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Magrunner: Dark Pulse Game Guide & Walkthrough by gamepressure.com

Magrunner: Dark Pulse Game Guide & Walkthrough

Table of Contents

Cthulhu Rising | Walkthrough - Act III Magrunner Guide

Last update: 11 May 2016

Its going to an end - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
It's going to an end

The last location is almost only a battle with boss. But before you get to the arena, you have to overcome two obstacles.

The first one, is an orbiting asteroid - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough

The first one, is an orbiting asteroid. You'll see a module attached to it - change its charge to green (screen above). It pushes away the cube from the button and slides out the bridge on right.

Preparation to the jump - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
Preparation to the jump

Then, approach the launcher on the other side and change it to green. But before the jump, you have to set platforms in the proper way. Change the charges of propel modules on the right and left rock to red and their platforms to green.

Cube may change the route of flight - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
Cube may change the route of flight

Now you have to get a cube. You can do it in two ways. First one requires returning to the bridge and wait for the asteroid and detach cube from it. The other one - change the cube's charge and send it to the space. After a while it respawns on the button. Whatever you have chosen, place the cube on launcher and fire red charge.

Last one jump in this game - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
Last one jump in this game

When you get on the other side, go through door, pick up another cube from left, place it on the module and fire yourself by firing green charge.

Magnetic field of launcher may push away enemys cubes - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
Magnetic field of launcher may push away enemy's cubes

In this moment a final battle begins. You have to do two things: stun Xander and climb up to button. The first one is done by placing explosive cubes on launcher and firing green charge. But be careful, cause Xander also uses this technique.

When you fire the first cube and stun enemy, approach the right edge and look down - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough

When you fire the first cube and stun enemy, approach the right edge and look down. You'll see a fragment of moving rock, like on the screen above. Jump down when it's under you and then jump on the island with button.

Here, the second and more important part of battle takes place - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough

Here, the second and more important part of battle takes place. You have to destroy all chambers around the arena. Every button is attached to two platforms. When you walk on the button, you deactivate their force field. This allows you to charge them in proper colors (screen above).

2 of 6 chambers - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
2 of 6 chambers

When you stand on the first button, change the chamber on left to green and on right to red. Flying parts do the rest.

Then jump onto a lower rock and wait for the moving platform (screen above) - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough

Then jump onto a lower rock and wait for the moving platform (screen above). Jump on it and ride to the second island.

Second island - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
Second island

Xander should back to himself and you can activate buttons only when he is unconscious. When you're on the next island, launch the catapult with cube and fire green charge.

When you fire one cube, prepare the another - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
When you fire one cube, prepare the another

When your enemy is down, approach the right edge, wait, and jump on the moving rock.

4 of 6 chambers - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
4 of 6 chambers

After a while you get to the second island. Jump on the button and change both chambers to red. Go down, get on the moving platform and ride to the last island.

The last island - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
The last island

Charge the launcher again and fire with green. Turn around and approach the back edge.

Walk on the rotating rock when it is on the position like on the screen above - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough

Walk on the rotating rock when it is on the position like on the screen above. Stand on its beginning and when it gets next to the higher island, jump on it and activate the last button.

6 of 6 chambers - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
6 of 6 chambers

Change the left chamber to red and chamber on left to green.

Grande finale - Cthulhu Rising - Walkthrough - Act III - Magrunner: Dark Pulse - Game Guide and Walkthrough
Grande finale

When the fragments destroy the last chambers, the game ends and you can watch the cut scene. Congrats, you have completed the game.

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