PORTAL RUNNER: WALKTHROUGH By Jamie Stafford/Wolf Feather feather7@ix.netcom.com Initial Version Completed: October 8, 2002 FINAL VERSION Completed: October 15, 2002 ==================================== ==================================== ==================================== CONTENTS Spacing and Length Permissions Introduction General Tips The Story Level 01 Level 02 Level 03 Level 04 Level 05 Level 06 Level 07 Level 08 Level 09 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Level 17 Level 18 Level 19 Level 20 Overall Evaluation Chess Movements Bishop King Knight Pawn Queen Rook Contact ==================================== ==================================== ==================================== SPACING AND LENGTH For optimum readability, this driving guide should be viewed/printed using a monowidth font, such as Courier. Check for appropriate font setting by making sure the numbers and letters below line up: 1234567890123456789012345678901234567890123456789012 ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz ==================================== PERMISSIONS This guide may ONLY be posted on FeatherGuides, GameFAQs.com, PSXCodez.com, F1Gamers, Cheatcc.com, Absolute- PlayStation.com, InsidePS2Games.com, RedCoupe, gamesover.com, CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru, GameReactors.com, cheatingplanet.com, vgstrategies.com, CheatHeaven, IGN, hellzgate, Games Domain, RobsGaming.com, ps2fantasy.com, and neoseeker.com. Permission is granted to download and print one copy of this game guide for personal use. ==================================== ==================================== ==================================== INTRODUCTION This stand-alone third-person adventure is actually part of the Army Men gaming universe. Here, you play as Vikki G., the main squeeze of Sarge, and/or Leo, a lion Vikki befriends early in the gameplay. Myself, I rarely play anything other than driving/racing games, but I found myself falling in love with Portal Runner almost as fast as I originally did with Oni and the Tomb Raider series (the latter of which I played exclusively on Macintosh). For those unaccustomed to such games, Portal Runner will be rather forgiving if using Dream Mode. This easiest level of gameplay will only give damage to Vikki and Leo if the damage results from the environment - lava, long falls, etc. In other words, damage from weapons is nullified. The initial version of this guide has been written from Dream Mode gameplay. Note that this walkthrough is essentially a greatly-enhanced version of my previous Portal Runner Guide, which simply presented strong hints as to what to do on each level. Since I myself have been inundated with requests for more information and many GameFAQs users have requested a full walkthrough, I am now writing a dedicated walkthrough. I should state from the outset that I have not played any of the Army Men games. Portal Runner is my personal introduction to the series. Also, this guide is based on Dream Mode, and initially took less than 48 hours to complete (usually playing 3-5 levels per session). ==================================== GENERAL TIPS ALWAYS save your progress at the end of each level. You never know when some fool will drive into a telephone pole and cut off the electricity to your neighborhood. Directional control can be achieved with either the D-pad or the left analog knob. However, the D-pad is generally more precise. The right analog knob is used for camera movements. This is a good way to look around walls and other obstacles to see who or what might be coming your way. To return to the default camera angle, press the right analog knob (R3). As much as possible, use only Basic Arrows. This will allow you to save the other arrows for when they are needed most. The latter often occurs in solving puzzles or in defeating particular enemies. Try to collect as many jewels as possible. If you are in an area with a lot of enemies, try to eliminate all opponents first, then collect all the jewels you can reach. This is true whether you play as Vikki alone, Vikki with Leo, Vikki mounted on Leo, or Leo alone. ==================================== THE STORY The Army Men series pits the Green Army against various other armies of different colors. Earlier in the series, Brigitte Bleu was introduced as a spy for the Blue Nation. Now, she has been able to take over various worlds using connecting portals; her henchman Rage the WarBot assists her in her quest for ultimate domination. Vikki is the daughter of a high-ranking officer in the Green Army. Also, she is an ace journalist, and madly in love with Sgt. Hawk (Sarge). Vikki can have a bit of a temper, and apparently has a rather strong adventurist streak in her which helps her in tracking down the best journalistic stories. She is also quite proficient with a bow and arrow, and is able to target with precision at great distances (using Vikki's first-person view). Vikki apparently also has Animal Friendship at Level 6 (BESM, second edition), as she is able to quickly befriend a wounded lion. The game begins with Vikki on a mini-adventure across two opening levels. These levels are rather small and provide players a good opportunity to become accustomed to the game's main controls. Beginning with Level 3, the main adventure begins as Vikki is lured into a trap set by Brigitte Bleu, and must find her way back to her own world. The other 'main character' is Leo (Leonardo) the Lion. Leo is incredibly strong, an excellent warrior, and willing to submit only to Vikki. Leo's rage can grow rapidly, especially in battle, but Vikki must constantly keep his rage in check so that Leo can fight effectively when necessary. Also, should Vikki stray too far away from Leo, he will begin to whine, calling for her to return to him. ==================================== ==================================== ==================================== LEVEL 01 Worlds: Tranquil forest, chessboard Play as: Vikki alone Note: Vikki begins the game wearing camouflage pants and sports bra. Objective: Follow Sarge through the portals Hint: Always check each area carefully for jewels, arrows, hearts, etc., which can either heal Vikki and/or Leo or provide new weapons, extra energy, etc. By the time you finish this level, you should be accustomed to searching virtually every cranny and nook for potential goodies. The first two levels of the game are essentially a mini- adventure, designed to familiarize players with the controls and concepts which will be used throughout the game. These levels are fairly small and easy to follow. The 'real thing' begins with Level 03. This opening level begins with Vikki on a grassy area before a beautiful waterfall. Look around the grassy area for jewels, and note the messages which appear on the screen; note that by pressing the Pause button, the top-left of the Pause Menu indicates how many jewels have been collected and how many exist on the current level. She does not carry any arrows at the beginning of the game, so these will need to be found as well. When ready, move out into the water at the base of the waterfall and collect those jewels as well. The Cave-behind- the-waterfall Trick IS in play here, so make use of it. Go for the arrows on the ground first, THEN go for the jewels on the ledges - otherwise, since you have no arrows yet, you will need to jump back down to the ground to get arrows. When finished, emerge back underneath the waterfall and turn left, taking the upward-sloping path lined with jewels. Follow Rage into the portal. Once through the portal, Vikki is in a strange chess-like world. The various chess pieces fire off bolts of electricity, so Vikki will need to be careful. To either side of the chessboard and on the other side from Vikki's initial location are floating chessboard squares; the squares on the left and right lead to more jewels, whereas the objective (another portal) is at the top of the floating chessboard squares opposite Vikki's initial location. Vikki will need to jump from square to square - most of which move somewhat - to reach the other portal and complete this initial level of the game. ==================================== LEVEL 02 World: Candy Store Play as: Vikki alone Objective: Find and rescue Sarge Hint #1: For the rest of the game, each level will have multiple mini-objectives to guide you through each stage of the level. To check these mini-objectives, pause the game (press Start), then select Objectives. Hint #2: Whenever you come across a floating gold star, cross it as soon as possible. These are checkpoints; should you perish in the level, you will restart from the last checkpoint you touched, rather than at the beginning of the level. Hint #3: Some platforms in the game levitate or fly. This is a rather fun level, but it can be tricky. From Vikki's starting location, to the right is a large box; going behind it will reveal a jewel as well as a vista point. Once back on the table, the level truly begins. Obviously, collect all the jewels Vikki can find. This first section of the level is loaded with Gingerbread Men who attack by throwing candies; fire off arrows at each. There is also a large Stay-Puffed Marshmallow Man who initially has his back turned to Vikki; firing off a number of arrows while he is still facing away will destroy him easily and cause a clown to pop up. When finished searching this first table, go into Targeting Mode and fire at the clown's nose; he will fall and become a bridge to the next table. Climb the lollipop tower and note the Popsicle stick used as a bridge; avoid the gumballs which roll down the corridor and over the makeshift bridge. [If Vikki goes all the way to the end of the corridor (where the gumballs land) and turns left, there will be a lone jewel awaiting her.] Along the corridor on the right side is an exit to safety with a checkpoint. To the left of the checkpoint is a set of blocks Vikki can climb. By so doing, she can gain access (to her right) to more jewels; this is also a fairly safe point to fire at the Gingerbread Men below. Jumping to other boxes