Crystal Temple 2.

Level: Emoo.

Walkthrough: Dutchy

CS= crawlspace, MS= monkeyswing, UW= underwater.

In the room where you start, push the pillar towards the gate and exit after you took the Flares and Ammo, jump over the pit, go L (see the gate in front, it will be open later) and sidejump through the Canopener (I finally found out that side/jumping seems the best way to get through, always back flipped) Take the MP and look up in the hole in the ceiling a bit further, jump/grab the Jumpswitch and go back to that gate, enter and get the Shotgun on the pedestal, the MP to the R of it and jump over the Skeleton, to activate the trap and get the Ĺ MP. The switch on the wall activates the gate past the Canopener, but it is timed, so you have to jump to the exit, R and sprint, hit "Alt" just before the Canopener and through the open gate, be careful, thereís a Demi God around the corner R, you can quickly pick up the 2 boxes Ammo and then take care of him.

The Portal Guardian. (Golden Vraeus in my book)

Notice the Gate and the Guardian receptacle and go up the Ladder, from the "Sun" Tile on the L, backflip/roll/grab the ladder behind. Go R and up, Pull up in the R corner and backflip, jump and side jump R to get out of the way of the Chain, you can pick up the Ammo under it, by crawling and taking some damage. Go to the gate and it will open for you, this room is heavily booby trapped, so look on the ceiling for the right path, the Tiles with the crosses are the Spiketraps, follow the path all the way around to the Portal Guardian and the Spikes will be deactivated. Go for the MP in the corner fast and dodge the Skeleton on your way to the Chain, runjump onto the R hand slope as far as possible and slide/grab, go down the ladders to the receptacle and open the gate to the Water Labyrinth.

The Water Labyrinth.

Dive in and you will be taken to the lower tunnel to the L by the current. Go L and up, use the UW ceiling lever and go back, straight and L into a room with a "Sun" Tile, go to the far L corner and the gate opens, in and in the L corner is the 2nd UW ceiling lever. Use and go to the other corner of the room, L around the "Sun" and into tunnel at bottom, L and up for air, here you can take a MP and the Grenade gun, guarded by a Steam blower. Swim back through the Sun room and out of the small gate, L and follow to a crossing, get Ammo in the pit L and swim back to the Sun room into R hand tunnel and R, around the corner carefully to time the swim through the Canopener and up in the room where you can pick up the Revolver, use the switch and get the Uzis around the next corner. Sidejump through the Canopener and arm with the Grenade gun. Blast the Demi God to Kingdom come, get another Grenade gun and jump to the centre ledge to get the Torch, light it at the entrance and go light all other torches to open the exit. Follow the passage jumping through the Canopeners to reach the Lava room.

The Lava room.

There are several ledges to get you to the switch on the R side of the room, SW are the Crossbow and Flares, NE another Grenade gun and Ammo, if you want them, be my guest, I left them, cause there will be a Wraith following you every move. Had a hard time opening the gate and getting there as it was, so I didnít bother getting them. Standjump to the ledge a bit R and in front, standjump to the next and a running jump to the 3rd, turn sharp R and a runningjump/grab to the ledge with the switch, another Wraith will join the fun so pull hop back to the R corner, runjump to the corner ledge, sharp L curve and do a runningjump/grab to the gate ledge, get in fast and jump up and down in the water till the Wraiths are gone.

The Torch Labyrinth.

There are 5 Torches to be lit in order to open the NW gate, be sure to walk slowly and along the walls, so you trigger the Blade traps, but donít get hurt too much. Pick up the fresh Torch, light it and go L, jump over the Skeleton (trapped) and get the Ammo, turn fast and shoot the Skeleton now go back and past the Chain to the N. light Torch #1 to the R and go to the NE corner for a Ĺ MP, turn W and on the R side is Torch #2, go W and L into the centre passage, watch the trap and light Torch #3. Follow this passage S and another Skeleton will awake L, go on to get the MP L in the end and light Torch #4 there, walk around the back and along the W wall slowly and trigger the traps, light Torch #5 there and go slow to the gate.

The Golden Star.

In the next room is a receptacle for a Star, we will have to get somewhere, go very slowly to the MP and trigger all traps to the N passage. A Ball with Knives drops from the ceiling. Stay well clear and crawl under to the bridge. Sprint over the Bridge, Blades popping up behind you. Pick up some Ammo on your way to the Spikeball room.

The Spikeball room.

See the block on L wall, where you can stand, runjump a bit diagonal over to it and immediately sidejump R, Ďcause another Spikeball you didnít see yet drop on your head if you donít jump, let yourself slide and hop on the block again, look next to the entrance, R side and runjump/grab the ladder, go up and from the ledge, standjump onto the sloped block on W wall, slidejump/slidejump and land on a ledge at the Star, drop down to the "Sun" Tile with the Crowbar below and standjump into the corner on E wall, runjump back to the block and go up once more, now crawl to the Ammo and stand up to get this and pry the Star off the wall, you can go back 2 ways, jump the sloped blocks and grab the ladder, backflip to the block or go to the Sun tile and take this route, runjump into the exit, you pass the gate R which will open placing the Star. Go back to the receptacle, watch out for the Blade traps in the room, they are active again. Place the Star and go over the bridge last time to enter the gate. Follow the passage past next gate to be opened to the Pillar room.

The Pillar room.

Pull the pillar L to the Tile in front of the entrance the gate in the passage opens, but when you push the pillar out of the way, the gate closes, you have to pull a second pillar to an opened alcove in the back of the room, now the one in front of the exit can be moved, go enter the gate and slidejump over the sloped block in front slidejump again to reach the safe floor, go to next room to take out the Demi God in close combat. Take the Key of Victory and go into one of the next gates; they lead to the same passage. Take the Ĺ MP and the next gate will open for you on approach.

The Boss of the Demi Gods.

Take the MP and here is a Boss running around on a block in the centre of the room, on the block, 4 sides are receptacles for the Victory Keys. One is already in your possession. The 3 others you have to collect using the 3 switches on the ledges, which will open doors below them. The door under the entrance is a way back up to the place you stand now.

First thing I did was take out the competition, 1st the active Demi God in the NE, then the one in the SW, which will come alive when the other one dies. Drop from the ledge (or run off to land in the water) and land in front of the door which will take you back up, you can open it with the switch on L side pillar, take the MP on the R hand pillar and go for the 1st Demi God NE, keep moving while shooting and check the health regularly. When heís down, go and do the same to his Buddy in the SW. The Boss will only shoot you when you are on the ground floor, and now you have to work your way up. Go to the door W and take a MP in the CS on the R, up the ladder and backflip to passage, go up next ladder and do a runjump to the closest rope, swing directly to the ledge on S wall and pull the switch to open the door below, drop and go in, through the Canopener and shoot the Demi God in the back room.

Take the 2nd Key of Victory and go place it on the Bossís block. Go back upstairs and go to the N ledge, switch and drop, follow the passage full of Canopeners to get the 3rd Key of Victory, go back to place it an up again, go with the rope to one of the ledges N or S and from there to the next rope (donít stand with your back to the switch when you runjump to it, stand just beside the switch), swing to the E ledge and use the last switch. Drop or run into the water and enter the door. Here are several Wraiths that will haunt you, run back to the water every time you get one, or collect them all if you want and go to the water once, in the NE corner you will find the 4th and final Key of Victory if you go straight there you will probably get only one Wraith, go place the last Key and backflip into the water, roll and swim into the E side tunnel, go R for a Ĺ MP and L to the N for the gate you opened, swim out and follow to the end of the level.