Tioram's Manor (Le Manoir de Tioram)

Level by triso50-12

Walkthrough by Sutekh

CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G = Running Jump + Grab

Note: The whole adventure is pretty dark so, if you can, you might want to boost the gamma on your monitor/graphic card for a better and easier experience.

== Level 1: Tioram's Manor ==

Enemies: Hell Hounds, Ice Wraiths, Skeletons
Items of note: Hathor Effigy + Ornate Handle (= Portal Guardian), Pharos Knot
1 Secret
some Traps - 1 Timed-Run

Welcome to Tioram's Manor

So you've decided to investigate those rumors about Tioram's Manor and here you are, having just entered this dark place. You don't know what you'll discover yet, but no doubt that it's going to be interesting. As will be the search by itself.

You're standing in a dim-lit small room. In front of you (W) is a Portal Guardian Receptacle and a closed greek door. On your R (N) is a closed stone door and another one to your L (S). Run to it. It opens as you approach. Run into the next room: the adventure begins.

Look up to spot the wooden ledges that are for now too high for you to reach and notice the beige tile on the floor to your R (SW): it's a block you need to raise. If you go to the L part of the room (E) and look up, you can spot a Sacred Bird up there, as well as a closed stone door to the R (W). Take note of the Bird location. Pick up the Hathor Effigy on the pedestal, which incidentally opens the other stone door in the Entrance Room.

The Library

Return there and run through the newly opened door. You're at the entrance of a short corridor giving onto a room with bookshelves (we'll call "the Library") and you can spot a fire in the distance. Run ahead and draw your pistols as you'll soon meet your first enemy: A Hell Hound. It's fragile but quick so try shooting it while hoping back so it doesn't hit you. Once it has returned whence it came (ie: Hell) run a bit further to investigate the place. It's tempting to run straight to the fireplace and try and find a way to get on those tall bookshelves, but first let's make a little detour to open the way to an upcoming secret.

Stop at the patch of shadow, turn R (S) and light a flare to spot a low CS. Crawl through it until you can stand up and climb the ladder at the end until Lara's hand are about one tile away from the ceiling. Backflip to land in an alcove. Turn around and activate the lever, opening a door high in the Library and dropping a rope from its ceiling. Return to the Library.

Run to the fireplace (E) and turn L (N) to spot a ladder in the NE corner. Jump and grab the ladder but don't climb. Backflip instead to land on the top of the closest bookshelves. Turn around and spot the crossbow lying on other bookshelves ahead. Do a RJ+G to it, pull up and pick up the crossbow. Return to the first bookshelves by the ladder.

Turn R (S) and pull up on the ledge. Turn R (W) again and do a RJ+G to pull up on the higher ledge ahead. Ignore the lever there for now, we'll first go for the secret.

Turn around (R), do a RJ to grab the rope and swing to land in the doorway. Enter the room, ignore the Lasersight for now and turn R (S) to pick up Secret #1 (and only): crossbow explosive ammo. Go to the other side of the room (E) to get the large medipack. Turn to the entrance (W), pick up the Lasersight and immediately run ahead to avoid being flattened by a boulder. Use the rope to return to the western ledge and the lever.

Save at the lever, the next part is going to be a bit tough. Activate it and watch the fly-by closely: the beige tile in the Sacred Bird Room is now raised allowing access to the upper part of the room. Unfortunately, an Ice Wraith had been awaken by your action and is now after you. The only way to get rid of it is to go close enough to the Sacred Bird we spotted before, and as fast as you can.

Fleeing a Wraith

Hop back, turn 90°, hop back again holding Action to grab the edge and let go. Run off the bookshelves to land on the floor. Turn to the entrance (W) and sprint through the short corridor, a bit into the Entrance Room to run round the door then L (S) to enter the Sacred Bird Room. Jump on the newly raised block. If you're lucky the wraith should already be attracted by the Bird. If you're not, jump or pull up on the higher ledge ahead (S) and wait for the wraith to explode on the Bird.

