Laguna

Back to the Basics: Level 6

Level by Nicolas T. Zimmermann (Cuahiano Small)

We have two walkthroughs for this level, the first provided by the author and the second by Dutchy and Gerty.


Slide the ramp and watch out for spikes. Don’t try to get into the room which you can see on the right side. You will get to this room later. After some meters there is an opening on the left side. If you don’t manage jumping through it, it is not bad. You will have a chance to slide the ramp later. For this case there is the opening on the right side at the beginning of the ramp.

If you follow the way behind the opening on the left side, you will see an artifact, “Pharos Knot”, on a podium. Follow the way back to the ramp and slide to the end into the next room with a puddle; a receptacle and a door opposite to the puddle. In the upper part
of this room there is another closed door which doesn’t have to interest you.

On two broken pillars there are two goodies to find, red ammo for the
shotgun and explosive ammo for the crossbow. To the other side of the puddle you can climb up the wall. There are gate textures there. Bring Lara up the walls and crouch through the short crawlspace.
Pull the pushable. Crouch into the space behind the pushable and climb up the wall. You will arrive in a small hall.

Go along and to the right. The doors open and when you enter the room a flyby camera is triggered which shows you a door over a shelter and some switches which you need to activate in order to open that door.
To open the door for the next room, pull (Do not push! The rolling ball will kill you!) the pillar. A rolling ball falls down and causes an earthquake whereby that door is opened.

In the back right corner there is a switch with the same symbol as those shown in the flyby, too, but this only triggers a trap. In the shelter at the end of the room in the middle you will find a shotgun
and a big medipack. In the burrow is a crowbar, but it is lying under a fireplace which you will have to extinguish. Follow the way through the door which was opened by the earthquake.

There are two ways you will have to make.
This sequence is best:
Go through the opening on the right of the room behind a pillar. Go down the stairs. A door in front of you opens and closes when you have passed it. You are in a big hall with water. This is the Egyptian water supply. Walk along the pool to the right. (Don’t take care of the stage over the water. You can go there when re-entering this room later in the game.)

Go up the stairs – the door on the right is unimportant now – and watch out for the ball rolling towards you. Then go into the room on the right and press the switch on the left in this room. A flyby will show you that the water supply is emptied and that the other room where you started – there was a puddle and a receptacle – is now
flooded. Go back to the pool and to the other side. At the end you can climb down the wall. From this point you can jump over one outstanding block to another with one of the switches shown in the first flyby. Go the same way back.

You must open the door again so that you can go up the stairs and to the room you came from. So go back to the switch which controlled the water level. A wall has disappeared and now you can use the switch behind it. It reverses the action activated by the first switch. The pool is filled with water again and in the other room there is only a puddle again. The big door has re-opened and you can go back.

All switches (except the one we have just pushed) which have to be activated are part of this partially timed puzzle. The rooms are stack rooms. Push the switch on a pillar, you can’t miss this switch.
On the floor there is one special square. One is on the left side of the pillar with the switch. You see it when entering this room the first time. These special squares always make expand platforms from walls. Stand on the first special square, the camera shows you an expanding platform in the other room. So run over into the other room. Climb the platform, push the switch; if you are fast, you can jump right onto the stage. Run to the next special square. A skeleton will arise – you should ignore it and hurry up.

Let Lara fall down and run into the previous room, jump onto the platform which has just expanded and onto the stage. Walk over the special square on this stage. It opened the door in this room. You can directly look at this door from your present position. Go through the door, climb up the polerope and jump to the other side of the
room.

Walk over the special square there. A camera shows another expanding
platform to you. This is where the skeleton has arisen. Go there, climb up the platform and jump up, you can climb along the ceiling
into a higher room. There is a lever hidden behind two vases in the middle of the room. This lever opens the door in the wall in the room you come from. Go back and jump from the platform to the stage on the other side where the door in the wall has opened. You can grab the “Portal Guardian” and push a switch there. You can leave this area for a while.

Go back to the room where the flyby had begun, it is the room with the shelter, the pillar, the rolling ball and the little trap. On one side of the room you can jump and pull Lara up to the platform over
the pillars. From there you can jump to another platform – a skeleton will arise – and press a switch. You can see a rope perhaps in the middle of the room. Swing with the rope to reach the roof of the shelter. The door shown in the flyby has opened. Enter the room, go the right and push the lever.