of candy will allow her to collect more jewels. When ready, jump back down to the tabletop and collect the Trident Arrow. Moving on, there are more gingerbread houses ahead - many contain jewels and/or arrows. Again, kill the Gingerbread Men. Keep moving ahead until the cutscene with Sarge. IMMEDIATELY after the cutscene is the Boss Gingerbread Man, who hurls A LOT of candies at Vikki; fire continually while using the strafe buttons to destroy him, then proceed to find a way to free Sarge. Look for a tile on the tabletop and get on it; it will float into the air, providing a shortcut to the top of a large structure. This also provides a great opportunity to kill more attacking (smaller) Gingerbread Men while effortlessly collecting even more jewels. Once at the top of the structure, step off and Vikki will gain the Fire Arrow. Follow Sarge's instructions to free him and gain his (extremely meager) verbal praise. The opening mini-adventure ends here. By now, players should have a good command of the basic controls for the game. The only other controls to be used (when playing with/as Leo) are the Leo Call and Leo Attack buttons, which are self- explanatory. ==================================== LEVEL 03 World: Cave Play as: Vikki alone Objective: Find Rage inside the cave Hint: Targeting the birds in the cave can make survival a bit easier. The true adventure begins here, and the levels are generally much larger for the rest of the game. However, Vikki begins without any arrows, so finding arrows is extremely important. However, since there are a few jewels visible from Vikki's starting point, she may as well collect them :-) Once in the cave, arrows will be made available. A little further along reveals a large cavern with a waterfall. To the right of the waterfall are a group of jewels; go for these first. Firing at the stone claw will cause a group of glass tiles to rise from the water; use these to jump up to the ledge to gather more jewels and several Explosive Arrows. The cutscene reveals the Rockmen-generating structure; it must be destroyed. Once this has been accomplished, destroy the Rockmen as well; be careful, as they hurl large rocks at Vikki. Facing back toward the mouth of the cave, the waterfall is immediately to Vikki's right (90 degrees). At about 30 degrees is the Rockmen-generating structure. Between that and the waterfall is a large dark-brown section of wall; this can be destroyed with an Explosive Arrow. Collect any other Explosive Arrows on the highest ledge, then drop back down to ground level. Look underneath the waterfall for more jewels, and proceed toward the area where the Rockmen-generating structure was located. Jump up on each ledge and grab all the jewels there, and take a picture at the Vista Point. Then come back down to ground level and go to the newly-opened cavern. Collect the jewels, note the large crack in the cave wall on the right, and back out of the area. Use an Explosive Arrow to break open that crack, then move inside and hit the Checkpoint. Welcome to the Inner Cave. Jets of really hot steam block Vikki's easy access to the next large chamber. With good timing, she can simply run through this short area to safety. Now Vikki is on the edge of a small lake with several rock platforms emerging from the water. Life will be made MUCH easier by using Basic Arrows to kill the flying birds before Vikki begins exploring the Inner Cave. Any rock barriers can then be destroyed with Explosive Arrows. (There are also several jewels in the water - now may be a good time to gather them. Also, do not both shooting arrows at the fish, as they are not dangerous.) When ready, jump from pillar to pillar until Vikki gets to the floating rocks, and make use of them to move from pillar to pillar as well. When on the pillar closest to the tall ledge, another Rockman will appear; an Explosive Arrow will both destroy this creature and cause the large leaf below to start floating. use this large leaf to get to the tall ledge. Once here, turn around and face the way that Vikki entered. There is another tall ledge on the right; this is where Vikki needs to go. First, use an Explosive Arrow to destroy the large boulders blocking clear access to the other ledge. Then, use another floating rock to get to pillars to get to this other ledge. Go to the Checkpoint. Now, Vikki needs to descend the ledges. However, she should first use Explosive Arrows to destroy a Rockman below as well as several stalagmites and stalactites, as these will form 'stepping stones' for Vikki to follow once the ledges have been descended. When this is done, drop down one ledge at a time and collect the arrows. Once down at 'goop' level, collect more arrows, then jump the 'goop' (and laugh at Vikki's comment about the 'goop') and jump from 'stepping stone' to 'stepping stone' to cross the 'goop' safely. Follow the next ledge around the front of a waterfall and into a new cavern, quickly jumping up on small ledges to a rock outcropping with a gap. From here, arrows can be used to destroy Rockmen and their generating structure; if out of Explosive Arrows, three precise hits with Basic Arrows will be needed to destroy each Rockman. Jump across the gap to the left to another ledge to collect more Explosive Arrows, then jump down to the main floor to collect more arrows and jewels. Then climb back up to the ledge used to destroy the Rockmen and their generating structure. There will be a floating rock which moves to and from that gap; ride the rock and jump to another floating rock (both at the same height, but covering different distances, so Vikki may need to wait a while before she is able to safely jump from one floating rock to another), and eventually jump from that to the next ledge and its Checkpoint. Welcome to the Magic Crystal Room. The trick here is getting to the center pillar, which has golden swirls above it. To Vikki's left is a low ledge with an arrow; jump here, and use the floating rocks to get to a higher ledge. From here, a well-executed jump will both collect the arcing line of jewels and land Vikki on the center pillar. Shooting the crystals which appear (six crystals total) will cause an electric charge to emerge and destroy the blockage to the exit. Jump back to the previous ledge, then from ledge to ledge to the tall ledge, and cross over to the newly-cleared area and its Checkpoint. The level is nearly finished :-) Vikki must now make her way down the path to the crystalized jewels; just before reaching these jewels is a ledge on her right, where she can gain health if needed. Moving amongst the crystals reveals that both jewels AND Rockmen are encased within; grab the arrows and head back to the aforementioned ledge, and shoot repeatedly at the spinning silver crystal from there. Once the Rockmen are freed, use Explosive Arrows to destroy them; once the wall is destroyed, drop back down and collect the freed jewels. Enter the newly-opened cavern, and the level ends with a cutscene. ==================================== LEVEL 04 World: Prehistoric jungle Play as: Vikki Note: Once in the jungle (after the cut-scene has finished), Vikki will be wearing the Flintstones-style outfit shown on the front cover of the game's case. Objective: Befriend the lion and set up camp Hint #1: Have a good memory? You may just need it later!!! Hint #2: To feed the as-yet-unnamed lion, you must be standing directly in front of him. Hint #3: Note the positions of the jewels. Hint #4: It may be a good idea to light the campfire from a safe distance. After a long cutscene, Vikki and the as-yet-unnamed lion are in a prehistoric jungle. Vikki needs to find three dinosaur eggs to feed to her feline companion. However, she also needs to find arrows, since she had none initially. From her starting point, heading toward the water yields jewels, arrows, and a Vista Point. Then turning around 180 degrees reveals a dinosaur egg. Turning back, approach the lion to feed him, then go find the two other dinosaur eggs while he eats. From here, turning around with Vikki's back to the lion, there are four paths. The far-right is blocked (note that this is NOT a political reference!!!!!), and can only be opened with Explosive Arrows. Here, we will begin with the second path to the right. This path has a river of lava, with a rocky path above it on its left. At the first gap in the rocky path, there will be another dinosaur egg visible on the right - across the lava on a low area. Looking down, there is a rocky stepping area with a jewel in the lava river; jump to it, then to the low area to collect the jewels, arrows, and second dinosaur egg. The trick now is to get back to the lion to feed him, but Vikki cannot simply return to the rocky path the same way she came. Instead, she will need to make her way to other rock areas down the lava river. In so doing, she will collect more arrows, and will eventually come upon the third dinosaur egg. However, listen carefully and Vikki will hear something running about on the ground below her present position. Looking down, there is a small dinosaur running about. This can be killed with several well-targeted arrows. Then simply head back toward the lava, get back on the rocky path, and follow it back to the lion. (Note that Vikki can carry more than one egg at a time, so there is no reason to take Leo the second egg, then return for the third egg.) Once the lion has been fed and befriended, setting up camp is a good idea. Go to the Checkpoint. Vikki is now back where she was before, faced with four paths. This time, take path on the far-left (again, note that this is NOT a political reference!!!!!). Make sure that the lion is with Vikki (in the default controller configuration, press the R1 button to call the lion to Vikki) and get ready with the arrows. A short cutscene will show raptors, then one will charge Vikki. Firing off several arrows will kill the flesh-eating creature; also, Vikki can order the lion to attack (in the default controller configuration, press the R2 button to get the lion to attack). The second raptor will have run off, so approach