![]() The Vortex opens and then makes five tiny pulses before closing when you first approach it. To get the key and get back to the door without rotating the level, you need to use the force of the Vortex's closing animation to launch you to the right of it to get the key, and then back to the left of it for the door. This can and should be completed without using LT or RT or the DualShock tilt controls (I recommend switching those off in the game menu). Now rotate strongly with RT to get the key to the Professor and exit. ![]() Pull LT very slightly so that the key falls into the alcove to its left, and be ready to pull RT as soon as possible to stop the Professor falling into the Vortex. Walk the Professor right as much as possible. Anything sucked into a Vortex is stuck there unless there is a timer or a switch that turns the Vortex off. To reach the Chapter II door you will need to rotate the House to get the Professor to the second floor. It's a little tricky to pull off, but you can either "Fall" to the exterior roof of the house by rotation and then simply drop off the roof when the ground is level to grab it on the way down, or you can attempt to "fall" from inside the second floor of the house, through the open front door and then revolve immediately to invert your fall back towards the exterior to pass through it. A Wisp will appear above the door on the outside. Enter the Konami Code on the D-Pad (Up, Up, Down, Down, Left, Right, Left, Right, B, A). Wisp Available: Head back to the house and stand outside the door. Regardless, the "Plummeter" trophy will unlock some time before you reach this Wisp. It appears quite suddenly so you may have to rewind to readjust your trajectory out of the tree so that the Professor hits it. Wisp Available: While working on the above, p ass through the tree thirteen times and a Wisp will appear just to the left of the tree (or, as you are falling downwards, just south of the bottom of the tree). ![]() Pull RT to flip the level 180 degrees again back to the starting position. Walk the Professor left to where the Menace started. Pull a little more on LT gradually to get the Menace to the left. Pull LT 180 degrees so that the level is upside down. Once you get it there, just pull RT to eventually bring it around to the Professor and open the door. You want to guide the key around the outer edge of the platform here until it falls into the same spiral that the first key was in. Once it's on this side of the maze Pull RT to slow it down as much as possible. Pull LT to start moving the other key but eventually you'll see it's about to slide right out of the maze and out of the level. Pull RT and the upper-right key will eventually wind its way all the way around to where the Professor can pick it up. Pull RT to reach the door.įollow the keys. Pull LT to head to the key while the Menace falls away. ![]() Walk right and fall off the edge to the level with the Menace on a chain. You can rewind as much as you like at this point to position the fall correctly. Use LT and RT to position the Professor correctly on his long fall back so that he connects with the Wisp. Wisp Available: Rewind for a full minute at the beginning of the level until the Professor is flung high in the air, and a Wisp appears in mid-air. Walk the Professor right with a light RT hold to make him fall to the door. Strong RT hold to get the Menace to the fish section. Walk the Professor right with a light RT hold to make him carefully fall to the bird section. Strong RT hold to send the Menace to the door. Walk right and you will slide into the "fish" section of the level. ![]() If the Menace (the ball) touches you at any point, you die. ![]()
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