UB1 -
Recruiting Demon Smalls Walkthrough
Authorized Walkthrough by Sutekh
CS = Crawlspace - MS = Monkey Swing - L = Left - R =
Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ =
Running Jump - RJ+G = Running Jump + Grab
-- GENERAL NOTES --
* Items in Bold are necessary to complete the levels or
get the secrets, either by using them, picking them up or
both.
* You'll find a Spoiler Section and a summary of the level
at the end of this walkthrough.
* This level is very much non-linear, so the course given
in this walkthrough is only one among many. It generally
follows the shortest route and/or the safest one.
Story
Underworld Unfinished Business Story
The demise of the Lizard King has created a dangerous
power vacuum that has thrown the Underworld into chaos.
Osiris is anxious that this vacuum should not be filled by
another evil Dark Soul, and so he has assembled a team of
specialists, headed by Anubis, to deal with any emergent
malevolencies. You have been ‘requested’ to join.
At some stage this team will have to venture down into
the Maw of Chaos and to the bowels of Hell itself to restore
the balance. The only safe way down is via a demonic ghost
train that departs from a station located somewhere
underneath Castle Orr. Accessing this station, and summoning
the train, will require the skills of a specialist called
Demon Smalls…. He must be recruited….
Recruiting Demon Smalls Story
The diminutive Demon Smalls is the Underworld’s most
talented ‘engineer’. Using the magic rules that govern the
Underworld, Smalls is famed for having created many clever
magical devices which almost behave like they follow
scientific principles. Unfortunately, his place of work -
Demon Heights - has been corrupted by the malevolent Dark
Souls.
Demon Smalls himself is also under the same bad
influence, so a crack team of demonic musicians has been
guided through the Nothings by Anubis and sent to Demon
Heights to restore harmony and bring Demon Smalls back to
the path of demonic righteousness. You have been sent along
as well - as backup. But as the musicians attempts are
immediately scuppered by the twisted Demon Smalls … it’s now
up to you to sort out the mess….
The best of demonic luck to you!
Gameplay Objectives
- Collect 2 tuning forks
- Help the musicians restore harmony to Demon Heights and so
bring Demon Smalls back to his senses so that he will
willingly join your team for future missions.
Specific Pick-ups
You'll find mannas From Hexham during your journey which
are small medipacks.
****************************************************************
== Welcome Back to the Underworld! ==
-- Outdoor Area: Demon
Heights --
Objective: Open the way for an upcoming task then enter
the Museum
That little white creature with a top hat you've just seen
in the opening sequence is Demon Smalls, engineer
extraordinaire (and he doesn't like being called a "little
white creature with a top hat", by the way). Anubis has led
you here through the Nothings to find a way to recruit him
to help you in your upcoming tasks in the Underworld. So now
is time to get to work.
First off, don't go in the white opening behind you (S): the
Nothings are there and they won't lead you nowhere. Collect
the flares behind the crate
to your L (SW) then turn around and head N to the mouth of
the cave, without forgetting to greet your divine boss on
your way.
Those rocky mountains all around are Demon Heights, and
you'll explore them thoroughly quite soon. And why not start
right now and get your very first Secret?
Turn R immediately after the cave
mouth. If you look closely at the rocks there, you can see
there's a high diamond-shaped recess.

To get up there,
go to the triangular rock below, position Lara slightly away
from the bottom, facing the tip of the triangle and do a SJ.
Pick up Secret #1: a
Manna from Hexham.
Back-flip to return on ground level.
Mountains Climbing
Turn L (NW) and locate the high pillars topped by boulders.
Run between the two leftmost ones. You'll see tall poles
supporting high platforms to your L (SW). Turn to them then
run straight past them until you reach some sloping rocks.
Your ascension begins here.
Continue ahead (S), jumping over the slopes when needed
until you reach a flat ledge. Turn L (E) once there and make
your way to the "end" of this side of the mountain, again SJ
over the slopes when needed. You're almost there.
