The first thing you'll notice here is that the goons have been replaced not with natives, but with stone warriors. Like the mummies, they appear to be mere background detail as statues, but those donned with blue helmets activate when you approach them and begin attacking, though not exactly viciously.
After a small tar pit with a Fire item (it doesn't work well against the stone guys so ignore it), you'll come across a few platforms. They and the ground below are swamped with stone soldiers and vultures, and the platforms will collapse and slope downwards if you stand on their ends, dropping you into tar pits if you're not careful. Fight with might!
Pillars that rise and lower are the next obstacle, coupled with vultures dropping boulders; a nuisance that is escaladed to greater levels in 2-Player mode if your actions are not synchronised, but alone it's not that bad. And it's not long either, as once they're past, we enter the next scene!
This scene takes place in a sewer type location, featuring the same stone enemies along with gratings where toxic liquid is poured out of periodically, and an occasional bat to fly across. Due to the fact the platforms are more broken up, there are a lot less enemies and therefore your primary intention is just moving onward and destroying the block walls in your way.
Along the way, the platforms give way to more rising pillars, though you must be careful; they dunk low enough to submerge you into the toxic liquid, but two of them rise high enough to spear you in the giant hanging spikes, which isn't fun at all. They're all that stand in your way to completing this scene!
The final stretch! This is one of those lift sequences where you just stand on a rising platforms as enemies drop down and traps litter the sides, though it reintroduces the regular goons again. After encountering a few stone knights on spiked platforms, a knife goon, two drills poking in from the sides and the chance to get yourself a Fire or a Bomb, the path splits into two.
The left path features spikes that poke in and out, along with swarming bats, while the right has goons that drop down from above, with the bats coming in after some reaction time to their entrance. After a chest with a Double is rewarded after it, it splits again, the left side now gaining dropping goons while the right has spike platforms and stone dudes.
The path remains combined for the rest of the way, using the same old bats, stone knights and spiked platforms, though fire spouting dragon heads are connected to the sides, but can easily be avoided. The lift then stops at a three-platform arena with a giant stone body and two chests containing weapons.
Boss time! This boss is just the body with several heads connecting to it in a random order, except for the last, so it's different what order you'll face each time. The teapot head can spew weak stone knights of it's head, but is really simple. The dragon head can spit and breathe fire, but is one of the easiest, really, especially with Ice.
The Cyclops head, much like Guts Man, hops up and down to rain four boulders from above, two at a time, which are hard to avoid without reacting quickly, as you have to run to where the first boulders landing as they're safe spots from the remaining two. The Medusa head can shoot eye lasers diagonally and horizontally, but not below, and thus is pretty simple as well. This leaves only the final head...
Mad doctor head! Connected to the body, he's does nothing at all, but he can disconnect to fly to and fro while dropping bombs before reconnecting. And that's your final boss, folks. There's no tactic to it; just keep hitting him, and he's a goner.