BtB2005-14  Skellycombs.

Level by George McIver.

Walkthrough Dutchy & Gerty- D&G Productions.

Some names are in Red for later reference.

1st Room.

You are in a large room, turn around for the Flares and go to NE for some more Flares. Head into the room S of there and past the pool to a pillar standing in the left corner, pull that to the face Tile SW of the pool and a flyby will show the events that follow, a Skellie runs over a trigger Tile and releases a Boulder that cracks the floor S of you open.

Drop in and slide into the water, follow the tunnel to a large room with a lot of closed doors.

Main Room.

There are 2 doors (1) (2) E of where you get out of the pool, one door (3) N and 2 doors (4) (5) W near the other pools. Thereís a pillar and a receptacle for a Star, push that pillar to the face Tile on the other side of the ledge and door (2) opens, get the small medipack left of where you stand and go to the opposite S side for some Ammo. Head for the W door and go into the Bones rooms.

The Bone rooms.

In front is a closed door (exit later) go left and head N, to the left is another closed door, head for the pit in the N end and drop in, go in the passage to a basement where you see a Bird statue, go right and to a water hole, dive in and swim NE, to the right around the corner to find the Laser sight.

Then NE again and up into a room where the Crossbow is, from standing at the Crossbow, shoot the Bones on the other side and a Spirit appears, dive into the water and swim back SW, up to the room and to the Bird statue room, the Spirit will go to the statue return to the N room and shoot the Bones there. Run for the statue again to get rid of this Spirit, head into the S passage and shoot the 2 sets of Bones there follow the passage to the end, go left and up to the right for Ammo, up to the other side to that exit door, shoot the Bones in the SW corner and head N, more Bones to the right and then head to the pit, down and shoot the Bones there, then go into the room with the Statue and wait for those Spirits to get lost, head into the S passage and look in the room left for the Tile that went down.

Go in and follow to a lava-pit with rope, jump/grab the rope and swing to the left side (at the button) as the rest of that ledge is Spiked. Push the button to open a door (4) in the Main Room. Jump back to the rope and swing to the left most side of the exit, as the burners will give trouble if you swing over them. (Or donít go down all the way on the rope and swing/jump/grab the edge of the exit) Go back up and when you climb up to the floor, left and left up to the door to the Bones room. Go N a bit and left at the floor grating, exit through door (2).

Spike Basement.

Head to the W side and enter door (4), drop into the pool below and climb out, go into the passage and you know already that those piles of rubble are deadly, so avoid them. Go past the passage left where you have to run into a bit later in a timed run, go into the next passage right and right into a room with a pool and the exit of this basement up in SE the corner (later).

Stand in front of the lever and save. Pull and a Skeleton appears, ignore and roll fast, run jump once (to get past those Spikes) and go right and left/ left, back through the main passage and into that right hand passage, left at the end and quickly run jump over the left corner of the pool, up the stairs and if lucky into the door just in time. Get the crowbar in there and head back, left in main passage and all the way to the N, left and around the pool to get the Golden Star. Head back through main passage and left into that room with the lever, climb up to the opening left of the face and go up the pole, backflip to the block and the exit door (3) to the Main Room opens.

The Huge room and Horsemanís Gem.

Go to the NW and place the Star to open a door (5). Go into a huge room with several brick structures with passages. Go left and follow to a 1st lever, go W and along the passage there. Past an opening youíll get back to later and come to a pool. Go right and to the end where youíll find the 2nd lever left at the pool, go N from that lever and right at the next pool. Throw the 3rd lever for the door that will open up the way to the top of the room.

Go back to that W passage and into the opening in the left wall, go up to a ledge where a Skellie tries to stop you, jump past him and go around the corner to a jump (with grab) over the lower passage, follow the passages over gaps and to one where another Skellie roams around, go to the end of all the passages and once on the E side there is an opening around the corner to the left. Run jump/grab to that with a sharp left curve and go up the ladder, backflip of and climb the block S, look SW for an opening in the next structure and run jump (no grab) into that one.