Turn L (N) and look up. See that zip-line? That's your next
destination. Make your way to it, jumping over a last slope,
but don't use it yet: another secret awaits you nearby.
The next jump is a bit tricky.
Position Lara as shown:

Hop back and do a
RJ with a R curve while holding Forward as well. You'll land
on a flat triangular ledge. Turn L to face the corner of the
wall you can see in the distance, step back as much as you
can and do a RJ with a R mid-air curve to land on flat rocks
near the wall. Run to the latter, turn L (N) and run to the
corner. Do a SJ with a hard R mid-air curve to land on
another flat ledge beyond said corner.
Turn R (SE) to face the wall
other corner and run there. You should now see a shiny
object in the distance below and wall as the top of a lower
wall. Turn slightly R and run off. You'll slide to the top
of the wall. Run along it until the rocks supporting the
shiny object is on your L, turn to it and do a SJ to its
top. Pick up Secret #2: a Lucifer's Star.
Return to the top of the wall
with a SJ, turn around and drop down from its other edge,
then turn around again. Notice the tall pole with an "I"
shaped platform on its top to your L (NW). Run to it and
slide to ground level. Turn L and run past the tall poles
with platforms to find yourself back at the bottom of the
path leading to the zip-line. Make your way to the latter
like you did the first time.
The Trapped Platforms Puzzle
Hit Action to grab the zip-line and slide down. Keeping
Action pressed, you'll let go at the end and will grab the
edge of a square platform below. Pull up.
Turn 135° L (SW) to take a look at the other platforms. Some
are burning, and some
are lined with spears, hinting they're very much trapped at
the moment. What you need to do is deactivate the traps one
by one to make your way to the platform with a chain hanging
over. Since this is a puzzle (and the first one of many),
you'll find a detailed solution in the Spoilers Section at
the end of this walkthrough, would you need it. Once the
puzzle is solved, you'll be on the aforementioned chain
platform.
The Boulders Gauntlet
Make sure Lara's facing the exact S (you can drop down from
the platform and pull back up to that effect), then jump up
and hit Action to grab the chain. Climb up until
Lara's head is right under the stone supporting the chain
then back-flip to land on a platform behind. Ignore the
goodie for now and immediately side-jump L to another
platform, then R to be back on the first to avoid being
crushed by the boulders
falling on you. Pick up the Manna
from Hexham.
From where you stand (i.e. the center of the tile), side
jump L, then L again. SJ forward, immediately back-flip but
don't SJ forward to avoid the last
boulder, the platform
ahead is now burning.
Side jump R instead to be back on the middle platform. Now
that all the boulders have fallen, side-jump L a last time
to return to the leftmost platform and turn around (N).
A Timed-Run with a Twist
Do a RJ to the silver platform ahead then another to the
golden one which turns out to be an elevator. Wait
for it to lift you to the upper level, where you'll find
lots of platforms coming in three flavors: gold, silver and
transparent. You can also spot a burning large decorated
platform ahead on a roof, with a zip-line above. This is
your next goal, but you first need to extinguish that fire.
Turn around (S): there's a decorated block ahead in the
distance, which is there to turn that fire off. You can use
the platforms to get there, but not in any order. Some of
them are fake and you'd end up plummeting to certain death.
Order is as follow: Gold, Transparent, Silver. With that in
mind, reach the decorated block.
As expected, the fire is now turned off, so going there
should be a walk in the park. By the way, did I mention the
fire is timed?
First off, and before starting anything, keep in mind that
you're now going the other way and so the order of the tiles
is reversed: Gold, Silver, Transparent. The first safe tile
is Gold, and you can start your timed-run from either
closest one, but I found it easier starting with the L one.
Go to the L corner of the
decorated block, turn to face the far L corner of the gold
platform ahead, hop back and do a RJ with a R mid-air curve.