that area and have Vikki climb up on the ledge, following it around as she collects jewels. Vikki should now be in a wide open clearing with a waterfall. In the distance is the second raptor; send the lion to attack. Keep listening for more raptors and send the lion to attack them while Vikki makes her way to the waterfall and collects jewels and Explosive Arrows. Once she has Explosive Arrows, they need to be used to destroy the raptor nest, and the lion can be sent to attack any remaining raptors. After a cutscene, go to the Checkpoint, then start looking for three sticks to start a fire. To the right of the waterfall is a rock blockage; use an Explosive Arrow to clear out this obstruction and enter this hidden area. This will reveal an area with jewels and arrows and one of the needed sticks. There is no easy way to get to the stick without being harmed by the geysers of hot steam, so run in, get the stick, and run out - gaining health from the floating yellow hearts both in the chamber and around the water area. Back at the (pre-existing!?!?!?!?!) campfire ring, face the waterfall, then turn to the right. Go over to where the raptor nest was located, collect arrows and health (if needed), then climb up on the ledge and follow it. Destroy the rock blockage and continue on. Below to the right is another pool of lava; since the lion cannot get up onto the ledge, Vikki is temporarily on her own now, but this will only last for a few seconds, as the next stick is across the lava with the jewels and arrows. Gather these items, then head back to the campfire. Next, had back to where this level began (taking the lion - he will be important) and collect any new arrows. The far- right path can now be unblocked by using an Explosive Arrow; inside, arrows and jewels can be found. Returning now to the starting area for this level, the unexplored path can now be opened. It is blocked by trees, so Vikki must use a Fire Arrow; the trees will burn for several seconds, then disappear. Along with the lion, enter. Have the lion attack any raptors while Vikki collects arrows and jewels. There will be another rock blockage which must be opened; use an Explosive Arrow for this to reveal a large lava pool. Note that if (before entering the newly-opened area) Vikki climbs up on the ledge, she will be led back to the waterfall area; however, using the lion is a distinct advantage, which is why this path and tactic was included here.) The lion must stay behind as Vikki enters the newly-opened area. Use the floating rocks to cross the lava pool. However, after landing on the second floating rock, look down to the right to spot a breakable rock - using an Explosive Arrow will turn that rock into a floating tile; jumping on will allow Vikki to collect more jewels, and also provide an overview of the area. Once back near the lava, jump back to the second floating rock, then continue on across the lava pool. Once on land again, climb the slope to a cave. Vikki will definitely want to avoid the 'goop' as she collects jewels and arrows. When finished gathering these items, Vikki can return to the lion. About halfway to where the level began, there is a path to the left wit ha large rock blockage; this would have been easy to miss before due to the angle of the paths. Vikki can use an Explosive Arrow to clear the way. Entering this area reveals that Vikki has already been here when collecting dinosaur eggs; now, she can use an Explosive Arrow to destroy the raptor nest (and collect the revealed items) while the lion attacks any raptors which may be in the area. After doing this one or two more times, Vikki will finally find the final stick. The duo can return to the campfire ring to officially set up camp. Since the lion is accompanying Vikki, she must return to where the level began, THEN go back to the campfire ring - collecting any new arrows along the way. Once the third stick has been deposited, use the Fire Arrow to light the campfire and be greeted with a short cutscene in which the lion is finally named (Leo). ==================================== LEVEL 05 World: Prehistoric jungle canyon Play as: Vikki mounted on Leo. Objective: Find a way out of the canyon Hint #1: Higher elevations provide a better view. Hint #2: Note the positions of the jewels. After a long cutscene, Vikki is riding Leo. The controls are essentially the same as when playing as Vikki (quasi-)alone. The first objective here is to collect eight magic stones. Essentially, just follow the jewels and arrows, but be sure to jump the gaps. T-bone steaks will give Leo a momentary boost in both overall speed and jumping ability to clear the largest gaps. Keep following the various items to the first Checkpoint. Once Leo and Vikki get just beyond the first Checkpoint, pillars rise from the ground and spew out stones; these are the eight magic stones which must be acquired to gain passage. This area has several cliffs, so Leo will need to jump high and far on some occasions. There is a nine-minute time limit on finding all eight magic stones and returning them to the pillars, but if Leo and Vikki can get up on top of one of the cliffs, most of the stones can be seen from there; then, it is simply a matter of finding T-bone steaks and timing jumps just right to collect the eight magic stones (and more jewels and arrows as well) and then return them (the magic stones) to the pillars. From here, a short cutscene takes over and the level ends. ==================================== LEVEL 06 World: Prehistoric jungle Play as: Vikki Objective: Solve the secret of the pyramid to get out of the jungle Hint: Platforms are not necessarily meant for you. Vikki has dismounted, and this can be used to the player's advantage. This level is full of raptor nests, so while Vikki runs around collecting and using Explosive Arrows, Leo can be charged with eliminating the raptors. To the extent possible, Vikki should get up off the ground (such as on the pyramid itself) to fire off the Explosive Arrows, so that she can target and shoot freely without worrying about being attacked by any raptors that Leo cannot keep at bay. This entire process could take a while, so be patient. Once the raptors and their nests are all destroyed, Vikki can calmly collect any remaining jewels and arrows. In so doing, note that there are two stone-marked squares on the ground on the left half of the level (left side in relation to the level's starting position) with lion symbols on them; one is near a tall pillar while another is close to the middle of the level. Now the fun can truly begin!!! When ready, Vikki needs to move so that Leo follows her and stops in the stone-marked square near the middle of the level; once this is done, Vikki must command Leo to stay. This activates a defensive trap, with multitudes of arrows flying near ground level between the two stone-marked squares, and the tall pillar comes down to ground level. Vikki needs to get to the now-grounded pillar; the safest way to do this is to move along one side of the area where the arrows are emerging or impacting, and repeatedly jump the continual flow of arrows. Once on the other end, Vikki can then safely move onto the now-grounded pillar. By calling Leo to her, the pillar rises, and the arrows stop flowing, allowing Leo to come to Vikki. When the pillar crests, Vikki can get the stone key needed at the pyramid, then the pillar automatically descends once more, and Vikki can rejoin Leo. The arrows will have started flying again by the time Vikki reaches the ground. Have Leo stop and sit on the other marked square (the one next to the now-grounded pillar); the dragon heads which had been firing the arrows will explode, revealing more jewels and claws holding crystal balls. Collect the jewels and shoot Basic Arrows at the crystal balls. Run to the Checkpoint, then call for Leo to have him rejoin his companion. Head back up to where the level began and edge left so that Vikki overlooks the ground below. Note the raptor nests and use Explosive Arrows to take out as many as possible. This will save some headaches later. If necessary, return to the main floor of the level, collect more Explosive Arrows, then return to the overlook point and take out more raptor nests. When ready, return to the main floor of the level and turn right, heading toward the pyramid. Go to where the puzzle piece should be placed, and a new area will have golden swirls floating above a new tile in the ground. Leo must be placed on this tile and told to stay so that he can be moved over the pyramid. Vikki must climb the pyramid and make use of a set of directional buttons which now appear on the pyramid itself; these directional buttons determine how the tile Leo is currently on will move to bring him across the pyramid. Vikki must step on a directional tile to raise, move, and lower Leo; a short buzz means that a wrong button has been activated, while a green lighted button means that the correct choice has been made. Once Leo is safely grounded on the other side of the pyramid, go to the Checkpoint just in front of the large rock blockage. In the newly-opened area, the first objective is to clear out all the raptor nests. Fortunately, most should have already been destroyed from above, so there should only be one raptor nest remaining; Leo can be sent against the raptors while Vikki destroys the raptor nests. Once this has been completed, Vikki can collect the jewels and arrows in the area, then proceed with the next objective: finding a safe path through the prehistoric jungle. Go toward the stone wall, and stand on the stone-marked tile on the ground to lower the wall. New raptors and raptor nests will need to be eliminated before proceeding. Keep doing this and moving ahead until the brief cutscene shows Vikki and Leo running ahead through the prehistoric jungle. ==================================== LEVEL 07 World: Prehistoric cave/mountain area Play as: Vikki (separated from Leo) Objective: Cross the lava lake and solve the secret of the stone gateway Separated from Leo, Vikki must first turn off the lavafall. However, from