crowbar door and open it, go in and follow to a
Lavapit, grab the crack in the R wall, shimmy l and as soon as you can pull up
in the crawlspace, do it, don’t go too far to the burner, crawl L to the alcove
where you can stand, turn to face the room and do a runjmp grabbing to the
pillar when the burner is off. (This pillar has the 5th Rose when you return
here after you took the 2nd Guardian Key) Turn L and runjmp/grab past the
burner to the alcove W, runjmp/grab the ladder and climb down, drop and
backflip into the lower passage and follow to the next challenge.
The Lava Slope.
Look up the slope and
see the stone ledges in the lava, you’ll have to jmp to the 1st , run onto the
2nd, a running jmp to the 3rd, a running jmp sharp R to the 5th, (skip the 4th,
it will take too much time) and a sharp L running jmp to the 6th again a sharp
running jmp L to the ledge on top L. So now you know the route, stand R in the
passage and take one step back from the edge, hop back and do a runjmp, land on
the wooden platform, runjmp through turning L a bit to the 1st ledge, the rest
you know. You’ll probably be fried or squashed a few times before you get to
the top. Climb up into the next passage, follow down to burner alley.
Burner Alley.
You can pass best when
standing to one side, you can stand in the corners of the vertical burners, to
time the next move, run the 1stand immediately hit “walk” and stop in the right
spot, the corner of the 1st vertical burner, save every successful pass and
make your way through. Slide backwards off next slope and grab, pull up,
backflip/roll/grab the other side. Go through the pillar passage, walk with
your nose against the pillar and jmp through when it goes aside, get some Ammo
on the way, crawl through the crawlspace and back off into the room, hang and
climb back, shoot 2 Fire Dragons down in the room.
The 2nd Guardian Key.
Try not to drop them
in between the pedestal and the gate, that place has to be clear of corpses.
Otherwise you’ll have to try the hang in the room trick again or just drop in
and kill, kill. Take some goodies and stand at the pedestal with your back to
the gate. Check the health and run up when the flame is down. Grab the 2nd
Guardian Key, you’ll probably burn, so keep checking the health and roll,
sprint through the gate and roll in the water, keep rolling/jmp/roll etc. till
the Wraith is gone. Grab the MP and hop onto the higher passage N wall, follow
to the ½ MP and then drop off the edge. Go L into passage and follow, drop to
the water and swim, get the MP, get out at the ladder and climb L on the wall,
to the R side of the 2nd block, backflip/roll and jmp with a R curve, grab the
pillar last moment, climb up and from the point you stand, turn Land
runjmp/grab to the opening in the wall. Now you’re back in the Sand hill room.
Cartouche part 2.
Climb the hill to the
surface again and go to the NW, through the room with the crawlspace and R to
the reach-in switch room, back to the start area, go L into the first passage
and follow it to the other side, go out and shoot 3 Samurais quick, before they
take the Ammo, get the Arrows R and follow the path along the N side of the Big
Pit. Shoot the Bug on the other side and open the crowbar door, follow the
passage R at the crossing, reach the small puzzle room.
The small Puzzle Room.
On the ground floor of
the room is a trench, drop in and get all the Ammo in it, then go to the
central pillar, pull/push the puzzle piece to one of the red dotted tiles, go
to the passage and up to the 1st floor of the room, jmp to the walkway and hop
on to the block you raised to push the button, you have to do this four times
(you can drop from the lowered blocks back to ground floor) to get the Hammers
crushing the puzzle piece on top of the pillar, get the 2nd Cartouche piece and
go out through the opened gate in the E wall, get the Ammo and shoot the Ninja,
down in the passage, at the drop off. Drop down and get another Revolver and
Lasersight L in the alcove, take notice of those alcoves here as they will be
your rescue a bit later, see the 2 gates in the E, one on top of the other,
when you walk there, the upper gate opens, revealing a vase, shoot the
vase/roll and sprint like the wind back into one of the alcoves, the Spike ball
passes and you can go up safely.
