Skellycombs Walkthrough
Back to the Basics: Level 14
Walkthrough by Dutchy & Gerty
MS=Monkeyswing, CS=Crawlspace, MP=medi-pack, have fun!
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 L
corner, pull that to the face Tile SW of the pool and a
flyby will show the events that follow, a Boulder 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. There’s 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 ½ MP L 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 L and head N, to
the L 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 R and to a water hole, dive in and
swim NE, to the R around the corner to find the
Lasersight.
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 L
and up to the R 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 R 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 L for the
Tile that went down.
Go in and follow to a lava-pit with rope, jmp/grab the rope
and swing to the L side (at the button) as the rest of that
ledge is Spiked. Push the button to open a door
(4) in the Main Room.
Jmp back to the rope and swing to the L most side of the
exit, as the burners will give trouble if you swing over
them. (Or don’t go down all the way on the rope and
swing/jmp/grab the edge of the exit) Go back up and when you
climb up to the floor, L and L up to the door to the Bones
room. Go N a bit and L 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 L where you have to run into a bit
later in a timed run, go into the next passage R and R 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, runjmp once (to get past
those Spikes) and go R and L/ L, back through the main
passage and into that R hand passage, L at the end and
quickly runjmp over the L corner of the pool, up the stairs
and if lucky into the door just in time. Get the crowbar in
there and head back, L in main passage and all the way to
the N, L and around the pool to get the Golden Star. Head
back through main passage and L into that room with the
lever, climb up to the opening L 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 Horseman’s 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 L and follow
to a 1st lever, go W and along the passage there.
Past an opening you’ll get back to later and come to a pool.
Go R and to the end where you’ll find the 2nd lever L
at the pool, go N from that lever and R 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 L
wall, go up to a ledge where a Skellie tries to stop
you, jmp past him and go around the corner to a jmp (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 L. Runjmp/grab to that
with a sharp L curve and go up the ladder, backflip of and
climb the block S, look SW for an opening in the next
structure and runjmp (no grab) into that one.
Follow to the W side where you come to an end, runjmp to the
ledge on the roof and see the door
(1) in the NW corner go
L and past a door (2)
L and hop over the Skellie, jmp to the button L of
the roof and push it to open door
(2), hop back on the
roof and run to that door, curve R and jmp/grab to the
opening, get in and follow to a jmp over another gap, in the
end there is a sloped wall in front. Runjmp to it and go R
to the flatter ledge, climb up R and go R, look for a ledge
in the wall going W and runjmp onto that one, go up the
ladder in the end.
The Top.
From the top W side, you can runjmp/grab to a roof N and
shimmy L around 2 corners. Pull up and backflip/roll/grab
the next roof N, go around the L to the 2nd corner and pull
up to the flat corner, turn NW and standjmp to the Gem, go
get theHorseman’s Gem and standjmp back to the 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 runjmp 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 MP’s 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 L and back into the Main
room.
Over to the E side and into that L door in E wall, and L 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, L 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 L and L to the door that opens, at
the grated floor L and through the door, to the W side of
Main room, down again into the Huge room. Go along the L
hand wall and back to the W passage in the end, up the R
hand passage and follow all the way to that NE corner with
the ladder again, runjmp into that SW opening again from the
block, follow to the end and runjmp to the roof with the
Skellie, go R and jmp up to that open door NW.
Back in 1st Room.
Follow to a door that will open up, you’re back in the 1st
room on the S balcony, sprint E and to the end, go L and
runjmp/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 you’ll 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 L to the SW corner, get up onto
the low wall and runjmp/grab to the pillar W, you’ll grab a
crack in it, go around R or L. pull up and shoot the
Skellie, throw lever(1) and head N. Stay on the L
side a bit and you can spot the ledge with the purple light
in the next corner, runjmp past the L side of the pillar and
shoot the Skellie, throw lever(2) and runjmp back to
the ledge you came from, head back and try to runjmp to that
low wall E again, run to the end and hop on the block, shoot
the Skellie and throw the lever(3). Turn L and climb
up the wall, run and jmp to the N roof and go to the far NE
corner (red light), drop down to the corner ledge and runjmp
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 L, to the ladder
again. Up and turn R, jmp/grab up to the MS and follow to
the pillar, go L a bit and into the opening there, there’s 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 R and jmp 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 runjmp down to the L so you’ll land on the ledge
near the lever and run N. about halfway down to the N you
can runjmp (with grab) into that W door and follow the
sloped passage to the end of the level.
07-01-2005
Back to Top