Follow to the W side where you come to an end, run jump to the ledge on the roof and see the door (1) in the NW corner go left and past a door (2) left and hop over the Skellie, jump to the button left of the roof and push it to open door (2), hop back on the roof and run to that door, curve right and jump/grab to the opening, get in and follow to a jump over another gap, in the end there is a sloped wall in front. Run jump to it and go right to the flatter ledge, climb up right and go right, look for a ledge in the wall going W and run jump onto that one, go up the ladder in the end.

The Top.

Go to the W side, and look to the right, you can run jump/grab to a roof N and shimmy left around 2 corners. Pull up and backflip/roll/grab the next roof N, go around the left to the 2nd corner and pull up to the flat corner, turn NW and stand jump to the Gem pedestal, go get the Horsemanís Gem and stand jump back to the flat corner last roof.

Opening the escape route.

Shimmy to the E and around the corner, at the next corner (SE) you can backflip to another roof with a flat top, go E and run jump down to a ledge with a button in the NE corner, push the button to open door (1) and a Spirit comes out to play (this Spirit will chase you to the end of the level and you will not make it due to the lack of Medipacks so you will have to backtrack to the only Bird statue in this level), backflip from the button, hop back grabbing the edge and drop from the edge of the floor to the block below and run forwards to the ladder, go down and roll, drop down from the end of that passage and roll, run to the S, up the block left and back into the Main room.

Over to the E side and into that left door in E wall, and left to the pit, down and into the Bird statue room. Leave the Spirit there and go through the S passage. If you want the Secret, go down into that hole in the floor again at the end of the passage, left of where you climb up to exit, go to the Spike Basement. Just before the pool is Secret #1, Ammo.

Go back up, up the ledge left and left to the door that opens, at the grated floor left and through the door, over to the W side of Main room, down again into the Huge room. Go along the left hand wall and back to the W passage in the end, up the right hand passage and follow all the way to that NE corner with the ladder again, run jump into that SW opening again from the block, follow to the end and run jump to the roof with the Skellie, go right and jump up to that open door NW.

Back in 1st Room.

Follow to a door that will open up, youíre back in the 1st room on the S balcony, sprint E and to the end, go left and run jump/grab over the pillars to the N side balcony, go l and sprint to the end where you can place the gem to open the door next to you, go in and be sure to get those Explosive arrows as youíll need them in a bit, push the button in the end and roll, get out and drop to the ground floor of 1st Room, go W and out the big door that just opened, hop over the ridge and enter the new challenge.

Skellie Room.

There are 5 Levers you have to throw around the room in order to open a door in the W of the room, first thing is to arm the Crossbow with the explosive arrows. : - ) 4 of the arrows are needed at the levers, the rest you can use as you please.

Go to the pool in front and left to the SW corner, get up onto the low wall and run jump/grab to the pillar W, youíll grab a crack in it, go around right or left. pull up and shoot the Skellie, throw lever(1) and head N. Stay on the left side a bit and you can spot the ledge with the purple light in the next corner, run jump past the left side of the pillar and shoot the Skellie, throw lever(2) and run jump back to the ledge you came from, head back and try to run jump to that low wall E again, run to the end and hop on the block, shoot the Skellie and throw the lever(3). Turn left and climb up the wall next to the lever, run and jump to the N roof and go to the far NE corner (red light), drop down to the corner ledge and run jump over to shoot the Skellie and throw lever(4).

Go drop down to ground floor and shoot all Skellies bothering you, go back to that low wall and left, to the ladder again. Up and turn right, jump/grab up to the Monkey swing and follow to the pillar W, go left a bit and into the opening there, thereís a room with a lot of rubble on the floor, so watch out as they are all Spike-traps, look for the ledge in the wall to the right and jump in there, now you can go around to lever(5) and throw it to open the exit door down W in the Skellie room.

Finale.

Go out and run jump down to the left so youíll land on the ledge near the lever and run N. about halfway down to the N you can run jump (with grab) into that W door and follow the sloped passage to the end of the level.

07-01-2005.