Turn R to face the silver platform and do a SJ then another
one to the transparent platform. Take one single running
step, stop then do a SJ to the gold platform and another one
to the silver platform. Immediately run with a L curve and
do a RJ to the transparent platform then a side-jump R to
the gold platform. Run with a R curve and do a RJ directly
on the decorated platform.
An Interesting Discovery
You're now standing on another elevator, so wait for
it to lift you to the zip line then use the latter.
Don't wait for the end of the line to let go, though. Do so
just before you're above the I-shaped platform (mind the
spikes to your R). You'll probably lose a tiny bit of health
in the process.
Go L (N) and run to the end of the platform. There are tall
pillars ahead, each topped by a boulder. Shoot the first
one. It will break its gangue and make it fall. Now
do a SJ to the pillar and, from there, shoot the two other
boulders to make them fall in turn. There's a flat ledge
ahead in the distance, beyond the third pillar. Go there
with RJs.
Enter the opening, run along the corridor and past the open
door to enter a room (the door will shut behind you). Look R
(N). The device beyond the gap is a Gravity Trimmer which
you'll need to activate in order to be able to jump over the
gap with a torch in hand. Needless to say, you need some
material you don't have yet, so forget it for now.
Notice the gas pipe on the wall ahead, then the statue on
the alcove to your L (S). The statue is movable and
holds a lamp in its hands. Push/pull it to position it on
the gas pipe to light the lamp. This will be useful later to
light a torch, but, more importantly for now, it has also
opened a door at the end of the corridor ahead (E).
Enter the corridor and run to the end past the newly opened
door to find yourself back on ground level in the outdoor
area, knowing that you've now opened the way to the Gravity
Trimmer and the torches.
It's now time to visit the nearby Museum. Run to the tall
poles then turn R (W) then R again (N). You're now standing
before the very closed entrance of the Museum. Both Demon
Heads you can see on each side of said entrance are very
shatterable, so shoot them to open the door and follow Demon
Smalls in the bowels of the Museum.
-- Indoor: The Museum, Upper
Areas -
Objectives: Collect the Anti-Gravity Apple then find a
way to reach the Lower Areas
A Day at the Gallery

As hinted by the sign at the entrance, there are interesting
exhibitions to visit here, which you're going to do right
now.
First, a little detour to see one of your upcoming
objectives. Run down the stairways to your R (E) and enter
the Tuning Fork Room. You'll see a tuning fork on a pedestal
with some little orange demons flying around. You'll soon
have to stop them all in order to secure the
burning floor under the
pedestal and get the tuning fork.
Now that you're more informed, return near the entrance and
go past the two galleries. You can, of course, take a closer
look at the paintings if you so wish, but be warned that the
red demon one in the First Gallery and on your L hides some
nasty fireflies. In case
they're after you in spite of this advice, simply crouch to
lower the damage they deal and wait for them to go away.
Turn L after the Second Gallery, then L again to pass the
Mood 1 Room and enter the Anti-Gravity Apple Room. This
Anti-Gravity Apple is one of the items you'll need to
activate the Gravity Trimmer. It's right now protected from
your thieving hands by a force field, but you're working on
it.
Enter the next room (Mood 4), notice the paintings on the
wall and the matching tiles on the floor, this is a part of
a puzzle you're going to solve soon, but you don't have any
mean to do so for now. Go L and climb the stairs to reach
the Braziers Room. This is where you start.
You remember those demon heads you shot to enter the Museum?
Those four are shatterable too. Shoot them, they will
lift and activate a mysterious mechanism that will "light" a
nearby frame on the wall. What this means is that the Mood
Puzzle can now be solved.
The Mood Puzzle and the Apple
(See the Spoilers Section for the solution to the Mood
Puzzle)
Leave the Braziers Room through the S passage and run into
the Demon of the North Room. Go to the iron structure on the
pedestal (which is the Demon of the North itself) and hit
Action to pry off the crowbar.
