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After the entrance corridor is the first room identified by a slippery floor. The left will have some shells and armor, but will cause enemies to approach. The exit is on the right of the room, which is guarded by a few Sirians, and a staircase with a kamikazie approaching. Ascend and take the corridor - this will have an arachnoid teleport in and Kleers burst out of the walls on the left. If they cause too much damage, there's a secret health that you can use.

Cross the corridor then head downstairs, where another ambush occurs - one minor enemy will appear from behind. At the corridor after the U-Turn, marsh hoppers appear at close range. The final room has one arachnoid, before leading to the atrium.

Elephant Courtyard[edit]

On the left is a small tower, containing a tommy gun. Picking it up will start the combat section, which involves larger number of enemies approaching from the other side of the courtyard. The enemies include fiendian Reptiloids which will snipe from the base of the other building, then on the top.

Enter the right-hand building. There's a two arachnoids below. Head to the end of the building and enter the bath to clean yourself (which unlocks the route ahead), and pick up the ammo pack at the bottom of the pool. When returning to the courtyard, an arachnoid will appear at the top of the room, two kleers behind the central wall, and the pushing traps at the top of the stairs will be activated. The courtyard will also have new enemies, including reptiloids near the entry and exit doors of the courtyard. Proceed through the door to the next area (saving the game if you want an upcoming secret).

The next yard starts with a major bio-mehcanoid, and a few minor enemies behind the pillar, followed by six kleers being launched over the wall on the right. Head through the door on the left for a resupply room.

The next yard is on approach to the golden elephant, and will have a few kleers. Also, watch for the reptiloid on the far left tower.

In the outer golden elephant yard, there will be harpies attacking from the air, and reptiloids on the far wall. Enter the building in the middle of the back wall, and flip the switch to unlock the golden elephant area. This will also cause additional haripes and reptiloids to appear. Return to the previous yard, and enter the left building.

The next yard has a minigun, and picking it up causes harpies to attack. Take the doorway to the left, and attack the kleer skeletons that approach from either ramp. Take the golden elephant on the platform, and return to the minigun yard - additional enemies will appear by the time you return. Open the door that's now across from the doorway.

Second indoor area[edit]

The first room has armor, but approaching it opens a trap door, and will require you to jump across a rotating platform. If you avoid the trap, you can bypass that platform.

Note: In HD, there's a bounce pad attached to the rotating platform, which can be used to reach armor or be used as a shortcut to the exit door

If you did not use the trap door, you can follow the path to the exit door, with various enemies appearing in the corners away from the central room.

The other end leads to a small yard with a pegasus statue. Simply defeat the enemies here, although there are a few secrets that can replenish supplies: a switch on the left to unlock a room, and the pegasus status that releases large health. When you're ready, head through the door.

Cage room[edit]

The final room is a simple cage. Two enemies are hidden, but are not an issue. When you enter the cage, the doors will shut and Kleer skeletons will circle around, before entering. Defeat the Kleers to open the exit. Before exiting, you can turn to the right to collect a few supplies.

Secrets[edit]

There are 12 secrets on this level. If playing the HD or VR version, there are 13 secrets.

  1. After the first staircase, take the left passage, watching for a Kleer ambush on the left. This leads back to the first room and a bounce pad on the left which brings you on top of pillars. Jump across the pillars and pick up the secret health.
  2. After entering the elephant courtyard, follow the left wall to find a health pill. Approaching it will spawn minor bio-mechanoids, and the wall will blow up to reveal a major mechanoid and a secret yard. In HD and VR versions, the wall must be destroyed by a rocket instead. It gives a cannon.
  3. This secret yard is a combat section, starting with Major bio-mechanoids, followed by Kleer Skeletons and Sirian Werebulls, appearing at the far end of the yard. Once you can get to the far end, there's a detonator, which destroys the tower to reveal cannonballs and serious speed (barely enough to return to the courtyard)
  4. Outside the right-hand building in the elephant courtyard, follow the outer-wall to the left. This leads to a wall marked by different shading, and an armor shard spawning a Major Bio-mechanoid. Destroy the wall to reveal the secret armor.
  5. After the elephant yard, there's a small area guarded by a bio-mechanoid and other minor enemies. Kill these enemies, and shortly afterward six kleers will be launched from the right-hand wall as if they were skeets. Killing them before they land will give a secret message of killing the Kleers in the air.
  6. In the yard after the Kleer skeet-shoot, follow the right wall to find some rockets. Touch them to reveal a secret mutated plant (a major bio-mechanoid wearing a tree)
  7. Also after the skeet shoot, follow the left wall. Look for a mismatched wall on the side of the entrance building. Black it with a rocket to reveal secret armor.
    Mis-textured wall is a secret.
  8. Continue following the wall from the secret armor to find a secret health in an darkened alcove.
  9. On the outer area of the yard containing the secret elephant, circle around the yard to find a switch to enable a secret yard. This secret yard is across from the entrance to the minigun yard.
  10. In the secret yard, turn to the right and fight off the wave of Kleers. At the end is a set of secret items.
  11. HD or VR Only: The spinning platform has a bouncer that leads to red armor. The bouncer would make just under half a rotation before you can reach it by dropping down.
    Location of secret bouncer
  12. In the final yard with the pegasus statue, follow the left wall to find a switch to the left of the staircase. This secret switch opens a room on the opposite side of the yard containing ammo. Exiting the room has two harpies and reptiloids starting an ambush.
  13. Also in the final yard, jump onto the steps behind the pegasus statue and activate it. This secret horse power will drop a large health.