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turok 2 - lair of the blind ones

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Nov 27th, 2014
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  1. Level 4 - The Lair of the Blind Ones {{{
  2.  
  3. Not a lot of places to use energy cells, but you are given plenty in the early areas.
  4. Against leapers: explosive shells, tranquilizer darts, and grenades all rock.
  5. Cereberal Bore good against the melee Blind Ones.
  6. Flamethrower (+ PFM layer?) good against the goblins. Makes sense to use them liberally against Blind Ones/Reptoids in sections A+B too.
  7.  
  8. Section A:
  9. 1. opening outside area, sidepath with whispers pad leading to Primagen key, drop down to next area
  10. 2. water pool with underwater tunnel to talisman warp portal, drop down the 'slide' to next area
  11. (note: when returning to the talisman warp portal, not worth it to fight the small spiders! they come wave after wave...)
  12. 3. water pool with harpoon gun, climb wall and drop down to next area. NOTE!! hit the switch next to the pegs, opens backtracking portal.
  13.  
  14. Section B:
  15. flamethrowers abound: spidery cliff-face, sacred eagle feather area, and I think another in the tunnels
  16.  
  17. 1. small open area with first spider, leads to earthquake area that you need to get the door key (note: need to hit two switches above you, at the end of the two tunnels)
  18. 2. series of land bridges with earthquakes, falling boulders, leads to spidery cliff face passage
  19. . 1st key here, triggers goblin ambush
  20. 3. land bridges with first save point, drop down to next area
  21. 4. waterfall section with sacred eagle feather
  22. (note: after dropping down from the eagel feather area, need to hit a switch on the wall)
  23. 5. leads to large, open spider arena, which loops back to the bridges over the water. The ledge that houses a non-respawning blind one archer leads to the Thermal Vent.
  24. (note: after the first wooden bridge, look right and jump down to the cave door key)
  25.  
  26. Section C:
  27. 1. the underwater maze
  28. a) take two rights initially to reach the surface area to open the underwater gate
  29. you pass by a T-intersection aka 'a fork' with a blocked off gate (T-1), and then a 4 way intersection (int-1) with 2 blocked off passages (int-1-a and int-1-b, the later guarding a torpedeo launcher)
  30. b) this opens the intersection and the T-intersection you passed
  31. . at the intersection, grab the torpedo launcher to your immediate right (int-1-b). The path ahead leads to exit / progression warp.
  32. . the other remaining path (int-1-a) in the intersection leads to the cave door key, and further into the maze
  33. c) the opened path at the initial T-intersection (T-1) leads to a new T-intersection (T-2):
  34. . left brings you to a satchel charge and back up the entrance drop off to the maze
  35. . right brings you further into the maze (same vicinity as the other noted area)
  36.  
  37. The further area of the maze has two main features:
  38. . a "north most" 4 way intersection (int-N). A cave door key is near here. This area is basically a dead end.
  39. . a "middle" 4 way intersection (int-M). This is easily accesible by taking the other fork at intersection (T-2). When you enter from this direction, the branch straight ahead leads to the thermal vent.
  40.  
  41. Leaving the first intersection (int-1-a) leads to a fork (T-3). This connects to the middle intersection (int-M) through the left path, and it connects to a new fork (T-4) and breathing hole if you keep going straight.
  42. The fork (T-4) at the breathing hole leads to both 4 way intersections: go straight until you reach a fork (T-5). Left is (int-M), and ahead it (int-N).
  43.  
  44. Section D:
  45. 1. the hub area for the end of the level, starts off in the open caverns with light beams
  46. note: the starting warp has a goblin ambush behind the second door.
  47. 2. the first area overlooks:
  48. . spinning platforms
  49. . a land bridge
  50. . a trail leading down a cliffface to a cavern with lava craters, with rotator footholds at the bottom
  51. 3. lava crater cavern fork:
  52. . switch that opens a path to firey caverns, leading to nuke portal + switch
  53. . rotating footholds lead to the land bridge that you saw in 2, drop down to next area
  54. 4. leads to a firey cavern, (note: have to hit a switch above the lava pool), drop down to the next area
  55.  
  56. Section E:
  57. 1. this starts off with a land worm + goblin fight, then opens up to the hub for the exit portal area
  58. note: very easy to miss the path DOWN the cliff face (behind the large rocks) not just the path UP (marked by blue health)
  59. the UP path leads to a save point, then the blue health ledge mentioned in 2.
  60. 2. path downwards lead to a larvae spewing Blind One, then leading back up to a land bridge overlooking the other path in Section D5. Branches here:
  61. . can follow the bridge you are on (leads to 2nd key + thermal vent)
  62. . can jump down to the blue health ledge here
  63. 3. Jumping down below leads to a fork:
  64. . one branch leads to a cave door key needed later
  65. . the other branch leads to a cross shaped land bridge with a firey glow
  66. 4. cross shaped land bridge leads to the cave door itself, drop down to next area, leads to spinning platform area in Section D, and the last key+exit
  67.  
  68. 5. following the bridge in 2. leads to a very twisty set of land bridges over an abyss, with a full health in sight on a ledge, and cerebal bore behind a gate. Branches here:
  69. . can jump to the full health, which loops around to the cerebal bore
  70. . can proceed down, with the trail of blue health, leads to 2nd key + thermal vent
  71. 6. following the downward path, leads to 2nd key
  72. note: hobgoblin ambush + 2 blind ones.
  73. 7. then leads to a new set of land bridges, the first lying above a cross shaped land bridge with firey glow, the second above a new cavern, keep going and jump to the satchel charge, drop down to the thermal vent area
  74. note: after the thermal vent area: DON'T jump down to the new cavern, since you need a cave key and will be forced to kill yourself
  75.  
  76. Golden Eye:
  77.  
  78. Maggot waves = PFM or else grenades
  79.  
  80. Tentacles: Missile Launcher is useful, since they move frequently
  81. Spewing Sockets: explosive shells
  82. Pounding Arms: can try missile launcher, but doesn't work perfectly. Use firestorm cannon or shredder.
  83.  
  84. }}}
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