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This mission starts in the hideout as usual. The crew travels deep into the tropical jungles of Haiti looking for Mz.Ruby. She has a reputation for being a witch doctor and one who likes to revive dead people. Not the friendliest of places to visit?
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The van lets Sly off near the edge of a swamp area. The area is lit with stove pots. The music is hauntingly eerie and the place definitely gives me the creeps. OK.. We're going to have to make use of our new move that we just learned from Muggshot's section of the Thievius Raccoonus. Like a spire jump, the vine walk and slide (rail walk) are done by using the [circle] button. Flat roots can be walked at Sly's own pace. Round vines are actually slide rails and always sloped.
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Jump to the first little island and grab clue 1. Jump across to the next path. Watch-out for the flying mutant mosquitos. They'll dive down and try to sting you. Swing away with your cane before they get too close. Grab the loose gold coins and jump to the first root. This one is flat so Sly can walk at his own pace. Walk across and jump to the island with the voodoo statue and all the candles. Whack the candles. They don't give up coins, but they splatter wax and snuff out. Cool effect.
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Pick-up clue 2 beside the statue on the left. Bounce on the tiki drum and jump to the statue head. Grab clue 3 up top. From here, jump to the overhead vine using the rail jump. Slide down the vine to the first tree. Pick-up clue 4 on the leaf pad. Jump to the next tree branch. A spider drops down to greet you. Whack him with your cane. Rail jump to the next vine and slide. About half-way down on the right, jump to the tree stump for clue 5 & 6. Rail jump back to the next vine.
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Slide all the way down to the next tree pad. Up ahead is a patch of land. There are 3 mutant mosquitos buzzing around. Jump over to the path and let the repeater station take your picture. Carefully walk up the path and take down the mosquitos one at a time (jump in the air if you have to). Bounce on the tiki drum and whack clue 7 hanging on the left. Bounce and rail jump to the next vine. Slide all the way through the vines and bounce pads til you end up on a set of flat roots.
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Carefully walk along the roots. A spider drops down to block your way. Whack him shile standing on the root. Jump to the next path near the entrance to a tunnel. It looks a little creepy inside. Walk into the tunnel and collect clue 8 & 9 inside. A tree monster comes to life in the tunnel. Whack away with your cane. This tree monster breaks apart into 2 pieces and both continue to attack. Whack away with your cane until they're gone. At the end of the tunnel pick-up clue 10.
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Rail jump to the next root section. Walk up the roots around the trees and up near the next large tree stump landing. On the tree stump, there are 2 sleeping tree monsters. Jump to the large stump and take on the tree monsters on at a time. Once the area is cleaned-out, go to the left and pick-up clue 11,12 & 13 in the bushes. To the right, jump and grab clue 14 hanging from a tree branch. Walk down the path to the edge of a tree branch. Up ahead is a gate guarded by a tiki witch doctor.
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Jump down to the gate area. Let the repeater station take your picture. Go to the right first and pick-up clue 15.
This fortified gate is guarded by a tiki witch doctor holding a searchlight. Every few seconds he shines his light down
over the gate. If the doctor sees you in his beam of light, he'll toss a voodoo energy ball right at you (instant injury or death). Jump to the small wooden statue on the left. Notice the blue sparkles lighting up the ledge running along the
front of the wooden gate.
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Shinny across the ledge of the gate. Watch the tiki witch doctor as he shines his light right in front of you. When he turns away, quickly shinny across to the right. You only have about 2-3 seconds. At the end, jump up over the lower section of the gate to the wooden planks at the back. The tiki witch doctor, doesn't know you're right there. Whack him from behind with your cane. Pick-up clue 16 at the other end of the wooden planks.
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Down the bridge from the gate, is a tiki village with huts and 6 tiki witch doctors walking around. They're patrolling the area. Bentley breaks-in and tells Sly, that if one witch doctor sees you, all 6 will come running and it will mean certain death. OK... So the trick here is to be very sneaky and to tackle each witch doctor from behind out of sight from any of the other witch doctors walking around. Work your way around the huts in the dark and take down all the witch doctors.
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Scattered around the tiki huts, you'll find clue 17,18,19 & 20. The combo vault for this level is behind one of the tiki huts, on a small island next to a tree. When you have all 20 clues and all the guards are gone, go up to the vault. Bentley breaks-in and give Sly the combination 5-8-8. This page from the Thievius Raccoonus, is about KELLE COOP'S ELECTROMAGNET ROLL TECHNIQUE. Basically, an electrified roll that zaps any enemies close-by. This doesn't include ghosts!
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Once done, go back around the tiki huts and make sure all the candles are snuffed out. This will release the mojo forcefield surrounding the cooking kettle, holding the secret key. Once the burning light is gone, jump up and grab the secret key. Walk up the path and insert the key into the locked door. We now have access to Ruby's Lair. LEVEL ENDS.
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