Turn L (E) and pick up the flares near the wall. Turn L (N) and do a SJ to the Bird ledge and turn L (W) to the closed door. Run to it - it opens as you approach - then into the next room. The door closes behind you, cutting the way back to the Bird.

The Moveable Blocks and Pillars Puzzle

You're in a small room with a closed door to your R (N) as well as a different tile in the far R corner (NW). There's an opening ahead (W), blocked by a moveable block and a moveable pillar in a recess on your L (S). You need to move the pillar on the different tile, but you first need to fill up the hole before it. You can try to solve this puzzle by yourself or read the detailed solution in the Spoilers Section at the end of this walkthrough. Once the puzzle solved, the door will be opened and you'll have found 1 crossbow explosive ammo, 2 shotgun normal ammos and met an Ice Wraith on your way.

The Ornate Handle

Enter the next room. The vases here aren't shatterable. There are shatterable bones on the floor behind the column but it won't accomplish anything. Pick up the flares to your R (NE), load your crossbow with explosive and collect the Ornate Handle on the other pedestal. You awake 3 skeletons in the process (2 in the room you're in and 1 in the Pillar Room) so immediately draw your crossbow to blast them up.

You've also opened the door to the Sacred Bird room, so return there. Blast the skeleton that's roaming around then go to the Portal Guardian Receptacle in the Entrance Room near the greek door. Combine the Hathor Effigy and the Ornate Handle to obtain a Portal Guardian and use it on its receptacle.

The Pool Room - Take 1

Go through the newly opened door and climb the stairs to a new room. There's a pool in the center and if you look down in the water you can spot a small medipack ahead (N) and a moveable block to the R (NE). Obviously you need to drain the pool, so don't dive yet. Pick up the crossbow explosive ammo to your L (NW) but leave the shatterable bones alone, shooting them would be a waste of ammo.

Go N to the other side of the room and through the wide passage into the next room. Run down the ramp along the wall and stop at the first landing to pick up crossbow explosive ammo. Resume running down to floor level. Once there, notice the closed door ahead (S) and the low CS to your R (W), turn 135° L (NE) and go pick up the flares (you're gonna need them). Go to the CS and crawl through it a bit then run to the lever. Activate it to open the nearby door. Return there and enter the next room.

Skellies in the Dark, Exchanging Glances

Because it's so dark in there: Map of the Dungeons

You're in a very dark place looking very much like a dungeon. There are swinging chainsand locked cells, one of them being occupied by a skeleton. The shatterable vase is empty, so don't bother breaking it. Go to the opposite corner (SW), cautiously dealing with the chains and ready your crossbow before going through the opening: a skeleton appear as soon as you step in.

Locate the moveable block in the far R (SW) corner of the cell and pull it twice to unblock a short corridor leading in another dark part of the dungeons. Draw your crossbow to blast the skeleton rising as you enter and, again dealing with a swinging chain, make your way to the opening in the far R (NW) corner. Enter the next room with your crossbow in hands: 2 skeletons arise as you enter. There's another swinging chain here, as well as a closed door to the L (S). Cross the room to the W. You now have another block puzzle to solve (see detailed solution in the Spoilers Section at the end of this walkthrough)

Activate the lever, opening the door in the nearby room and go there (mind the chain). Light a flare (it's pitch black in here) and run down the stair until you find yourself at the top of a short ramp. Slide down the ramp and jump over a spikes trapped hole. Run ahead (N) to enter a room with red columns. Activate the lever (it drains the pool and opens a door nearby) and immediately draw your crossbow: 4 skeletons arise from the four corners of the room. Blast them and run through the newly opened door.

Don't run up the ramp yet. Turn L (W) after the doorway and pick up the small medipack. Stepping there will also open a door at the top of the ramp. Now don't turn around. Hop back until you step at the very bottom edge ot the ramp, triggering a boulder. Run L through the nearby doorway to avoid it. Wait for the boulder to stop and finally run up the ramp.

