LIMBO/Chapters 14-26

Chapter 14: Blowguns
There are two crushers ahead. The first triggers if you miss the jump to the central platform, while the second triggers if you jump on the center. They are easy to get past, and you can jump over the pit.

After the pit, you will see three hostiles armed with blowguns. Retreat and jump over the pit. You will see one fall into the pit, but the others will get past. Continue retreating past the two traps - the others will trigger them as they pursue.

Chapter 15
The next obstacle is a set of two doors after a set of two ropes and two blades. These two doors are raised by hanging on one of the ropes, but slowly close if you aren't weighing the rope down.

There is also a movable cart. It needs to be placed just left of the rope hanging between the two blades.

To raise the first door, climb to the upper platform, and grab the rope (climbing up to avoid the blades), and wait for it to stop. Quickly jump off, and run to the lower floor and catch the bottom of the rope just before it reaches the blades. Grab the second rope to raise the other door, and make your escape.

Chapter 16: Brain parasite
A parasite shoots from a plant and hits you in the head. This parasite forces you to walk forward and reverses direction upon contacting bright light.

You will walk down a steep slope, which has a pit at the bottom you should jump over.

Next, you will encounter a crate. Jump over it. When the bright light forces you to turn around, push the crate under the ceiling creature, then climb the crate. The parasite gets removed, and you can freely move onward.

Chapter 17
There is a wheel to power a building in the background, but it's unoccupied.

Head to the right, and you will find an animal hiding in a cove. To lure it out, jump on the nearby platform to have the mushrooms drop something onto the ground. When the animal eats the food, land to its right and chase it towards the wheel.

Start the generator by pulling the lever. The animal will start running.

To the right is a small pit that needs to be filled with water. First, pull the log in the pit towards the middle. Climb back out, and grab the chain to fill the pit. Jump across before the water drains, and proceed to the large pipe.

Chapter 18
Before pulling the lever, slide the crate under the trap door, climb up, and open the trap door. Pull the lever to start the water flow, and stand on the crate.

Jump to the ladder and climb. Run to the cracked crate, and pull it. Stand on it, and jump to the next platform before the crate starts to sink. This sets a mid-chapter checkpoint.

Run forward, and jump to the middle platform as you slide down. Open the trap door to let the ball escape, and quickly close it as soon as it pops up. Push the ball to the right, and quickly climb to the top. Stand on the wooden platform, and you can exit the chapter by moving right.

Chapter 19
A nice beam of light from the sky, and a short walk later is a brain parasite. First, pull the box to the left, and walk under the parasite to have it attach. You will turn left, and need to climb the box to jump onto the platform. You will turn right when you reach the bright area.

When you head towards the ladder, you will stop sideways movement until you jump off. You can also climb up and down. Jump to the right ladder, and climb to the bottom. Jump across the pipes, until you reach another bright area, which turns you left. However, the pipes collapse, causing the water to rise.

When you reach the ladder, quickly climb, and jump to the next one. You should reach the light, and turn back to the right, and still be able to reach the ladder before water covers the platform.

Wait at the top of the right ladder. Eventually the pipe from below will float up, providing you with the means to cross over, and the removal of the parasite. Complete the chapter by climbing the next ladder.

Chapter 20
Nothing too special in this section. Move right, and jump over the gap. At the downward slop, jump at the bottom. Next, jump onto the rain gutter and climb to the top. Keep holding up even if the gutter detaches from the wall. At the top, jump onto the roof.

Chapter 21: Hotel
The Hotel sign is partially electrified, and stops progress. When the 'H' turns off, jump across it to the O. Have it strike the 'T', and slide down on the left. Reach the power box and turn off the power.

With the power off, you can climb up the rain gutter, and safely jump over the letters.

Chapter 22: Glass dome
To the right is a ladder on wheels. Push it to the right, and climb the ladder. When rolls to the left, jump onto the cracked glass. You need two attempts to break through. When the glass shatters, jump onto the light at the bottom of the slope. Jump to the rope on the left, and it will lower you to the ground.

First, head to the left, and push against the wood scaffold until it starts to topple. Back up to let it safely collapse.

Move to the right to get hit by the brain parasite. You'll safely walk past the collapsed scaffold, turn round, and walk along a series of platforms.

Chapter 23: Buzzsaw
When you step on the button, you will trigger an advancing buzzsaw. Slow down to make sure the crate lands ahead of you. Before the saw strikes the box, climb it, and jump over the saw.

Your parasite will be removed.

To escape, return left to the hanging platforms. You will need to walk back and forth on the lowest platform, to allow it to swing up and down. This lets you jump to the other platforms, and return to the elevator you passed.

Chapter 24: Elevator
To the left of the elevator is a crate. Pull it onto the platform, and activate the control to raise the elevator.

If you push the crate to the right, it will catch on the pivoting platform. Place the crate on the left of the platform, and pull the elevator platform to the right. Be sure to activate the control to make sure it isn't pulled back to the left.

The elevator will hold the pivot down, allowing you to push the crate under the rope (which you can climb.)

Chapter 25
You are at another buzzsaw puzzle. Activate the left button, wait 1 second, and walk to the right button to activate it. The left box should drop, and you need to pull it under the right box. This creates a stack that you can use to climb up.

The requires precise timing. Adjust the delay if you're too early or late.

Chapter 26: Mosquito
Slowly approach the mosquito. When it flies, grab it, and it will carry you to the platform above.