Relic Hunter Campaign

Relic Hunter is a 16-stage campaign for The Sandbox. In it, the player discovers Jone's abilities and his adventurous temper! Ready? Action!

Day 1: Dead End

You did a great job dealing with the Stalker, but there's much more to be done! Make your way to the heart of this Alien temple!




 * To uncoil the ropes, activate the button in the room above.


 * Ropes let you access hard-to-reach places. Just jump towards them, and while attached you can move up and down at will.

Day 2: Temple

Nice work, but there are still many dangers ahead, so be prepared. In fact, some Mercenaries have been spotted in the area!




 * The key is the glowing red pixel above the electric wire. The door is the red column above the acid.

Day 3: Bust Out

Just as I expected, Juni- ... Jones is in trouble. Caught by Grunts...please help him out, and be careful! Afterwards, continue to the Temple.




 * Time your jumps properly to avoid the lasers. Rhythm is the key.


 * The key is at the right-edge of the level.

Day 4: Whip

Ok, pal...let's see if you remember the basics! Use that whip of yours and grab the ceiling. The whip will attach like a rope and let you swing!




 * By aiming up and pressing the whip, you'll attach to the ceiling.


 * If you're already hooked and don't want to jump + whip, just whip again while hooked and you'll lash to the direction you're facing.

Day 5: Whip 2

Looks like that whip will be quite useful in these Catacombs. Just try not to break anything.


 * Avoid the acid. Unlike Arnold, Jones isn't very resilient.

Day 6: Stone Tomb

Jones should be fine for now, so I'm back with you, Arnold. Let's see...there's an easy way to dispose of these Grunts, but you'll need those explosives.




 * Get the Bomb Room key from the guard on the level's left side.


 * Place the bombs on the ventilation hatch and make the roof cave in on the remaining guards.

Day 7: Flood it

And now back to you, kid. Hmm...this one's easy. You need to flood the area to reach the exit. You know how to swim, right?




 * To reach the other side, you must flood the tank.


 * Use the key to release the water into the tank.

Day 8: Swarm

This place is starting to bug me. You'll probably need to distract that insect swarm. They are dangerous - trust me.




 * Go underwater to avoid the swarm.


 * Call the swarm and tempt it to attack. Then sneak underwater and get everything done.

Day 9: Key Master

Your whip can reach things you can't, so get the key and find the exit! Also, there's a Boomerang nearby that you can activate buttons with.




 * With the whip and the boomerang you can activate buttons and levers from afar.

Day 10: Boomerang

There are a few obstacles, but the entrance is in sight. Knock off those guards, and...snakes? Why'd it have to be snakes?!




 * You can defeat guards and snakes with the boomerang.

Day 11: Blackest Black

It's pitch black in there...use those torches and tread carefully. Darkness usually means traps...




 * Torches provide a small light that illuminates the way ahead. They can activate light sensors, too.


 * In the level's second part, use the torch to activate the light sensors and find the safe path. Blue is safe, red is not.

Day 12: Night Strike

Their encampment is strongly fortified, Arnold. I recommend you sneak in via the path below and attack them from behind!


 * In order to reach the key in the piranha pond, use the button beside the underground armory to the left. You'll drain the water and kill the Piranhas.


 * There's a missile launcher on the top floor of the Mayan tower behind the Encampment. Use it to attack the Mercenaries from distance.

Day 13: Stone Viper

This is it, Junior! To reach that diamond you'll need to block the energy source powering the Statue. Use the Push Blocks hidden in the area.


 * To pass through the quicksand challenge, use the whip to latch onto the platforms and avoid drowning.


 * Once you release the Blocks, push them by moving towards them. Be careful not to push them into a dead end. If that happens, you'll have to restart.

Day 14: Shortcut

We're back in the Alien Temple. Jones suggested a different route because this is supposedly the best shortcut. Mind the piranhas.


 * Open the gate so that the piranhas feed on the fish instead of your flesh.


 * There's a small air pocket near the exit. If you're running low on air, use it to avoid drowning!

Day 15: Spiked

Damnit, Junior! Your shortcut was booby trapped and Arnold is stuck! At least we're close to the Vault, like you said. Go help him!


 * Move the PushBlock and use it as a stepping stone.


 * Use the whip to climb walls.

Day 16: The Gate

At last, the Vault! There appears to be a strange device in the center. Let's try to activate it!


 * The Heat Laser can kill the Mummy, but be careful not to kill yourself!


 * To activate the strange device, Arnold and Jones must press their buttons simultaneously.