This opens the two big doors and now water can float down the roof and extinguish fire. So you can grab the crowbar and go back to the
green-lighted room with a polerope and a special square.
There is also a way easily reachable leading to a room with many spikes. You
will have seen this room before. The gate textures are dangerous!
There are three rows with spikes. Jump over the first row. The middle row offers you a way to the crossbow. When the spikes are in the ground and not dangerous, then jump over the slope on the left side. Go along the way behind and jump through the hole in the ceiling. Jump to the other side of the room and jump over the hole in the bottom there. You reach a small hole. There is the crossbow.

When you go to the next room, a fire will be burning on this square and you won’t be able to pick up the crossbow. Leave the hole by jumping up onto the slope. Try not to be hurt by the spikes. Jump over the third row and climb up the ladder on the wall. In the next room on the right, you can break the “Golden Star” from the wall. The music and the texture in front of the “Golden Star” clearly indicates danger.

After having taken the “Golden Star” with the aid of the crowbar, you should fast make a backflip – three seconds after having taken the “Golden Star”, spikes spring up on the field. In the left corner of the room you can shoot a vase on a podest. In this vase there is red shotgun ammo. Leave the room, the door on the same level has opened. Going through this door is a bit easier than going through the spikes one level deeper. Go back to the small hall from where you came and first entered the room. Place the “Golden Star” in the receptacle. The doors on the right open.

Enter the huge water hall. There’s not very much to do here. Verify the ceiling. At the end of the big platform, on which you are
standing, you can climb along the ceiling. Just follow the way on the
ceiling. You will arrive on the other platform. You can see two special squares, two moveables and two doors. They have no function any more. This hall tells a little story. When the catacombs weren’t
damaged yet, you could use the moveables because the fields they are
standing on could hold out the weight. But by now, the platforms are damaged and have sunk a bit.

One of the doors would lead you to the door which you can see in the upper part of the room with the puddle. Somewhere in the ceiling there is a hole, you can climb up there. Pick up the big medipack at the end of the corridor. Grab the beetle on the podium and slide the ramp. You are at the ramp where Lara’s adventure has begun. If you haven’t managed jumping into the opening on the left side, do it now.
You can repeat that as often as you want because all doors in this area are open…

Now place the “Portal Guardian”, the door next to you will open. Follow the path, use the lift and you are on the upper platform. The door to the hall with the pool is open. A wraith is on the way to attack you. Let yourself fall off the platform into the room. You can jump onto the broken pillar for taking care of Lara’s life. Climb up and crouch through the crawlspace. The object on the pedestal will
suck in the wraith when you position Lara near it. The door on the left has opened. There is a switch in the wall which empties
the pool and floats the room near you. So it happens the same like before.

When the room is filled with water you can reach the platform on the other side again. The lift has already been used and can’t go down.
You can go back into the hall with the pool. Now the stage is interesting for us. Use the beetle. It will trigger all the spikes. Now you can walk along the stage and place the “Pharos Knot” at the end. This opens the two closed doors on the left side of the room. Take the beetle with you!

Enter the room, the doors close behind you. Go ahead into the next room. Two mummies are awaiting you. You can find red shotgun ammunition, a small medipack and explosive crossbow ammo there.
Go to the right, there is a next room with a polerope. Pull the pillar into the other edge of the room, under the platform in the
ceiling. Leave the room and enter the other room on the right. There you can pull and push a moveable across the platform which is stabilized by the pillar one room deeper. When you push it onto the square in the corner, you trigger a flyby which shows you the room being floated.

Now you can swim back to the room with the two mummies. At the end of the room on the left there is a small hiding place with a secret. You can first reach this place when having floated the area. Swim back to the main room of this area and go on the stage. Use the beetle once more, it will trigger all spikes. When the beetle has “done its work”, walk along the stage and collect the beetle.

When turning to the right, you see a hole in the floor and a polerope. Behind this there are spikes arising and returning into the ground. Jump over to the polerope, a fixed camera is showing you whenever you don’t turn Lara to the left or right. You need to turn Lara with her back to the spikes, a bit diagonally. Shortly before the spikes just arise, press the jump button and be ready for a
sideflip to the right. You must reach the square in front at the spike on the edge.

From this square jump into the long slippery corridor and you can slide towards the end of the level.


Author ???