her starting location, if she turns around 180 degrees, she will she a few short steps up to a jewel and a Vista Point. Looking to the far left on the initial ledge, there are green hearts. Heading this way will reveal that behind a small rock outcropping are arrows. NOW Vikki can worry about the lavafall :-) Carefully, Vikki must make her way down to the 'stepping stones' at the bottom of the area, then cross over to a cave entrance. (Note: If playing the Portal Runner in bright lighting conditions, it may be difficult for the player to see the cave entrance.) Once inside, a brief cutscene moves Vikki along to an inner lava pool; jump up the visible 'steps' to the second story (collecting arrows along the way). Once here, Vikki can easily shut off the lavafall with an Explosive Arrow. Now she can return back to the starting point for the level, and use the floating platform to safely cross the large pool of lava and hit the Checkpoint. Fire Arrows will be key to getting through the rest of this level, as many passageways are blocked by dead trees. Turn left and go all the way to the end of the ledge to get Fire Arrows, then return all the way to the right end of the ledge. Use Fire Arrows to burn away the dead trees, then quickly change to an Explosive Arrow to kill the Rockman. This will reveal numerous arrows, which can be used later. Now there is only one way to go, and it is blocked by more dead trees. Use the Fire Arrows to 'blast' through. Now Vikki needs to find three Elemental Stones. The Fire Stone (no pun intended) is floating in the air before her; fire at it (no pun intended) with a Fire Arrow to activate it, which will raise a bridge across the two gaps and also create a Checkpoint. Once across the second gap, Vikki should turn left, and launch a Fire Arrow at another dead tree. When the tree burns away, another jewel will be revealed. She should collect it and then go the other way along the path. Shortly, a bird from the air will fly by, spewing flames at Vikki. A few shots with the Fire Arrow will eliminate the thread. Continuing on, there will be a rocky path blocked by a large burning log. Just to the left is a lower path requiring jumps from one rock to another over a small pool of lava; ahead are the needed Water Arrows. Once the Water Arrows have been collected, Vikki can return to the burning log and put out the fire, thus gaining access to the area beyond. This will reveal more Water Arrows and the Water Stone; shooting the Water Stone will accomplish phase two of this objective. While backtracking, a Lava Monster appears; a quick. single shot with a Water Arrow will kill this creature before it has the chance to attack. A Rockman will also shortly appear; a single Explosive Arrow will destroy him. The gate is directly ahead; Vikki needs to make her way around to the right. Ahead will be the Lightning Stone slowly turning atop a strange structure, with the required Lightning Arrows below atop rock pillars which rise and fall. Four shots with the Lightning Arrows are required to unlock the power of the Lightning Stone. Vikki can now return to the gate, passing through a Checkpoint along the way. She can then hop on the rising platforms to make her way to the top of the gate to rejoin Leo and continue to find a way out of the prehistoric world. ==================================== LEVEL 08 World: Erupting prehistoric volcano Play as: Vikki mounted on Leo Objective: Escape before the volcano erupts Hint #1: Meditate on the rising steam. Hint #2: Have you ever felt like you kept spinning around in circles? The first phase of this level involves getting to the base of the volcano. This is relatively easy as long as Leo follows the path (there are few possible deviances) and Vikki keeps plenty of Water Arrows ready to eliminate obstacles and Lava Monsters. For the second phase, again follow the path. There are NO possible deviances this time. The next phase is trickier: finding a way up to the portal. First, the Lava Monster must be destroyed. Then, Vikki can use an Explosive Arrow to fell a stalagmite, which will bring up a ring of floating rocks which slowly turn on the rising lava pool. Here is where things can get hairy. Floating above the empty (lava-filled) center of the floating rocks is generally a health heart. However, this occasionally becomes an Explosive Arrow. When it does, get it, and use the Explosive Arrows to destroy small rocks poking out from the walls of the inside of the volcano; this will allow the lava more ways to spill out and thus slow the main lavafall's flow. Once all the small rocks have been exploded open, ride the center floating rocks up to the portal. The jump to the portal itself will need to be very well-timed, as there is obviously only ONE CHANCE to get it right. After a brief cutscene, the level comes to an end. ==================================== LEVEL 09 World: Medieval Play as: Vikki (separated from Leo) Note: Vikki now wears medieval archer's clothing Objective: Rescue the wizard and find a way to open the locked gate Hint: Knowledge of the movements of chess pieces may be useful here. See the Chess Movements section at the end of this guide for the basics and caveats of permitted chess movements. After the cutscene, Vikki is on the chessboard. Grab the arrow to her right and fire off several shots at the knights. When destroyed, the wizard will approach for another cutscene. The goal now is to get to the Golden Arrow high above the chessboard. Vikki should first run around the chessboard itself and collect the jewels, then head toward the white square placed on the edge of the chessboard itself to be taken up into the air on a level with the other floating squares. It is important that Vikki only keep to the white squares, as 'those black squares hurt!!!' However, many of the squares shift position, and some squares alternate colors between white and black. Also, Vikki will need to kill the guards in the towers on the corners of the chessboard to make concentrating on this puzzle easier. The trick is that after a pass of the chessboard on the overhead platforms, the platform configuration changes, so that Vikki must make her way back to the other end of the chessboard. This happens several times, until Vikki finally arrives at the Golden Arrow. Once the Golden Arrow has been retrieved, Vikki will be brought back to the main chessboard, and a cutscene will show what to do. Do it to unlock the gate and get off the chessboard :-) ==================================== LEVEL 10 World: Medieval forests - picturesque and dark Play as: Vikki Objective: Solve the secret of the stone monolith to break the magical barrier Hint: Call the Elements for guidance. After a cutscene, Vikki and Leo are in the forest. Vikki again begins the level without any arrows, but there are plenty to be found just off the path to the right, and a jewel with a Vista Point just off the path to the left. From the Vista Point, the monolith can be seen. Near the monolith are Lightning Arrows, and a stone-marked space on the ground with a lightning symbol. If Vikki stands on this space and looks toward the monolith, the center pillar rises and turns counterclockwise. Each side of the risen center pillar has a symbol; Vikki must use the appropriate arrow to shoot each symbol to activate that portion of the monolith. If Vikki circles the entire area, she will see that each symbol on the center pillar has an identical symbol on the ground. Now that this has been determined, she must find the other required arrows. For the other three symbols, there is a path leading past the symbol on the ground and deeper into the forest. Beginning with the Explosion path, Vikki can collect more arrows and jewels. Eventually, she will get to a cavern with a downward slope and a pool of some strange liquid at its base; mushroom-like things extend up from it with various jewels stacked above each. Laugh mightily at the quasi-disco scenario as Vikki jumps to the first mushroom!!! Note that the normal laws of physics (as based upon previous experience in the game) do not apply here; instead, this is a low- gravity area, so Vikki can jump both higher and further than she can elsewhere, which can be used to move from mushroom to mushroom and to grab jewels high in the air. Jumping from mushroom to mushroom, Vikki can attain the Explosion Arrows, use one to shoot at the floating tile above the entrance to the cavern, then backtrack to the cavern's entrance. Using the tile, Vikki can attain the many jewels on a high ledge, then return to the entrance of the cavern and go to the Checkpoint. Note that there is also a flying creature in this cavern; killing it quickly will make the rest of the puzzle easier to decipher. Once Vikki uses the Explosive Arrows at the monolith, she can explore the other two paths. There is no Water 'path' per se, but it is obvious that the Water Arrows will be located somewhere near the waterfall. To the left of the waterfall itself is an easy path around to the underside of the waterfall, where the Water Arrows are located. Once retrieved, Vikki can return to the monolith to make use of them as done before with the other arrows. Now Vikki only needs the Fire Arrows to unlock the mystery of the monolith. Go back to the cavern where the Explosive Arrows were found, and the scene will be changed. There are now numerous rock pillars rising from the 'goop,' and a new set of jewels and arrows. Jump from pillar to pillar, get the Fire Arrows, and return to the monolith. Use the Fire Arrows in the same manner as the others were previously used, and the four elements combine to unlock the power of the monolith. Run around the monolith collecting jewels, then go to the center to collect another jewel and the required Golden Arrow (remember from the wizard's instructions in the previous level - the chessboard level - that only Golden Arrows can break magical barriers). There is now one unexplored path remaining, which Vikki should be facing at the end of the brief cutscene. Get the jewels and arrows, then stand back and fire the Golden