Now run ahead (E) and enter Mood 3 Room and do what you have
to do there.
Go to the passage S and go L (E) once there. Mood 2 Room is
beyond the stairway to your R but don't go there yet: a
small detour for a secret first.
Continue to the end of the
passage and go R there to enter Demon Catz Room. Just like
the Cheshire Cat, Demon Catz has a smile that can somehow
vanish... so go to it (the mouth of the cat in the picture)
and... go through it to enter Secret #3. Pick
up a 2nd Lucifer's Star then return to the nearby
room and from there to the wide passage.
Enter Mood 2 room at the bottom of the stairway to your L
(S), do what you have to do then return to the previous
passage N. Go L (W) and keep running until you reach the ½
Pig Room. First things first, a little something for another
secret.
You're going to perform a bit of
"functional exploration". Go face the pig's rear end and hit
Action to get to the bottom of things... Pick up Secret
#4: a Manna from Hexham.
Run up the stairs (SW) then run through the passage past the
two openings to enter Mood 1 Room. You'll see Demon Smalls
passing nearby, lost in his thoughts and mumbling. Again, do
what you have to do here to go on solving the Mood Puzzle
then leave the room by the W passage.
Enter the Apple Room (the Force Field around the Apple is
still up) and cross it to be back in Mood 4 Room. Do what
must be done here for the last time and behold the force
field disappearing. Now simply return to the Apple Room and
pick up the Anti-Gravity Apple.
You need something else to put it to use, so now is time to
visit another part of the Gallery. Go through the W opening
then run L into the passage. Use the crowbar to pry the door
open and eventually run through the hole at the end of the
passage to reach the Museum Lower Areas
-- Indoor: The Museum, Lower
Areas -
Objectives: Find and flip down four demon switches to
stop the orange demons in the Tuning Fork Room then leave
the museum by its high exit.

Here, the Galleria Demonica will become a bit less artistic
and a bit more demonic... so watch your steps. Exit the
water by pulling up on the edge ahead (S) to enter the
Fountains Area. The passage to your L (E) leads back to the
Upper Areas, so ignore it for now.
The First Demon Switch and the Effigies Puzzle
Run ahead past the beige column and on its R and stop at the
second stone column. There's a jump-switch here to
your L (E). Jump up and flip it down, opening a door in an
UW tunnel. Now go dive in the Eastern Fountain Pool (the one
L). Swim through the tunnel on the other side and past the
newly opened door until you reach a small pool. Exit the
water: you're in Demon Smalls Effigies Room.
There are many effigies here indeed, two paintings on the
floor and a closed grate in the L (W) wall. Since what
follows is indeed a puzzle, you'll find the solution in the
Spoilers Section at the end of this walkthrough. Once the
puzzle is solved, the grate will be open.
Climb into the alcove and flip the demon switch down:
one of the little orange demons in the Tuning Fork Room
stops flying around. Three more to go.
Leave the alcove. You'll have a glimpse of Demon Smalls
roaming in the corridors, still mumbling. Return to the
Fountains Room via the UW tunnel you came from and the
Eastern Fountain.
A Well Hidden Second Demon Switch
Exit the water by the L (W) edge then go L (S): there's a
painting of Demon Smalls on the wall between two slightly
raised platforms supporting effigies. Go walk on both
platforms: the portrait lowers, revealing an alcove.
Climb in it then go R into a passage running along the
Effigies Room. Flip the second demon switch down and
return to the Fountains Area.
The Water That Wouldn't Remain Still
Go L (W) once there then run ahead past the Western
Fountain. Go R there between the stone columns and locate
the jump-switch in a recess to your R. Flip it down
to open a door in an UW tunnel that starts in the Western
Fountain.
Dive in it and swim into the tunnel to your R (W). You'll
soon find yourself in a high-ceilinged, partially flooded
room. First turn around (E) and swim to the R corner (SE)
ahead to pull an UW lever on the base of the column,
opening a grate near the very top of the room.