Walkthrough Dutchy & Gerty.

MS=Monkeyswing, CS=Crawlspace, MP=med-pack, UW =underwater, have fun!

Names in Red are for later reference.

First Slides.

Slide down a slope and as soon as you regain control over the view, you have to jmp over a Spike-pit, then you’ll see an opening to the L we’ll get the Pharos Knot from later. Just hop over the last Spike-pit and slide into…

The 1st Room.

See the stand for the Portal Guardian in the W and go get some Ammo from the fallen pillar R and in front and turn L to spot more Ammo on the pillar L, then go to the SE corner to climb the grated E wall into a CS. Go into a room with a closed door and a Bird-statue.

Pull the pillar SW away from the CS behind it and go in to climb the L hand wall in the back, up into the Star passage where a Star will be needed to open the SE door. Go to the SW door and it opens.

Crowbar Room.

Go into a room where you’ll get a flyby showing the Crowbar under flames and a lot of buttons and closed doors. There’s a pillar on a ledge to the NE. Be sure to pull it to the N Tile, or you’ll get a Boulder in the neck. This action will open the door in the W passage where the buttons are. Go to the flame W and hop into that alcove behind it to get the MP and Shotgun (in the dark corner) Go out and L, there’s a button there you better leave alone, as it has a Spike-trap. Head into the W passage and there are 2 rooms. One N and one S, the S one has a button that can’t be reached for now, first you have to get a block out of the wall underneath it (and that block is timed.)

Timed runs, N Room.

Go into the N room and push the button there, then stand on the Tile L of it and you’ll see the block coming out of the wall behind the grating, go a bit to the closed door in the W wall and face the exit, sprint over the corner of the trigger Tile (this way you are already in the passage before the block came out of the wall) . Into the passage, R and R and onto the block to push the button. Then sidestep R, turn R and jmp/grab up to the ledge above (maybe you have to go back to the Tile (N room) again for this)

S Room.

In the SE corner is another timed Tile, shoot the Skellie off the ledge and the Tile will get a block out of the wall, so you can get up onto the ledges in the N room.
Run over the Tile to the N and drop from the ledge in front of the exit, run to the N room and hop on the block.

N Room.

Jmp/grab to the upper ledge next to it and go to the trigger Tile (not timed) on it, this will open the door on ground floor W of the room, you can see it from here.

Pole Room.

Drop from the ledge and go into that W door and go up the pole in the SW corner, there’s an opening W in that corner when you backflipped off, (that is for later) go to the ledge in the E and from there a very long runjmp/grab to the N side floor (you really have to line up straight for this jmp, best is if you drop/hang from the ledge, then pull up and roll and you should be lined up for the jmp). You’ll hang on a trigger Tile. Pull up (screen shot) and it will raise a block (not timed) near the Tile up in the S room where the Skellie was. So drop from the Tile, head out to the N room, run over the Tile at the button and R through the passage to the block in S room.

S Room/Portal Guardian.

Up to the ledge and onto the block on S wall, grab the MS and follow into a hole in the ceiling. Follow to a room with a lever, shoot the vases on the lever and use it to open the door W in S room. Go back over the MS to the block and now you have to drop/grab the block, stand on the NE corner of it and standjmp around the W pillar onto the ledge at the door, run in and get the Portal Guardian.

Back to the Start.

Push the button on W wall (to open a door for later) and drop out, go E to the Crowbar Room, E and to the Star passage, climb back down and crawl to the room with the Bird-statue, down the CS and ladder to the 1st Room.

Place the Portal Guardian on the stand in the W of the room and enter the opened door. An elevator will take you up to the balcony, overlooking 1st Room.

The Flood Button.

Go up the passage W (this door you opened in the room where you got the Portal guardian) and to the R up the stairs (a Spirit comes after you), stay on the L side a bit so when the Boulder starts to roll, you can curve R and jmp onto the higher floor, go into the small room and L is a button that will flood the lower part of the 1st room (and drain the Pool room we’ll go to later), go back down the stairs and L into the opening you came from, run straight E out to the balcony and dive in, swim SE and into that CS to the Bird-statue room. The Spirit will disappear and the E door is open here. Go push the button to the L in that small room, head back into the water of 1st room and swim to the W, up to the balcony you came from and go up the W passage, L down the stairs this time.

The Pool Room.