Climb up R and shoot
the big Scorp fast, get the ½ MP and open the crowbar door, follow the stairs
and reach a Spiked slope, stand on the L side, back to the wall and
standjmp/grab and hold jmp and action till you’re down safely, get the Flares
and go to the Labyrinth. Climb own the ladder and get the Flares, go into the S
passage and to the end, pull the switch on S wall, explore the rest of the dark
labyrinth to get a couple of MPs and get back to the ladder, climb up (a couple
of ghost Knights roam the dark, just avoid them). Runjmp to the pillar W and
then standjmp to the one R, and runjmp to the pillar with the Flares W. There
are some Skeletons around, shoot them off the pillar when they come close. Go
on to the centre S passage and pull a switch there, now go to the NW corner for
one more switch, drop to the dark (by now you should have enough Flares) and
make your way over to the S wall along the W side where a wooden gate opened, next
to a broken pillar.
Take the ½ MP and
slide the slopes, jmp to the flat ledge in front from the 5th slope and go to
the switch. For the gate you just opened you have to go up, for Secret # 4, the
4th Golden Rose. Just do standjmps grabbing with your R shoulder to the wall.
Be careful there are nasty Spikes down there. Take the Rose and climb all the
way to the top of the room, get out through the gate follow the sloped passage
to a pit, runjmp far as you can to R or L slope, slide and jmp, keep on jmping
till you come next to the exit other side, slide backwards off the slope and
grab, shimmy to the opening and go to the next challenge. Runjmp-grab the rope
and go down all the way, climb one step back up and swing a few times till Lara
get her legs up, jmp-grab the next rope, swing once and jmp/grab as soon as you
are close to the exit.
Slide backwards into
the next room and shoot the vase in the alcove, the sand rises, get the ½ MP in
the alcove and get out of the room before the Mummy gets you. Slide into next
room and dodge the Mummy till the sand gets high enough to get out. Slide to
the Sand hill room.
To the Building.
Climb to the surface
again and over to the Big pit, N side, follow the path to the NE Crowbar door
you opened before, go down to the ground floor of the puzzle room and R into
the trench, at the entrance, get Secret # 5, the 5th Rose. Return to the Big
Pit point where you can runjmp/grab to the pillar in the pit, the one with the
½ MP on it, be careful, Lara gets stuck on the down sloped edges, just turn and
take 3 sidesteps, then runjmp/grab the 1st pillar. Get the ½ Mp and runjmp to
the next pillar, from here L, but first runjmp/grab the last pillar to get the
Ammo, when you really want Secret # 6, you have to go on to the Se side of the
Big Lava pit and into the crowbar door there, shimmy to the alcove and jmp to
the pillar, get there 6th Rose and go back the way you came in, to the Big Lava
pit and over to the central mushroom pillar and runjmp/grab to the ledge in
front of the building with the slots for the Guardian Keys. Open the gate and
slide down into a nice room.
The Beetle room.
Beetles pour into the
room, ignore them for now, just check your health, run into the passage R and
follow to a room with pillars, runjmp to the 1st pillar and to the next, go
over to opposite corner and turn shoot all insects and other enemies, when they
are gone, runjmp back to the 1st room, into the opposite passage and get the
Torch in the alcove L in the end, never mind the pickups, get them later,
believe me. Go back to the room with the pillars and just run to the water
covered floor, into the R hand passage and light the Torch there, roll and run
back to the water room, R and runjmp onto the low block in the corner, turn L
and runjmp to the high pillar, over the pillars to the 1st room again and light
2 wall lamps there, next to where you dropped into this room, roll and get out
of the gate on the other side, stop and turn, the Beetles are gone, now you can
go get all Goodies, in the water room and the passage where you got the Torch.
Go to the gate again
and check your health. Drop/hang hold on to the edge in the next room, a Harpie
attacks, pull up again and sprint into the passage, roll and shoot it. Now
enter the room it came out of wade slowly around the pits and get all Goodies
before you climb the ladder, some pits are safe, not the green ones, they pull
you to a lava pit. Up the ladder is a passage with Spikes, run through and
slide, jmp in the end, to get through the Spikes at the bottom of the slope.