Your goal here is to shoot a Demon Smalls head hanging from
the highest platform. The problem being that the water level
changes on a regular basis. First, try reaching the highest
platform first by first remaining at the lowest platform
level just under the surface then swim up as soon as you can
and pull up (look at the Demon Head above: it disappears
when the level rises).
Pick up the Uzi, draw it
then walk back to the edge of the platform, standing in the
middle. Save (in case you miss your target). Wait for the
water to lower (look at the columns: when there's no more
dancing lights, the water is low). Hop back and shoot. When
you shatter the demon smalls head, the room
completely fills with water.
Swim up then through the opening in the N wall to enter the
UW Maze.
An Underwater Maze and a Surprise
First off, swim L along the wall past two pillars then R to
locate the air hole and surface to replenish your O². One
it's done, swim ahead (N) past the column then L (W) along
the wall and pick up a manna from
Hexham. Return to the air hole.
Swim ahead (S), R (W) at the hole then L (S) again and
locate the narrow tunnel. Swim through it to the end where
you'll stand up in shallow water.
There's a grate on the wall directly to your R but it's very
much closed for now so wade ahead across the room. Turn R
(W) when you reach the next to last fountains and look up:
there's a demon smalls head to shatter up there.
Draw, jump up and shoot.
As soon as it breaks, several things happen. The level of
the water rises in the UW maze (granting you access to the
room above the air hole), the grate in the N wall opens and
the aforementioned surprise makes a noticed appearance in
the form of dozens of bugs.
So no time to waste.
Run R (N) to return to the entrance of the room and quickly
pull up in the passage beyond the newly opened grate. Crawl
a bit then grab the ladder on your R as soon as you
can stand up. Climb to the top then release Action, hit it
again immediately and hit "Duck" before Lara's legs go back
on the ladder to slip in the CS above. The bugs can't reach
you now.
Crawl ahead, turn around then drop down into the water maze
below. Turn around then swim R along the wall and columns to
finally return to the air hole. Swim up and pull out of the
water in the room above.
Fun with Levers and Two More Demon Switches
Run down the stairways (N) then cross the room to find
yourself at the edge of a large hole lined by three sets of
ledges and overlooking a reddish pool (which water is very
much deadly): the
Western Pool. If you look down and L, you'll see a lever
on the lowest ledge: that's your next goal.
There are several ways to reach it, but the easiest and
simplest is the following:
SJ to the L ledge (N) then turn to the wall and step back to
the edge. Hop back holding Action, release it a moment
before grabbing the edge then quickly hit it again:
you'll land on the ledge below. Repeat the same process to
reach the lever on the lowest ledge. Push the lever: the
water in the pool is now clear, fresh and safe.
Jump in it and swim through the L opening (E) then L (N) in
the passage before the other pool. Swim up at the other end,
exit the water and run up the stairs. You'll reach a passage
lined with windows through which you can see a room with a
lever on a hot patch of floor in the center (the Lava Lever
Room on the map). Since the windows prevent you to get
there, go flip down the third demon switch at the
other end then return to the Western Pool via the tunnel and
swimming R at the junction.
Cross the pool and swim through the other tunnel (W). Pull
out of the water to enter the Lava Lever Room.
First things first, go flip down the fourth and last
demon switch on your L on the W wall. The four demons
have stopped and the floor under the tuning fork is now
safe. This said, you're not going for it yet. At all. Your
immediate next goal is to safely reach the lever in the
center of the room, which means securing the floor around
it.
Doing so is simpler then it seems: you see those orange
lights? What you need to do is jump over all four of them
and the floor will be safe. Proceed with diagonal RJs and
you should succeed easily.
Go push the lever: a chain appears in the center of
the Central Pool, N of the Fountains Area. So return to the
Western Pool via the UW tunnel you came from then reach the
Central pool by swimming ahead (E) once there.