Arrow at the barrier. Once inside, head for the Checkpoint. Vikki and Leo are now in the dark forest, with mist and fog swirling around seemingly everywhere. Some trees have the ability to move about and throw boulders at Vikki, but Leo can take care of these enemies as she collects arrows and jewels. Vikki should keep moving to the right, following the path and having Leo attack anything that moves. Eventually, there will be a graveyard site; Leo can attack the knight which appears as Vikki continues collecting arrows and jewels. Continue up the hill (as if making a left-hand hairpin turn) and there will be a Checkpoint beyond its crest; go to it. Continuing ahead, Vikki and Leo are ambushed. Again, Leo can attack while Vikki collects various items. There is only one way to go from here (with a few jewels on the side), so Vikki and Leo can keep moving forward through the dark forest until the cutscene takes over and the level comes to an end. ==================================== LEVEL 11 World: Dark forest Play as: Vikki Objective: Defeat the Great Tree Hint: Get ready for plenty of frustration!!!!! From the beginning of the level, Leo heads out to attack the knights and the demon lions, allowing Vikki to run about collecting arrows. Basic Arrows will be fine for eliminating anything which comes to attack her, but two or three shots will be needed to make the kill. Vikki needs to look for the jets of steam, as Explosive Arrows are contained within; these can be used to destroy the stone pillars which generate the knights and the demon lions. Once the stone pillars are destroyed, collect any remaining jewels and arrows and help Leo defeat the last of the small enemies (if any), then head to the Checkpoint. Hop on the leaf and take a ride :-) The trick now is to move up the tree, making use of floating leaves to move from one long branch to another as needed. Also, Vikki needs to take out the distant archers as quickly as possible to make life easier; however, the eyes of The Great Tree (any relation to The Great Pumpkin?) occasionally shoot out fireballs which must be avoided. Note the positions of jewels and arrows, as that can indicate the optimum jumping lane to get from branch to branch when there are no leaves to facilitate such movements. Eventually, one leaf will take Vikki to a small branch-outcropping with a Checkpoint and numerous Water Arrows; the next leaf will float Vikki around to the front of The Great Tree where (while constantly moving) she can fire at the eyeballs to stop the volleys of fire. Once this has been completed, Vikki will be taken back down to ground level. Now she can head into The Great Tree itself, collect jewels, hit a Checkpoint, and jump onto a leaf. This new leaf will float Vikki high up inside The Great Tree. Vikki must jump from one floating leaf to another, even as virtually ALL these leaves are in constant motion. When she gets to the top area, the leaves will form a circle and contain Fire Arrows. Now the final difficult part takes place. The heart of The Great Tree is surrounded by numerous protective leaves, which must be burned away with the Fire Arrows. However, the heart also emits a ball of energy which will hurt Vikki is she is touched. Therefore, Vikki must continually jump from leaf to leaf, collect numerous Fire Arrows, and keep shooting at the protective leaves until she can finally pierce the heart of The Great Tree - WITHOUT FALLING, as a fall from this height will instantly kill her even if she is at full health before the fall. If this feat can be accomplished, then the passageway to the castle will be unblocked, and Vikki will be returned to the ground. Once through the Checkpoint, Vikki and Leo are reunited. The passageway to the castle is on the left; a cutscene soon takes over to end the level. ==================================== LEVEL 12 World: Castle grounds Play as: Vikki (separated from Leo) Objective: Defeat the guardian dragon Hint: Shields up, Mr. Sulu! After a cutscene, the action begins immediately. Vikki should grab the nearby arrows, then head to the lower walkway around the combat area, collecting jewels and getting out of the dragon's line of fire. Slowly, she can make her way around the combat area to face the shields on either side of the raised drawbridge. Using a Basic Arrow on either shield creates Trident Arrows; she can then go back up to and ride a floating platform to collect these arrows. Note that as the dragon's health decreases, the poisonous mist rising from the moat rises higher and higher, eventually making the lower level of the combat area too dangerous. Should Vikki be successful in slaying the dragon (Vikki the Dragon Slayer!!!), a cutscene will end the level. ==================================== LEVEL 13 World: Castle Play as: Vikki Objective: Collect the magical playing cards to open the doors to the castle Hint #1: X marks the spot. Hint #2: Some cards open more than a single door. After a long cutscene, Vikki is outside the castle and needs to get inside. Ahead is a locked door with the Ace of Hearts card on it; to the left of the door is a large chest which allows Vikki access to a window above. Along this initial corridor are many smaller chests as well as Basic Arrows. By using the Basic Arrows, Vikki can shoot at the smaller chests to reveal Trident Arrows, health hearts, and jewels. Once these have all been acquired, THEN Vikki can climb the large chest to the window. The 'window' is actually a doorway. There are numerous large crates here. Vikki must move carefully - if she is spotted, then guards come out of the woodwork (almost literally), and she must fell them all. From here, she can keep moving to the right to reach Ace of Hearts Tower. After gathering the arrows, go to the tile with the blue heart. Once it rises, jump from tile to tile to work upward in the tower. The lines of jewels will show the optimum jumping lane, and - if done correctly - the final jump will also yield the Ace of Hearts card. Vikki can now return to Leo and open the Ace of Hearts door. Vikki and Leo are now in the Entrance Courtyard, with two guards charging toward them - Vikki can fire arrows at one guard while Leo tangles with the other guard. Once these enemies have been defeated, the hunt is on to find the Two of Hearts card. Collect the jewels and arrows and approach the door on the other end; this door is marked with a Joker card. There are paths to the right and the left from here. Taking the left path leads to the West Courtyard; guards will need to be taken out along the way and upon arrival. Once Vikki collects the arrows on the ground, she can return to the entrance to the West Courtyard and climb up on a crate, which gives her access to the next level; here, she can grab jewels and Fire Arrows. Once this is complete, she can return back to ground level. Continuing past the West Courtyard, Vikki and Leo eventually come to the Northwest Courtyard. Following the path to the left, a set of stairs is shown ahead. Climb the stairs (and kill the guard) and turn right. The door ahead is marked with the Ace of Hearts card; entry is access to Two of Hearts Tower. Destroy the... thing... and head inside. Use Basic Arrows to destroy the small chests and collect their contents. Then head to the tile with the blue heart and collect jewels and the Two of Hearts card the same way as in Ace of Hearts Tower. Head back out to the Northwest Courtyard and explore, collecting jewels and arrows. There will be two doors, each marked with the Three of Hearts card; remember this location for later. Return to the path and backtrack to the Entrance Courtyard. Once in the Entrance Courtyard, collect any new arrows and then take the unexplored path; this leads to the East Courtyard. Above on the left will be a lone archer; he can be taken down fairly easily, then Vikki can use her Basic Arrows on the small chests to gain more Trident Arrows. Continuing along the path, the duo will come to yet another door marked with the Ace of Hearts card; inside is the Northeast Courtyard. Ahead is a door marked with the Two of Hearts card, while a door on the right is marked with the Ace of Hearts card; a set of stairs rises to the left. Use the door marked with the Ace of Hearts card to reveal a red jewel perched high above a small pool of water. Above that is a chandelier; if Vikki has any Fire Arrows, one can be used to hit the cord of the chandelier, and it will fall on the red jewel, destroying it but creating a number of blue jewels at ground level, which Vikki can then collect. Back outside, take the stairs up to another chamber, where Leo is told to stay. Vikki can jump across the gap (while collecting jewels) to another chamber, where a guard will need to be eliminated instantly. Basic Arrows will open two more small chests to reveal more Trident Arrows. Moving on to the next area (to the right of the jump), more small chests produce jewels. Moving on, Vikki is on a rooftop connecting two doorways; on her right in the distance below is another guard, who can be easily and safely killed from this distance. Moving ahead, however, another guard triggers an alarm, and several guards appear; Trident Arrows will take out groups of them per shot. Vikki can keep moving ahead, killing guards and destroying small chests until she arrives at a door marked with the Two of Hearts card; this provides access to Three of Hearts Tower. Again, find the tile with the blue heart, and jump from tile to tile to collect jewels and the Three of Hearts card. When finished, backtrack to Leo (and hit the Checkpoint, just in case). Once with Leo, the pair can head back down the stairs and take the door marked with the Two of Hearts card. This leads to a door marked with the Three of Hearts card. This leads to the Northwest Courtyard, where Vikki and Leo explored earlier. Immediately to the right is another door marked with the Three of Hearts card; this reveals a path to The Joker Room. After breaking open the small chests and collecting their contents, Vikki should again step on the tile with the blue heart. This tower is much