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After sliding down the rail vine from the main village, Sly finds himself at a voodoo fortified gate. Bentley
breaks-in and explains to Sly that the voodoo spell on the gate is very intense and he's not sure whether it's
meant to keep everybody out, or to prevent whatever is inside, from coming out? This is NOT helping. OK..
Off to the left, grab clue 1,2 & 3 on the small platform. It looks like the only way to get inside the lair is to
climb over the top of the gate using the vines.
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To the right of the gate, find the small spiral vine. Rail jump to the vine. Walk up the spiral of the vine, whacking all
the candles blocking your way. Up top, look for a tree branch with a hook. Jump and swing across the hook and then
in mid-air rail jump and land on the far tree branch. This may take a few tries to get the hang of tarzan swinging
across tree branch hooks. NOTE: You will have to become very good at this.
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Jump down to the next vine and walk up, over the top of the gate wall, whacking all the candles along the way. Jump
to the tree platform. Rail jump to the next vine and start to slide down. Off to the right, is a ceremonial voodoo altar
with skull torches, against the gate wall. Jump to the altar platform while sliding down. Whack all the candles an
collect clue 4 to 10 including 2 clues hanging from an overhead tree branch. When done, rail jump back to
the vine and slide down the rest of way. Whack clue 11,12 & 13 while sliding.
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Walk slowly around the tree trunk. A number of spiders drop down blocking the path. Remember to keep your distance
and whack all the spiders. Walk around the back of the tree. Look for a vine. Rail jump to the vine and walk up the
spiral circling the tree, whacking all the lit candles along the way. Halfway up, you can see a clue bottle above you.
Jump-up and in mid-air, whack clue 14 hanging from the rope. Sly will fall to the bottom of the tree. Climb the
vine again to the top.
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Let the repeater station take your picture. Up ahead are a series of tree hooks and branches to swing and jump through. Watch-out for the spiders that pounce down when you least expect it. Swing and rail jump through the first series of trees to the first tree platform. Whack the voodoo mosquitos buzzing around. Swing down through the next set of branches and hooks (more difficult) all the way down to the swamp. We are right at water level and things don't look good?
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Bentley breaks-in and tells Sly he thinks he sees something moving in the reeds in the swamp. This
is definitely not good! Grab clue 15 to the left at the end of the vine root. Carefully jump and swing across
the next set of hooks and vines. You'll be very close to falling into the swamp. Watch-out for more voodoo spiders
and mosquitos blocking your way. Eventually Sly ends up on another small island with a huge tree.
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Walk around the front of the tree and pick-up clue 16,17 & 18. Rail jump to the vine and walk up the spiral
around the tree, whacking all the lit candles along the way. Overhead is another clue bottle hanging from a tree
branch. Jump-up and in mid-air whack clue 19. Sly will have to climb the vine again after he falls to the ground.
Off in the distance, we can see a small island and the case holding the secret key. It doesn't look that far?
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At the top of the tree is another platform. From here Sly can see another ceremonial voodoo altar off to the right.
Jump down to the altar, whack the skull torch and grab clue 20,21 & 22. Jump from the altar platform down
to the base of the tree and climb the spiral vine a third time. This time up top, rail jump to the vine and slide down.
Whack clue 23 & 24 while slding down the vine. Right near the end, jump to the next small island and let
the repeater station take your picture.
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Jump down to the next island, whack the voodoo torches and grab clue 25 & 26. Rail jump to the next vine. UHOH!!! THE SWAMP SERPENT HAS COME TO LIFE! No time to waste. Run down the vines and swing across the hooks. Go fast! Don't look back or try anything cute. Run like mad! If the serpent starts to catch up to Sly, the camera will go passive and pan backwards to show the serpent gaining on you, making jumping and walking alot more difficult. If you can, whack the bottles on the way for clue 27,28,29 & 30.
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If the serpent catches Sly and throws him into the swamp, you'll start again at the repeater station. Make sure you
have all the clues now and run like mad through the obstacle course again, to the very end. When you jump to the
last platform, a [movie sequence begins] showing the serpent swimming by the island, and then diving back into
the swamp. We are right at the case holding the secret key. DON'T GRAB IT YET! Rail jump to the next vine
and walk over to the combo vault first.
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Bentley breaks-in and gives Sly the vault combination 4-4-4. Opening the vault gives Bentley the
co-ordinates of all the enemies in Ruby's domain. He downloads this data to Sly's binocucom. Rail jump back to
the vine and whack the case holding the secret key. LEVEL ENDS.
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