Lollies Bouncing
Pull up on the central platform then grab the chain
and climb up. Turn 90° L once you've passed the hole,
back-flip and turn around. Run along the corridor (you saw
Demon Smalls strolling there a while ago) and past the
translucent devil painting (you can pass through it, but
it'd lead you nowhere). You'll find a ladder to your
R at the end: climb and pull up.
There's another ladder ahead, slightly translucent and a
long set of suspended giant lollies you'll use in a moment
for a bouncing party. But first, let's go for a secret.
Walk to the edge then side-step R
to the wall. Turn 45° R (NW) to face the ledge lined with
columns, hop back and do a RJ to land there. Run along the
wall to the other end of the ledge, stopping between the two
last slopes and turn R to face the wall. There's an alcove
below, hidden by a translucent painting. To reach it, you're
gonna use the same trick as for the lever on the ledge above
the Western Pool. Step back to the edge, hop back holding
Action, release before grabbing the edge then hit it again.
You'll land on the very edge of the alcove. Go pick up
Secret #5: a Lucifer's Star.
Now you have to get back to the
translucent ladder and the lollies. Go to the edge, turn
around and safely drop down (you'll lose a bit of health in
the process). Quickly crouch to avoid being hurt too much by
the fireflies
that attack you. Once they're gone, climb up the chain again
(the Central Pool is ahead) and make your way back to the
translucent ladder and the lollies.
The key here, once you've started the bouncing sequence, is
to keep Jump pressed until you're on "safe" ground.
Walk to the edge and side-step L to the wall. Do a SJ+G to
the ladder, pull up then jump to the first lolly, the second
then the third. Do a L mid-air curve to reach the fourth
(but not a too hard one or your jump would be too short).
Jump to the fifth then the sixth, each time with a L mid-air
curve. Do a hard L mid-air curve to reach the seventh at the
"corner". From there, simply keep Jump pressed until you
pass the opening and slide down the slope.
You're back in the Outdoor Area.
-- Outdoor Area: Demon
Heights, Take 2 --
Objective: Get the second tuning fork then restore
harmony in Demon Heights
A Detour Via The Museum For The First Tuning Fork
Run to the end of the passage then safely drop down at the
end. You'll find yourself on a terrace with two skeletons
sitting at a piano (the Pianos Terrace). Those pianos are so
out of tune that the skeletons don't even dare to play, and
that's why you need the tuning forks. Since you don't have
any yet, run L (E) and push the lever near the edge.
A chain appears nearby allowing you to easily get back to
the terrace later.
Right now, simply run off the terrace to land near the
Museum Entrance and run through it. You're going to get that
tuning fork now. Go L (E) once you've jumped to the Museum
level and run down the stairs to enter the Tuning Fork Room
on your R. Go get the 1st
tuning fork on the pedestal then leave the Museum
to go back outside.
Engineering, Get Those Anti-Gravitons Ready and Prepare
for Teleportation!
There are two doors in front of you (S): the Toilet Door
ahead and a wooden one to your R (SW). Go to the latter and
pry it open with the crowbar. Enter a small storeroom and
search the leftmost shelves: you'll find a
Food Blender. Combine
it with the Anti-Gravity Apple and you'll get a very green
juice of Useful Anti-Gravitons. Remember that Gravity
Trimmer you found a while ago? Time to activate it.
Return to the outdoor area and run ahead (E) to the poles
supporting the high platforms. Turn L (N) and go climb the
stairways leading to the Gravity Trimmer Room. Once there,
RJ+G over the pit, go to the Gravity Trimmer facing S
and pour some Useful Anti-Gravitons in it. It's on now,
meaning you can do a longer jump over the pit. Go get a
torch, return to the
edge facing the green beam of anti-gravitons and do a RJ
over the pit, landing on the edge.
Light the torch on the statue then run down the
stairs to return to the outdoor area. There's an unlit
brazier to your R (W) and a spiky round thing beyond which
happens to be an inactive teleporter. Go light the
brazier and drop the torch (you won't need it anymore).