taller than the others, so a fall is likely to greatly hurt Vikki's health. Once the Joker card has been collected, new jewels appear, which can be gathered by jumping from tile to tile as Vikki descends. Once with Leo, Vikki should hit the Checkpoint, then the pair can head back to the Entrance Courtyard. Vikki should have the Trident Arrows ready; once she enters the Main Hall (beyond the door marked with the Joker card), these will quickly eliminate the enemies. Vikki and Leo are now trapped in the Main Hall, as the way they came in has been shut and locked. Approaching the door at the other end (also marked with the Joker card), there will be a HUGE statue of Brigitte Bleu with a number of blue jewels about its waist and a red jewel continually circling the statue. A Basic Arrow and be used to hit the red jewel, causing the blue jewels to fall to ground level for collection. Once these jewels have all been gathered, Vikki and Leo can round the base of the statue and head toward the next Joker- marked door. A quick cutscene takes over here and the level comes to an end. ==================================== LEVEL 14 World: Toy Store Play as: Leo (separated from Vikki) Objective: Fight your way to the portal Hint: Before beginning this level, refresh your memory of the Leo-specific controls, as they are a little different than the Vikki-specific and Vikki+Leo controls. After an insanely long cutscene, Leo must find a way to the next portal to go to rescue his loyal master (mistress?). The Yellow Army is bent on destroying all who don't look like them, to Leo must be careful on this level. Follow along the edge of the tabletop to the wall and look for the blue button. Pressing the button will raise a train car and allow Leo to cross to the other side. The true battle begins here, as there are Yellow Army soldiers running about, and a Yellow airplane continually flying overhead and dropping bombs. Follow the jewels while avoiding the bombs and killing the Yellow soldiers. Ahead to the right side of the tank is another blue button on the tabletop, but do not go for it yet; instead, go to the left side of the tank, eliminate the Yellow soldier, mover around behind the tank to collect more jewels, THEN go hit the blue button. There is more to this blue button, however, than simply stepping on it. Activating the blue button causes the tank to fire a laser. Facing in the same direction as the tank's cannon is pointed, Leo can time the activation of the blue button with the lowest point of the Yellow airplane's flight, so that the laser destroys the airplane and finally eliminates the aerial threat. This will actually need to be done twice, as there are two Yellow airplanes flying about the toy store. The destruction of the Yellow airplanes will have cleared away some of the toys, revealing several jewels straight ahead. Once Leo gets them and turns around 180 degrees, he can see a red jewel-lined ramp up to another level. At the very top of this ramp is a T-bone steak and a gap that Leo must once. Once cleared, turn hard-left into a new area and head for the Checkpoint. The next puzzle is tricky. This involves very tight quarters similar to air ducts with a large bouncing ball - think of the rolling boulder scene from Indiana Jones. Round the corner, and there appears to be an area where Leo can drop down; do this, take out more Yellow soldiers, and follow the jewels to the next area, which leads to another tabletop. The battle continues, with lasers being shot toward Leo and Yellow soldiers running amok. To the right side of this area is another red ramp, this time lined with T-bone steaks; jump from the top of this ramp to a set of blocks, and jump from one set of blocks to another to the next Checkpoint near the source of the laserfire (yet another tank). Stepping on the blue button will cause the tank to fire one continuous laserbeam (instead of repeated quick bursts of laserfire); this will cause the laser-creation mechanism to overload and cease functioning. Now continue to the right. Take out the Yellow soldiers and go for the TNT detonator. The giant robot which had been firing the tank's laser will be destroyed. The destruction of the giant robot has scattered new jewels all over the area around and in front of the tank. Go get these jewels. Leo can safely go down to the lower level to claim those jewels as well, as the red ramp is once again lined with T-bone steaks, so he can safely make his way back to the upper level and continue on with his quest to save his helpless mistress. Past the TNT detonator ahead on the left is a lookout point. Plenty of jewels and Yellow soldiers can be seen below. Leo can jump down (jump onto the ramp to keep from losing health) and start annihilating the soldiers. Once this is completed, Leo can attack the next TNT detonator to destroy a toy box. Now Leo comes to an area lined with jewels and doll houses. The furniture in the doll houses needs to be destroyed to gain access to various items. Some of the dollhouses also contain Yellow soldiers, so Leo must be prepared to attack. Once past the doll houses, go to the Checkpoint. Coming around the final corner, there are more Yellow soldiers, who must be eliminated. Once these enemies have been eliminated, the tank needs to be moved by using the remote control box on the left (by using a standard swiping attack); the tank will move forward and fall off the tabletop. Rage can now be seen ahead, standing before the portal, which itself is blocked by bands of blue energy. Above Rage, who himself fires blue homing energy balls, lasers are fired. With great care, Leo can make his way along the side of this area, get directly in front of Rage, and time his attacks to destroy Rage before Rage can fire off another of his blue homing energy balls. The portal, however, is still blocked by bands of blue energy. Simply swiping at these blue energy bands will cause them to tumble, and a cutscene will show Leo entering the portal, thus ending the level. ==================================== LEVEL 15 World: Castle dungeons Play as: Leo (separated from Vikki) Objective: Find the way to lower the dungeon (cage) to rescue Vikki Hint: In some puzzles on this level, using the left analog knob providers easier control of Leo. After a brief cutscene, Leo must find and press four buttons on the floor to open the gate to the lower dungeon levels. This is done rather easily, as all four buttons are simply one or two jumps away in the immediate area. Once the gate is opened, however, there is a trap created by continually-firing arrows. Enter the room SLOWLY and immediately turn to the right; the door behind Leo will close and lock. On the wall to the right is a button; press it and run toward the newly-opened door on the other end of the room. If Leo cannot make it out in time, he will be forced to return through the arrows to the button to try it again. Once successful, Leo should hit the Checkpoint. Leo is now back in the room with the tall statue of Brigitte Bleu on a balcony. The objective is to jump to the balcony on the other side of the statue. If Leo misses and ends up on the floor below, he can simply get onto a tile with a blue heart and be floated back up to the original balcony to try again. Fortunately, there are several regenerating T-bone steaks here, so just wait a few seconds for the T-bone steaks to reappear then try again. Once on the other balcony, a button is on the wall to the right; press it, then turn back toward the tall statue of Brigitte Bleu. There will now be several tiles floating in the air and moving forward and backward. Use the floating tiles on the right (to the front of the tall statue) to move toward the second button. Now the trick is to move back the other way to the floating tiles behind the tall statue to land on the tile with the lion image (and the two diamonds floating just above it). When this has been accomplished, the tile will descend and disappear, and Leo can gain access out of the statue room. In the next (small) room, a guard will appear; once he has been eliminated, Leo can then attack the large barrels and collect the jewels within, then move on. Next, he must get past the jets of flame, which is INCREDIBLY easy to do after having dealt with the tiles in the statue room!!! Moving forward, Leo needs to kill the guard, then start attacking more large barrels. When the door opens, head up the stairs; when that door opens, go to the Checkpoint. Attack all the barrels to reveal health hearts, jewels, and T-bone steaks. This will also clear the way to buttons on the walls. When the next door opens, hurry through, avoid the spikes coming up out of the floor, and go to the Checkpoint. The next corridor has two different traps. First, there are the arrows shooting out from the walls; careful timing and plenty of patience will prevail here. Next, there are spiked wheels blocking the second section of the corridor; PRECISE timing here is required to safely get past this trap and to the next Checkpoint. Head up the ramp to locate Vikki trapped in the cage. Note the button ahead; there are three others just like it. All four buttons must be activated while knights come out to destroy Leo. Once this is done, the key on the gate separates and starts circling the area; Leo must use the T- bone steaks to run fast enough to catch the key and pass through the gate to the next Checkpoint. Timing is of the essence now. Leo must jump to a platform with a button, then QUICKLY turn left and jump again before the door closes. Once here, he must then jump another gap, and get past yet another trap consisting of continually- firing arrows. The next room has a few health hearts, which will probably be needed. There are three closed doors here; two are barred, so only one possibility remains. Once through this door, a new variation on the arrows trap is manifested: This time, the arrows are fired from the ceiling in waves at the floor. Once past this, get to the next Checkpoint. Now Leo must head down the stairs and to the left. There are A LOT of large crates and other obstacles