Enemies
Pythons - The pythons hang down from the trees in the Dense Jungle and strike. Jump spin attack, but it can be tricky. (Yeah, and I KNOW pythons are constrictors... whatever)
Night Frogs - Spined froglike hoppers with creepy nightglow eyes. Just smack them any way you like.
Piranha - In the river in the Dense Jungle and the canyon, be careful when you swim, because they'll chew you up.
Dark Vines - These spiky vines come out of the ground and can attack you. When you kill them, they almost immediately come back. The only way to kill them for good is to kill the Dark Eco plant in the Precursor Temple.
This place was complex enough that I decided to give certain sections of the map shorthand names. This will make discuss- ing them loads easier.
Dense Jungle - What I call the first part of the level, where the windy trees, river with bad fish, and other nasties are.
Precursor Tower - The big metal-stone building in the center of the map. Kinda hard to miss.
Precursor Totems - The place beyond the dense jungle and a suspension bridge. It has several slowly escalating pillars surrounding one big one.
Bridge Plateau - The area beyond the Precursor Totems and a suspension bridge, where there are two spiked logs and a spike pit, and past them, a blue ego vent and blue ego activated bridge to the Precursor Temple.
1. Connect The Eco Beams
There's a machine redirecting the eco beam normally used in Sandover Village for power. Hop on the pistons to get on top of it, and then navigate the spinning doohickeys. Punch the foundation of the mirror to kill the machines and raise the towers that bring the power to the village. Each tower can be aimed by a small scope thing in the base of it. You need to recalibrate the towers by aiming the tower lens to where the flame-like icon is.
Here are the locations of the towers:
i. Right next to the thieving machine. ii. Far into the dense jungle, near the waterfall. iii. The area between the dense jungle and the Precursor tower. >From the thieving machine, walk around the Precursor tower, heading around the dense jungle. It should be nearby. (It's kinda hard to describe where this area is, but I hope that description is accurate.) iv. On the plateau above the Precursor Totems, past the swinging spike trap. v. Beneath the suspension bridge that separates Forbidden Jungle and Sandover Village.
Return to the Mayor's house in Sandover Village to get, after all that crap.... a Power Cell.
2. Get To The To Of The Temple
After activating the bridge on the bridge plateau with blue eco, go past the weeds, and into the iris door. Take the left, and keep going up. Watch out for the occasional enemy. There should be another blue vent about halfway up. The saucers at the top can be sketchy, so watch out that you don't fall. Once you surmount the tower, the Power Cell is yours for the having.
3. Find the Blue Vent Switch
This Power Cell invariably follows Power Cell 2. Make sure you did that one first.
At the top of the tower, there is a button. Stand on it, and the roof sinks in and brings you to a room with two iris doors and one regular hall. Since you aren't powered up, you have only one way to go. The path is straightforward, but be careful of falling off, especially when grabbing the Precursor Orbs that float above a few of them. As you reach the end, there is a large, seemingly dormant, machine with a Power Cell on top of it. Grab it, and Blue Vents will open all over the world.
4. Defeat The Dark Eco Plant
This Power Cell invariably follows Power Cell 3. Make sure you did that first.
Once you are in the room where you arrived when the top of the tower dropped down, go to the only remaining iris door. Charge up, of course. But be careful now. There are some platforms that flip over for a beat. They stay right side up for about 2 seconds, then flip for one second. It's easy enough to time.
Once again, there's only one way to go, but when you get there, there's a mean-looking plant there. The Dark Eco Plant will send out little spiky bugs. The bugs will pull their spikes in for a short while, and that's when you hit them. The plant also tries to bite you, so keep moving. After you deal with all his bugs, he'll form two leaves that act as stairs for you to reach his face. Punch him right in the face. Give him one to remember him by! It takes three hits to kill him. After each hit, he releases another bug for you to kill.
Once you hit him three times, you get the hard-earned Power Cell, and you lo longer have to deal with the tentacles. Remember to stomp on his head for some Precursor Orbs.
5. Catch 200 Pounds Of Fish
Beneath the suspension bridge that separates the dense jungle and the Precursor Totems is the fisherman whose speedboat rests at dock in Sandover Village. You can't use it without his permission, but you can earn his permission by catching 200 pounds of fish.
In this game, fishing is mechanically simple, but still rather hard for those who can't get the hang of it. You hold the net in front of the river while you catch the fish that swim past with a net. Little fish are one pound and big ones are 5. You can't miss 20 pounds of fish, or you'll lose. You also can't catch ANY poison eels, else you'll poison the whole batch and lose.
As fast as the fish may go, they never go so fast you can't get the net either away from them or in front of them. The fish don't ever come more than one at a time, either. All you need to do is get a rhythm for the net, and you're golden.
6. Follow The Canyon To The Sea
Hop down into the canyon and go towards the end of it. If you see a blue spring pads and some blue eco, you've gone the right way. You don't need the eco, though. Just continue walking and swim to the lonely Power Cell.
7. Open The Locked Temple Door
There's a blue ego vent in the bridge plateau. Charge yourself full of then blue stuff, and leap down into the canyon. There's a blue- charged spring pad you can use to get back up to the blocking machine area. Run up the ramp on the Precursor Temple to the iris door. It'll open to a Power Cell.
8. Free The 7 Scout Flies
Scout Fly Locations
- Near the blue jump pad beneath the bridge plateau. - Behind the blocking machine. - Beneath the suspension bridge separating the Precursor totems and the bridge plateau. - On the outside of the Precursor Temple. You need to activate the bridge, take the first right, and then use the trampoline to get up to the ledge that leads outside. The scout fly is not far. - Halfway up the Precursor Tower, with some treasure chests. - Near the second redirecting tower. - Near the fourth redirecting tower, up the thin rock platforms near the weird bent tree.
Tricky Precursor Orb Positions
When you are on the path to Power Cell 3, notice the Blue Launcher that seems useless, since you are not charged. Once you open the vents, a vent in the starting room will allow you to grab the eggs hidden high above the launcher.
Also, don't forget to stomp on the Dark Eco Boss Plants head. Hell spew a few Precursor Orbs. HPrill noted that I forgot this.
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