The teleporter is now active. Jump in it to be
transported at the top of the northern cliffs.
Pressing Matters of the Liquid Type
Run along the passage to reach a room with a bowl in the
center. It contains some brown steaming matter and bears the
symbol of a tuning fork. Something is required there to
induce a chemical reaction that you don't possess yet. But
you still can push that lever to your L.
Proceed: the Toilet Door opens, much to Demon Smalls' relief
as you'll see in a moment. Return into the passage you came
from. A cut-scene will show you one of the reasons why Mr.
Smalls was so grumpy. Wait for the cut-scene to end - it
gives an interesting idea of demonic anatomy, especially
when it comes to their bladder size - then return to the
teleporter arrival pod.
Turn around, hop back and slide. Grab the edge then drop
down to the rocks below, losing a bit of health as you land
(which doesn't really matter since your health is full at
this point). Turn around, slide down to ground level then
run diagonally R (SW) to enter the Toilet. Go pick up what
Demon Smalls has left for you:
Volatile Demon Pee.
Well this should give an interesting chemical reaction,
shouldn't it? Return to the teleporter near the brazier to
return to the top of the northern cliffs then go pour the
Pee in the bowl in the center of the room (stand
before the bowl, open your inventory and use the
pee): the 2nd Tuning Fork
appears in a loud explosion. Pick it up.
Restoring a Bit of Harmony
It's now time to tune those pianos. Return to ground level
like you did the first time then run toward the Museum
Entrance. Go face the chain (N) and do a SJ+G over
the slope to grab it. Climb a bit, turn 90° L and back-flip
to land on the Pianos Terrace.
Go to the closest piano. There's a little red thing
on it in the corner: that's the Tuning Fork Receptacle. Go
to it facing W (meaning the piano is at a 45° angle) and hit
Action to put a Tuning Fork there. The skeleton will start
playing an out of tune version of Satie's Gymnopédies but
thanks to your intervention, the instrument will soon sound
nice and clear. You'll get a glimpse of the nearby inactive
teleporter, but nothing will happen.
Go to the other piano and the little red thing on it,
this time facing N (so this piano is at a 45° angle too) and
use the 2nd Tuning Fork. You'll hear Beethoven's Moonlight
Sonata and the teleporter will be activated.
To Each His Own: The Instruments Puzzle
Jump into the teleporter: you'll find yourself beamed in a
rocky passage. Run ahead and stop where the floor changes
from rough stones to smoother rock. We're going for the last
secret.
[Note: if you don't want that secret, continue to the end
of the passage then L at the corner and climb up the
ladder there. Pull up at the top, slide to the
Instruments Terrace and resume after the green paragraphs.]
Turn around and look up: there's
a ladder above.
Jump up, grab it then immediately back-flip with a roll in
mid-air, hitting Action to grab the edge of the rocky ledge.
Pull up, walk to the edge, turn R (S) and do a SJ to a
"flat" triangular rock. Turn slightly L walk to the bottom
of the slope and do a SJ over it to the next triangular flat
ledge. Run ahead (careful not to slip) then stop when you're
between two upward slopes. Turn L, SJ to land on the top of
the slope then SJ again to the top of the next one. You
should now be able to spot what you're aiming for. Run ahead
a bit, slide down and go pick up Secret #6: a
Lucifer's Star.
Return to the slope you just slid
from and SJ back on its top then do another SJ to slide down
to the passage between rocky slopes. Run R and proceed to
the starting ledge (in front of the ladder), SJing over
slopes when needed. One there, simply run ahead (N) to slide
down to the Instruments Terrace.
Alright. Judging by the music here, there's a serious
problem with this small orchestra. The instruments are fine,
but the musicians apparently can't play. And the reason for
that is simple: they don't have their instrument of
expertise in hands.