along the walls here which must be broken apart to reveal the buttons on the walls. There are also plenty of enemies generated (knights and archers) until all the buttons are discovered and pressed; only then will the door open to the next area. Once Leo moves ahead, a cutscene ends the level. ==================================== LEVEL 16 World: Castle dungeons Play as: Leo (separated from Vikki) Objective: Find Vikki in the cage room Hint: Have you ever left like you were running around in circles, like a dog chasing its own tail? After the cutscene, Leo can look out upon his caged mistress. From here, there is only one direction to go. While avoiding the ghost, Leo can destroy the large barrels and collect the various jewels in the area. The path to the left is a dead-end, so Leo must head to the right instead. In the next area, ahead, there is a Five of Hearts card. To the right is a line of T-bone steaks and jewels arcing over a big gap. Jumping this gap allows Leo to press a button, and then make a similar jump to the left to collect the Five of Hearts card. The aforementioned Five of Hearts card moves, revealing a new area. In the area where Leo is currently, a new floating platform will have raised into the air, and Leo can use this to get back to where he was before. Once here, he can turn toward where the original Five of Hearts card was located previously and jump the gap; should he fall, he can quickly get onto a platform floating on the 'goop' and be automatically raised to jump again. Turning left, Leo comes to a small chamber with large crates; there is nothing of consequence here, so these can be ignored. Continuing onward, up the sloping corridor, Leo finds a room with burning green diamond-shaped keys with symbols and a skeletal creature. Once the creature is eliminated, Leo can run counterclockwise to collect the keys, then move to the center for the other two keys; this will open a new area with a Checkpoint. There are plenty of large crates and many monsters in this new area. Attacking the crates will uncover several buttons on the walls; when pressed, the entry door closes and a platform drop to the floor of the previous chamber. Once on the platform, Leo will be raised to another level. This level has many more large crates which should be destroyed to reveal plenty of jewels. Following this area to its end reveals the Six of Hearts card, which opens the gate one level below to Leo's left; he can jump down without incident and pass through the gate to the next Checkpoint. Pressing the button by the Checkpoint activates a ghost trap. Heading to the right, Leo descends two ramps to the lower area while collecting more jewels. Once 'downstairs,' the feline must jump through the electric hoops to trap the first ghost. The way Leo came into this chamber is now shut and locked. The large door with the four seals should now have one seal broken (from trapping the first ghost). Opposite this large door is a smaller one to a long corridor with many doors - the other three ghosts are here. One ghost can be found at the first door to the left; the other doors (except the last on the left) contain either nothing, knights, or jewels. The last door on the left opens into yet another corridor lined with doors. In this new corridor, the first door on the left contains the third required ghost. Return to the trap room, wait for the ghost to arrive, then jump through the electric hoops to trap this third ghost. Now for the fourth ghost. Go back down the first corridor, take the last door on the left, then go down that corridor to the last door on the left, which will open onto yet ANOTHER corridor lined with doors. The remaining required ghost is behind the first door on the RIGHT this time. Return to the trap room, wait for the ghost to arrive, then jump through the electric hoops to trap this fourth and final required ghost. Once the large door opens, hurry inside to the Checkpoint. Follow the line of T-bone steaks to jump the gap and collect jewels. There will be two black lions in the area; these need to be eliminated quickly. Leo's easy passage is now blocked by large boulders, which can be broken with a simple attack. Again, follow the line of T-bone steaks and jewels to jump across the 'goop' river, landing just in front of two more black lions; they should be close enough to each other that a single attack will eliminate both black lions simultaneously. Leo can now move forward, break the large boulders (this will require a little more effort this time), then collect jewels on the way to the Checkpoint. This next part is rather tricky, and it is probably best to use the left analog stick (the L3 stick) to control Leo. Once Leo advances to the next chamber and finds Vikki, he must continually run around in circles hitting the many counterweights to keep Vikki's cage from falling into the 'goo.' With the D-pad (the directional buttons), this is a bit harder than it at first might seem, which is why the L3 stick is strongly suggested here. Once this has been completed, keep circling the area until a new platform is revealed; it will require a jump for Leo to reach this area. Step on the button to activate the cutscene showing Vikki's rescue :-) ==================================== LEVEL 17 World: Castle Play as: Vikki mounted on Leo Objective: Find the golden arrow to unlock the way to the portal Hint: Have you ever heard 'Fast as You Can' by Fiona Apple? Vikki is mounted on Leo for this level, so it may be a good idea to briefly review the controls for this character set- up. This level is a timed level: Vikki and Leo have ten minutes to try to stop the wedding between Sarge and Brigitte Bleu. Basically, just follow the line of T-bone steaks and jewels and arrows along the various corridors, jumping gaps as needed. At the end of the corridors, jump to floating tiles, then back to the next corridor and repeat the process. At one point, Vikki and Leo must jump down to a lower level to continue their quest. The entire time, beware of various enemies, and destroy large barrels and crates to gain new items (often arrows). Once the Golden Arrows have been retrieved, jump on the large blue tile, go up a level, and continue following the corridor. At its end, use a Golden Arrow to shoot the Golden Shield to reveal another large blue tile, which will carry Vikki and Leo up to the next level. Hurry along this corridor to the portal (noticeable from a distance by its accompanying blue mist-fog-smoke). ==================================== LEVEL 18 Worlds: Spacestation, prehistoric jungle Play as: Vikki mounted on Leo Note: Vikki now wears a rather snug-fitting futuristic outfit. Objective: Defeat the flying saucer to get the key to the wedding hall Hint: Is it fish night? After the cutscene, Vikki is again mounted on Leo on a futuristic spacestation. Follow the spacecraft (and the jewels and T-bone steaks) and jump the gaps and the laser barriers. Keep moving along through the portal back into the prehistoric jungle. Jump the falling logs and enter another portal back into the spacestation. Keep moving forward, jumping gaps as necessary, until the area with the energy spheres. Here, the energy spheres move in two directions; go to the left, as that will allow more time between energy spheres. The 'median' in the center has breaks in it; at the first break, get into the 'median,' then turn around 180 degrees and press the red button to turn it green. The floor underneath Leo and Vikki will turn into a floating tile, which will permit access to several jewels before they are returned to the floor. Continue on down the left side. Eventually, the corridor will double back, and the spacecraft will return back through the various portals to the prehistoric jungle and then back to the first area of the spacestation. The spacecraft will continue to do this until Vikki can shoot it with enough arrows to force the key to be dropped, at which point the key must be collected and taken back to the portal at the beginning of the level. This will eventually become a timed puzzle (due to all the jumps), with about thirty seconds to complete the level; this can be successfully done within twenty seconds, so there should be no worries here. A quick cutscene ends the level. ==================================== LEVEL 19 World: UFO spacecraft Play as: Vikki (separated from Leo) Objective: Find the way to the Brain Room After the cutscenes, Vikki is alone in an overglorified Trek- style transporter room. She needs to first collect the arrows from the transporter room, then make her way though the green barriers. Beyond the barriers are jewels; a little further down the corridor is the first Checkpoint. The next room is a bit tricky. Vikki must kill the lone Martian before it can trigger the alarm. If Vikki is not successful, guards on tiny hovercraft emerge. In this case, Vikki must kill anything that moves and use an Explosive Arrow to destroy the computer which controls the alarm. Once this has been completed, she can return to the lower levels to collect more jewels and/or arrows (if necessary), then return to the computer console that controlled the alarm. With her back to the computer console, Vikki can see several beams of light leading up to a platform with arrows. Once she collects the arrows, she can step on the red button in the center of the platform; the beams of light will be deactivated, but the exit will become unbarricaded. Vikki must jump back toward the computer console and head toward the exit and its Checkpoint. Continue along the corridor. There will be a choice of paths: up to the left, or down to the right. Go down, kill the Martians, and run around the perimeter to collect the Lightning Arrows. Vikki must drain the 'goop' to proceed. On the back side of this room is both a Checkpoint and a red button on the center pillar; the button must be shot at with an arrow to drain the 'goop' from the room. Vikki can then finish collecting arrows (if necessary), then go to the front of the pillar and approach its door, which will open. Stepping inside will take