Spike room.
2 passages with Spikes
in front, R + L, go into the L and push in the block, throw the lever inside,
slidejmp back into the room, to the other passage, same MO. Shoot a Demi God on
the other side of the monkey swing and go over there, take light damage from
the Spikes, get the MP and up the next passage, run through the Spikes and push
the block, go past, up and L, get the ½ MP and pull the block in the end once,
go around L and to the next block, push it in and push the L block in all the
way, then R block once, go around it and push it back, go to the dark block in
the corner and pull it aside to open the exit. Slide down and push the button,
which seems to be stuck, because Lara uses her shoulder to push, the gate opens
and you’re back at the Big Pit. Hang from the edge and drop/grab the block
below, use the monkeyswing to go N and enter the passage.
Getting the Hand of
Sirius.
Run off the edge and
slide down, jmp from the end of the slope and grab the crack, shimmy r and pull
up, check the health and save, run into the next room, where a Demi God rules
over the Glass house, you can’t shoot him, but he can shoot you. Run over the
pit in the corner and runjmp/grab over the next, jmp up to grab the monkeyswing
and go over to the other side, duck into the crawlspace get the ½ MP and go
over to the ladder, climb up and backflip to the higher passage, take the MP
and shoot the Demi God from the upper floor. He will drop the Hand of Sirius.
Go get it. Now we have all we need to leave this area. Climb the ladder and
follow this passage to use the Hand in the passage R, place the Cartouche to
open the gate S.
New Surroundings.
Enter the gate and
slide/drop into a Shark pool, get the Grenades R side and exit through the
tunnel far L, up into the next room, take the Goodies and climb down the
ladder, let go and drop from the sloped ledge into a shaft, follow it to the
Ghostly Knight room. Here are several pickups scattered over the floor and 2
Golden Stars in the NE and SE, debris will fall from the ceiling here and
there, the Knights will try to chop you to pieces, when you got all Goodies,
and the 2 Stars, go to the pillar you can climb in the centre of S wall. Runjmp
to the one E, to the N, shoot a Harpie bird and go over to the triangular
ledges on the next pillars, they are tricky, standjmp from point to point,
standjmp/grab to the higher one, get the Ammo.
Standjmp to the ledge
on W wall, then to pillar N and ledge N, get Ammo runjmp to the ledge in the NE
corner, turn R and runjmp S to the sloped ledge with a L curve, grab the edge
and shimmy R, pull up in the end, get Ammo, runjmp to the corner ledge. Stand
with your back in the corner and standjmp onto the higher pillar next to it. Go
over to the ledge in the SW corner and get the Ammo, climb the ladder there and
reach the Residence of Thor and the Dragon Ladies.
The Residence of Thor and the Dragon Ladies.
When you get up there you’ll meet Thor, slamming his big hammer on the ground,
sending shockwaves through the floor which can hurt you bad, only places you
are save are in the water pits and on the blocks next to the purple pillar in
the centre of the room. On those blocks are the receptacles for 4 Golden Stars.
The other 2 are behind the 2 Lava pools in the N and S, go get them and place
all 4 Stars on the blocks, 2 Dragon Ladies emerge from the Lava pools (they
will throw fire bolts and Locust swarms at you). When you get the Horseman’s
Gem (at least that’s what it said in the inventory, but it looked more like the
Amulet of Horus) from the top of the pillar, pillars raise around the room. First
go to the S block at the pillar and standjmp to the 1st pillar, standjmp to the
next and a running jmp through to the next and a stand jmp to the button alcove
in the W wall, get the MP, check the health in this safe corner and drop to the
floor, run to the N block at the pillar and do the same on the other pillars,
when you run through the gate, the level ends.
Super level.
****I did it My Way****
With a lot of help from Moonpooka, thanks!
Dutchy.