Go around the now drained pool (don’t get tempted to use the Knot on the bridge over the “pool” yet) and go to the NW corner. Down the ladder and runjmp over the ledges to the button (this will open a door high up in the Crowbar room. So head back to the boulder slope and up, out the E passage to the balcony of 1st room, swim over to the Bird-statue room and go up the ladder in the CS, through the Star passage to the Crowbar room.

Crowbar Room- 2nd visit.

In the SW is a ledge with a thin ledge above to the S, grab up and go N, jmp the gap and shoot a Skellie off the ledge, go to the button on N wall to lower a rope from the ceiling. Back over the ledge and grab the rope, swing up to an alcove W at that big door there and look for that open door up L. Go R inside and throw the lever to open the big doors and let the water pour down on the Crowbar. In the space R of the lever is a Skellie, drowned before you could open the doors I think. Go back down the Crowbar room and grab the Crowbar.

Crossbow/Golden Star.

Head into the W passage and to the N room, into the W door and up the pole, now go into that opening W. Careful, Spikes, time the jmp over the 1st trap and look L and up, see a ledge on the S wall you can runjmp up to when the 2nd Spiketrap is down. Go W a bit and climb up N to the upper floor, jmp over the hole in the floor and look for the hole in the floor on E wall. You have to do a runjmp to the 2nd hole there and find the Crossbow. Pull back up and immediately jmp to land back on the upper floor, go to the closed door W and drop back down in the gap, to land past all the traps. Go up the ladder in the next room, then N and L of that structure to get some Ammo from a vase in an alcove, then to the central structure and up for the Golden Star.

Hold backflip as Lara pries it off the wall as Spikes will pop up soon. Go back S to the previous room and a door opened there to the E, it’s the door you saw when picking up the Crossbow. Go in and to the E, drop from the floor between the E Spike-traps and one jmp past the Spikes will get you to the pole again, down and out to the N room, out to the Crowbar room and to the Star passage E. Place the Star and go in.

Pillar Pool.

Jmp to the ledge over the water and go to the NE tip, there’s a MS overhead and it goes with bends in a NE direction and then turns to the higher N platform (shortcut here: Swim N and pull up on the N side of a ledge the moveable pillar is on and turn around, jmp and you are on the N platform). Go to the Pillars on the lower ledges N and face S (this must be an unfinished puzzle according to the 2 Tiles on the platform, 2 pillars and 2 closed doors that didn’t open for me).

Mechanical Beetle/Pharos Knot.

Looking up S, you’ll see a hole up in ceiling with a climbable wall. Go up and into a room that comes out to the 1st slides. Look for a MP in the S and go into the N side to get the Mechanical Beetle from the alcove. You have to go down the slopes W and hop over the 1st Spike-pit, on the next slope you have to jmp (no grab) L into the opening and go R and down a CS to the Pharos Knot. Sidejmp back on the slope and jmp over the next Spike-pit, slide down to the 1st Room.

Swim over to the W balcony, go into the W passage, L and down the steps to the Pool room.

The Pool Room- 2nd visit.

In the room over the drained pool is a ledge with Spike-traps, stand on the Tile and use the Beetle. Go to the receptacle, pick up the Beetle and place the Pharos Knot. Doors open in the W side of the room, go in and go into the W room with the Goodies. Blast the Mummy and head N to a room with a pole, go down and pull/push the pillar E to the grated window and then S once.

Go up the pole again and to the E room, head N from there. Shoot the Mummy and look for a pillar to the L, on a ledge you fixed by using the pillar below (before hand it would sink a bit, so you couldn’t push the pillar). Push it to the face Tile in the S alcove and the room floods.

Swim back to the previous room and to the W room where the Goodies were, swim up into a hole in the SW corner to get the Secret of the level, more Goodies you don’t need anymore. Swim back to the E room and climb the bridge in the top of the room, go to the Tile and use the Beetle to de-activate the Spike-traps, follow the ledge to the Beetle (you don’t need anymore) and come to a room with a burning floor and a pole. Look NE and spot the grated floor tile that isn’t burning, you’ll have to end up on that one.

Runjmp/grab the pole and turn around so you can backflip to the NE corner, where the floor is safe, climb the N ledge and hop into the sloped corner passage to end the level, a Boulder will come after Lara, I hope she will escape that one…

18-01-2005.