Vikki up one level. Vikki is now in a room with pods, each with a power button. The power buttons are the small red buttons to the side of the pods. The power buttons can be shut off by shooting at them with arrows. There is no way for Vikki to shut off ALL the pods before some of the Alien Lords emerge, so she must be ready to fight. Once the Alien Lords have been defeated (either killed, or the power turned off for each pod), the exit will open and reveal another Checkpoint. The next segment of corridor has security lasers. With good timing, Vikki can safely make it through by just running down the exact center of the corridor. Beyond this area, the corridor turns to the left, but is blocked by a barrier. Use a Basic Arrow to hit the red button on the top-left of this barrier, which will activate the barrier and cause it to slide out of the way. Pass through and step on the red button on the floor to cause the room to transform (via a cutscene). Once the transformation is complete, go directly to the Checkpoint, then run around the perimeter of the room to collect arrows and jewels and health hearts. Next, run out the door and down the corridor, fighting off more guards on small hovercraft. This will lead to another elevator-like contraption, but before entering, Vikki should run around behind it to collect another jewel. NOW Vikki can enter. In this next chamber, Vikki must destroy the energy balls which float around in the air. Collect the arrows and fire away. Trident Arrows are best, but Lightning Arrows also work well here. After running out the door, Vikki finds herself on a high ledge above where she was before. Using a Basic Arrow, she can shoot at the red button on the central shaft to activate the floating platforms. The platform she is currently on will return her safely to the ground, where she can use the ramp (to her right) to jump up on a floating platform; this will raise her up to a stationary floating platform, which holds a Checkpoint and numerous arrows. Vikki must now make her way upward to the ring at the top. This ring has a moving platform, which moves in circles and is a great way to collect the many jewels on this level. There is also an exit, but it is blocked by barrier beams. There is also a pathway to the next Checkpoint, where Vikki needs to go to continue her upward climb. The entire time, she is plagued by incoming fire from Martians and their spacecraft; Basic Arrows or Trident Arrows work on the Martians, while Lightning Arrows and Explosive Arrows work well on their spacecraft. Upon reaching the next Checkpoint, Vikki is nearly at the top. After another short climb, she arrives at the top, where there are several consoles, arrows, jewels, and a red button on the floor. Activating the button releases the seal on the artificial gravity generator (above her). Pointing upward, the floating green discs must be destroyed, then the protective barrier on the artificial gravity generator will open; a shot with a Piercing Arrow will destroy it, and a cutscene will show the changes. Vikki must now make her way back down. This is like the 'disco room' in the medieval levels, so Vikki can jump and essentially 'float' a long distance to make her way to another platform; this is important, as the beams of light which connected the platforms before was deactivated with the destruction of the artificial gravity generator. Once back on the level with the moving platform, Vikki can head through the exit and down the corridor, where the level comes to an end. ==================================== LEVEL 20 World: UFO spacecraft Play as: Vikki (separated from Leo) Objective: Defeat the Brain Note: 'It's Pinky and the Brain, yes Pinky and the Brain...' Hint: Try not to do anything which may disrupt your rhythm. After a long cutscene, Vikki must take on the Brain. Lightning Arrows must be used to bring down the Brain's defensive shield, and continual volleys will hurt the Brain even more. However, there are various annoying enemies flying about firing or hurling projectiles at Vikki, so she must be constantly on the move. And, of course, Vikki has NO arrows at the beginning of this level >:-( After a few minutes, rotating lasers appear; Vikki must jump over these lasers or suffer damage to her health level. However, there are a few areas where the danger is lessened. Look for the alcoves, which are raised just enough that Vikki need not worry about lasers while here. Martians may still be running about, and may chase her to these areas, and most flying enemies will not fire into these areas, even though the Brain will still hurl large green rocks into these 'havens.' However, Vikki will be slightly freer to fire off volleys at the Brain; the only need to emerge from these areas is to collect more arrows. Eventually, Vikki will defeat the Brain, and the level will end. After a screen showing the final score, the final cutscene shows how everything ends (I will not divulge it here). At this point, all the cutscenes are available for viewing again; from the Main Menu, select Movies, then select the individual cutscene. The photos taken at the various Vista Points are also available for viewing; from the Main Menu, select Extras and scroll through the various images, just like a scrapbook or a photo journal. The game has ended - congratulations :-) ==================================== OVERALL EVALUATION Overall, Portal Runner is a great game. For those (like myself) unaccustomed to the Army Men universe, the storyline can at times seem a bit silly, but that is quickly lost once gameplay begins on each level. Sound is perhaps the best feature of the game, especially the supporting music and the voice acting. Except perhaps for Brigitte Bleu, the voice acting is highly convincing, seemingly pushing the envelope of believability without crossing the thin line into corniness; given the script of some of the cut-scenes and the comments Vikki makes throughout the gameplay itself, this is quite a feat!!! Brigitte Bleu's fake accent is only okay, but it does convey important character information nonetheless. In each level, the music fits the current world and/or situation like a glove. While the music certainly grabs the attention, it also does not consume all of the player's attention. I believe that independent of the game, the music would still stand on its own as a really good CD. As for replay value, those who play such games once and then sell them on eBay (or elsewhere) should not use Dream Mode, which is EXTREMELY easy. However, replaying the game at progressively higher levels of difficulty should be quite interesting. Overall, Portal Runner is a great standalone game; as I am unfamiliar with the rest of the Army Men universe, I cannot comment as to its appropriateness within the Army Men series. As a standalone, I would rate Portal Runner at 7.5/10. The puzzles are sufficiently challenging, the storyline and characters rather intriguing, and the controls easy to learn. Where the game hits a real pitfall is in replay value and the need for more levels (the latter is especially important for those playing in Dream Mode). ==================================== ==================================== ==================================== CHESS MOVEMENTS Here are the movements permitted in chess. The letters and numbers indicate the coordinates of each of the sixty-four spaces on the traditional chess board. In these examples, an X indicates a piece's starting position, and an * indicates permitted movements (assuming a clear path to the intended destination). Caveats to piece movement are also given. Bishop 12345678 A* * B * * C * * D X E * * F * * G* * H King 12345678 A B C *** D *X* E *** F G H Caveat #1: The King and a Rook can switch positions ONCE if there are NO pieces in the intervening spaces AND the King's passage through these spaces would put the King in Check (i.e., in danger of being captured). Caveat #2: The King cannot move to any space which would place him in Check (i.e., in danger of being captured). Knight 12345678 A B * * C * * D X E * * F * * G H Pawn 12345678 A B C D E F * G X H Caveat #1: If a Pawn has not yet moved in the game and the first two spaces ahead are not occupied by any piece, the Pawn may move forward two spaces. Caveat #2: If the two forward diagonal spaces in front of a Pawn contain an enemy piece, the Pawn may then capture that piece. Note: Once a Pawn attains the any space on the enemy's back row, the Pawn can be transformed into any other piece, with the exception of the King. The piece of choice is generally the Queen. Queen 12345678 A* * * B * * * C *** D***X**** E *** F * * * G* * * H * * Rook 12345678 A * B * C * D * E***X**** F * G * H * ==================================== ==================================== ==================================== CONTACT For rants, raves, etc., contact me at FEATHER7@IX.NETCOM.COM; also, if you have enjoyed this guide and feel that it has been helpful to you, I would certainly appreciate a small donation via PayPal (http://www.paypal.com/) using the above e-mail address. As this is the final version of the Portal Runner Guide, I will likely not be able to answer specific questions about the game - my time is extremely limited now, and I am concentrating on the newest F1 games. To find the latest version of this and all my other PSX/PS2 game guides, visit FeatherGuides at http://www.angelcities.com/members/feathersites/ ==================================== ==================================== ==================================== ======================================================================= Wolf Feather Jamie Stafford ======================================================================= Just as there are many parts needed to make a human a human, there's a remarkable number of things needed to make an individual what they are. - Major Kusanagi, _Ghost in the Shell_ ======================================================================= What isn't remembered never happened. - _Serial Experiments Lain_ =======================================================================