Fleeing two Wraiths

As soon as you pass the door at the top, 2 Ice Wraiths attack so you have to hurry to the Bird Room as fast as you can. You're back in the second part of the Dungeons. Run ahead (S) and turn L (E) into the opening. Sprint to the opposite corner (NE - run along the walls to avoid the chains) and run up the ramp in the next room. Once in the Pool Room, jump over the pool corners and dash to the Entrance Room. Turn R (S) to enter the Bird Room and - as you did before - jump on the raised block then on the wooden ledge ahead. The Bird should soon rid you of the wraiths. Return to the Pool Room via the Entrance Room.

The Pool Room - Take 2 and Beyond

Run ahead (N) and jump in the drained pool to pick up a small medipack. Go L (W) and run clockwise around the central pillar to reach the other side of the moveable block. Push it to reveal an opening and a water hole beyond. Jump in the water, swim through the UW tunnel, turn L (N) at the end and pull out of the water. Climb the ladder ahead and pull up in a new room.

The Pharos Knot

You're in a rather large room with columns (we'll therefore call it the "Columns Room"). There are some crates against the opposite wall (N) and a Pharos Knot Receptacle to the L on the W wall between the first and the second column. Ignore the crates for now and go through the R (E) passage to eventually find yourself in an outdoor area. Draw your pistols and turn L (N) to shoot down a Hell Hound that attacks you on sight.

Once it's down, turn L (N) and run to an opening to your R (E). Climb the stairs and once at the top do a RJ+G to the extending ledge ahead (W). Run to fall through the hole into the water below and swim ahead (E) to pull up in a wide passage with a large stone door at the end. Run to the door (it opens as you approach), jump in the water hole beyond and swim ahead into a flooded room.

Swim down into the central hole to pick up the Pharos Knot in the L corner (NW - doing so will open a door at the top of a ladder not far) then some flares in the opposite one (SE). Swim up and turn around to go through the opening in the NW corner. Swim through the UW tunnel, exit the water, turn L (W) and climb the ladder to pass through the newly opened door at the top, finding yourself back in the Outdoor Area.

Preparing the Way Up

Run ahead (W) into a room with a large deep pool and a lever on an emerged block. There's not enough room there to activate the lever yet to jump in the water. Turn L (S) and swim to the corner ahead (SE) to pick up a large medipack. Turn around and swim a bit, looking for a narrow opening to your R (E). Swim through it and the tunnel beyond until you can pull up in a small alcove. Activate the lever there to raise a block near the lever in the pool.

Jump in the water and swim to the pool, then up to pull up on the lever block. Activate the lever to extend a block from the N wall of the Columns Room above the crates.

Going Higher

Return to the Columns Room and put the Pharos Knot in its Receptacle, extending the other block. Now you can reach the upper part of the room. Turn R (N) and go climb the crates and the extended blocks until you can't go any higher. Turn around (E) and do a SJ+G to the higher ledge. Turn L (N) and climb the ladder until you can go L and let go to land on a walkable slope. Turn around (S).

Notice the wide passage on the opposite side: this is your next destination. To get there, do a series of SJ from bridge to bridge and eventually in the passage itself. Run along the passage and draw your pistols as a Hell Hound soon jumps at your throat. Kill it (or dispell it since it looks very much dead already).

And Higher

Enter the next room and turn R (N). There's a lever there, but again you need to raise a block to make enough room to activate it. Climb on the bookshelves block R of the lever to pick up a small medipack then turn around (S) and climb the stairs to the upper floor (notice the close green door on your way). Locate the lever, go to it and save: you're about to perform the only timed-run of the level.

Activate the lever, turn R and jump over the slope to land on the stairway. Turn around, run off the stairway to the room below and quickly go on the raised block to activate the lever there, opening the green door.

Backflip over the hole and turn around (S) to go through the newly opened door. The whole floor in this room is deadly, so you're now in for some nice jumping practice. Do a SJ to the slope ahead from the edge of the opening, slide a bit then jump to the other slope then jump again to the flat block. Turn L (W), jump to grab the edge of the crack and shimmy a bit to the L until you can pull up (Hit the Duck key). Crawl past the slope then drop from the crack to grab the edge. Shimmy to the L and around the corner until you can land on a flat block.