All the instruments are movable. What you have to do
now is give them back to their owner one by one (you'll find
a detailed solution for this puzzle in the Spoilers
Section). You'll know you got it right when a fine music
plays.
When all the instruments are in place the orchestra starts
to play. Harmony is fully restored, the sun shines on Demon
Heights again and as the fly-by leads you back to the cave,
you're warmly congratulated by your boss Anubis, Demon
Smalls and... the roasting spiky pest.
You've recruited Demon Smalls and completed this chapter of
the Underworld Unfinished Business Adventures.
---- In this level, you should have found...
Enemies: Fireflies,
Bugs
Items of note: Crowbar,
Anti-Gravity Apple, 1st Tuning Fork, Food Blender (+ Apple =
Useful Anti-Gravitons), Torch, Volatile Demon Pee, 2nd
Tuning Fork
6 Secrets (Including 3 Lucifer's
Stars)
some Traps - 1
Timed-Run
== Spoilers Section ==
Solution to the Trapped
Platforms Puzzle
Quick solution
Each platform deactivates the trap on another. The flames
will extinguish and spears will spring out to show the trap
is deactivated.
Detailed solution

Even more detailed solution
- Do a RJ to platform 1 on your R which deactivates the
flame trap on platform 2.
- Do a RJ to platform 2, which deactivates the flame trap on
platform 3.
- Go to platform 3 with a RJ to platform 1, a RJ to the
starting platform then a RJ+G to platform 3, deactivating
the spears trap on platform 4.
- Do a RJ+G back on the starting platform, a RJ to platform
1, a RJ to platform 2 then a RJ+G to platform 4,
deactivating the spears trap on platform 5.
- Do a RJ+G back on platform 2 then a RJ to platform 5,
which deactivates the spear traps on the ending platform.
- Finally, do a RJ to said ending platform.
Solution to the Mood Puzzle
Quick Solution
Each room has four paintings on the wall and four raised
platforms with matching pictures. Walk on the correct
platform in each room.
More Hints
One of the frame shines. Compare the pictures in it with the
ones on the platform and walk on the matching one.
Detailed Solution
Following the walkthrough order, and facing the paintings
(E)
- Mood 3: Climb on the close R platform.
- Mood 2: Climb on the far L platform.
- Mood 1: Climb on the far R platform.
- Mood 4: Climb on the close L platform.
Solution to the Effigies
Puzzle
Quick Solution
The effigies are movable. Look closely at them, then at the
paintings on the floor.
More Hints
Move the correct effigy on the matching mood painting
Detailed Solution
- On the northern painting (closest to the wall), Demon
Smalls doesn't seem very happy... Find the "unhappy effigy"
in the far R corner (NE) and move it there.
- On the southern painting (furthest from the wall), Mr.
Smalls is in a good mood (doesn't happen that often, mind
you). Turn to face the W wall: the "happy effigy" is the
second one from the left. Move it on the happy painting.
Solution to the Instruments
Puzzle
Quick solution
From the W wall of the terrace to the opposite edge we have:
- A harp
- A violin
- Microphones
- A clarinet
Look closely at the musicians' position to know what belongs
to whom.
Detailed solution
Facing the W wall of the terrace and from it to the opposite
edge we have:
- A violinist holding a harp
- A harpist standing before microphones on the L
- A clarinetist holding a violin on the R
- Two singers standing before a clarinet
- Push the microphones table once toward the edge (E)
- Go to the harp. Pull it twice then push it once
toward the S wall to place it in front of the harpist.
You'll hear a harp melody.
- Turn around (N) then go around the violin and push
it once toward the S wall then push it again twice toward
the W wall and the violinist. You'll hear a violin
melody.
- Go to the E edge and around the singers to reach the
clarinet. Pull it once toward the N edge then once
toward the W wall. G around it and push it W to the
clarinetist. You'll hear a clarinet melody.
- Finally, go to the Microphones table, facing the S
wall, pull it once before the singers... who start to
sing.
Enjoy the music.
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