The next moves are a bit tricky, mainly because of the fires on the floor. Walk to the edge of the flat block you're on, one sidestep away from the slope to your R, turn 45° R (SE) to aim at the rope and do a RJ to grab it. Slide down the rope but stop before its end. If you're too low, you'll swing through the fire and burn. Line up with the next rope and swing until you go high enough to jump and grab it (it can take some time, since you're above the end of the rope). Again, don't slide to the end. Swing then jump from the second rope to the slope ahead.

Slide a bit then jump to the next slope and again to the last one. Grab the edge and shimmy to the R past the flame. Pull up and backfilp on a flat ledge behind. Turn R (N), pick up some crossbow explosive ammo and activate the lever, opening another door on the floor above the timed lever. Turn around (S) and look up to spot the MS above. Jump, grab and swing your way across the room to the entrance.

And Even Higher

Turn L (W) and climb up the stairs to the second floor then the other stairs there to the third. Notice the closed door to your L (W), turn R (E) and run through the newly opened door. Don't try to drop in the hole, the floor down there is riddled with spikes traps. Do a SJ to grab the rope, swing and jump to the room ahead, cautiously waiting for the chain to swing out of your way. Activate the lever to open the other door in the nearby room.

Make your way back there, again dealing with the swinging chain and doing a RJ this time to grab the rope, and run W through the newly opened door.

To the Back of the Manor

Slide down the ramp. You're now in another outdoor area, facing a bridge ended by a large stone closed door. Don't go on the bridge yet but on its R (NW) side instead. Turn around and drop from the edge, holding Action: there's a ladder there. Climb it down to the area below. Turn around and locate the grate closed by a greek door to your R (NW) and run ahead (W) then to the L (S) to climb in a higher ledge at the other side of the area. Activate the lever there, which opens the greek door so turn around and pass through it.

Run ahead (N) through the green-lit passage until you find a ladder to your R (NE). Climb it to pull up in a large room with columns and run ahead (N) to activate another lever at the other side of the room. The hole you came from is now filled with water. Turn around, cross the room and dive. Swim straight ahead (S) through the now flooded passage then the lower outdoor area until you go through an opening. Swim along the tunnel, surface at the end, turn R (W) and pull out of the water.

Run ahead through the small green-lit room to activate the lever, which opens the large double door at the end of the bridge above (press any direction key to end the camera). Turn around, dive back, swim through the tunnel and turn 45° R (NE) to exit the water by the bridge.

Go on the bridge and stop after the first broken column to pick up some crossbow explosive ammo. Resume running but stop again before the door, turn L (S) and pick up the large medipack on the parapet. Now you can go through that door. It closes behind you as you do so. Wait for the little one on your R (N) to open and start running up the stairs beyond, which leads you to level 2.

== Level 2: Back of the Manor ==

Enemies: Horseman, Tin Men, Skeletons
Items of note: 2 Horseman's Gems
some Traps

Go up the stairs to reach a rather small room with three closed door and two gem receptacles. Run to the door ahead (W) at the end of a short corridor - it opens as you approach - and enter the next room.

As soon as you step in, the tall stone door ahead opens. However, it closes when you leave the doorstep. Look around and notice the raised tiles. What you need to do is going to the door by jumping from raised tile to raised tile without ever touching the floor. Proceed with SJ and RJ around the room until you land beyond the door (for RJ, do side steps to go to the edge so Lara won't walk on the floor).

Turn L (S) and go activate the lever to open the door on the W wall of the Entrance Room, then return there and pass the now opened door. Run along the corridor stopping midway to pick up the Shotgun on the floor (which, by the way, is the only goodie of the whole level) and resume running to enter the next area.

Of Tin Men and Horses

Your next fight is a two part one. You first need to unhorse the horseman by shooting at the blue gem on his chest. Do this while jumping and running back and forth to avoid being hit. When he finally dismounts, keep using the same strategy until he falls with a satisfying noise of broken mechanism. Pick up the Horseman's Gem he has left behind him, opening the door in the S wall in the process.

Go through the newly opened door with your pistols in hands then back in the courtyard so you have enough room to deal with the 2 Tin Men running after you. Once they're both permanently
broken, pass the door again and run until you enter a high-celinged room.

The Way Up

Go to the ladder in the far L corner (NE) and climb to the top. Backflip to land on a high ledge. Run ahead (S) to the very edge, turn R with a slight angle (SWW) to aim at the edge of the slope and do a SJ+G. Pull up, jump on the other slope then again to the flat ledge. Step back to stand on the edge, turn slightly R (NNE) and SJ+G the crack in the wall. Shimmy to the R and around the corner until you can pull up.

Turn R (N) and jump to grab the ladder above the crack. Climb to the top then go L, let go to land on the slope below and immediately backflip to the flat ledge behind you. Turn around (S), run to the closed door which will open as you approach and enter the next room.

You're in a long room with pillars against the walls. Notice the closed door on your R (W), run toward the gem at the other side of the room (S) which will be set on fire as you approach (which is why we'll call this place the "Burning Gem Room"). There's another door here to your R and an opening to your L (E).

Run through the latter to find yourself at the top of another high-ceilinged room. Looking down, you can spot a pool of lava and there's a ledge ahead and to the L (NE). Do a RJ to land on it, turn L (N), go to the other end and SJ to grab the ladder ahead. Climb all the way down to floor level.

Turn around, run into the room then through the opening in the far L corner (SW). Run across the bridge in the cave to enter a new room with a lever in the center and a closed door ahead (S) in the opposite side. Activate the lever.

You trigger an earthquake and some large stones fall from the ceiling. Incidentally, you've also awaken 2 skeletons in the process so draw your explosive loaded crossbow to get rid of them. The door is still closed so turn around (N) toward the entrance. From there, you can notice that the bridge in the cave is now broken and your way back is cut. Look up to notice a jumpswitch in an alcove above. Go to the wall L of the entrance which is climbable, climb it to reach the alcove and activate the jumpswitch to open the door. Drop down in the room and pass through the door.

The Second Gem

You're at the top of a high-ceilinged cave with ledges and blocks around the walls. You now have to make your way down.

Do a SJ to the block ahead (S), turn 135° L (NE) and do another SJ to land on the ledge below. Now you can safely drop down to floor level. Go through the N opening and draw your crossbow as 2 skeletons will successively appear as your run through the corridor. Cross the next room and run along the corridor to eventually enter a large cave with collapsible tiles and swinging chains.

Turn L (S) and do a RJ from the entrance over the first collapsible tile to grab the edge of the next one in the corner. Pull up, turn 45° R (SW) and do a SJ to the next tile then a RJ (jump from the very edge) to grab the tile just before the opening in the SW Corner. Pull up and quickly go through the opening.


Draw your pistols to get rid of 2 Tin Men occupying the room then go through the opening in the SW corner. Run up the ramp, follow the corridor turning L (E) at the junction then run to the door which opens as you approach and enter the next room. The door closes behind you.

You're in a rather large red-lit room. There's a lever on a raised floor ahead (S) and some vases to your R (SW). Go there first to awake 2 skeletons (better fight them now than later) and blast them up. Now go activate the lever, which makes a jumpswitch appear L of the entrance door and summons 2 Tin Men. Take care of them then go activate the jumpswitch to open a door at the end of a short corridor near the NW corner and go through it (a camera shows you that a jumpswitch has appeared in the Lava Pool Room).

Follow the corridor then run down the ramp to be back in the room after the collapsible tiles. Once there, turn L and go through a newly opened door in the NE corner. Climb the ladder ahead (E) to the top then go L to land in a short corridor. Turn L (N) and go climb the other ladder to pull up before a door that will open as you approach. Go through it to be back in the Burning Gem Room.

Go ahead (E) into the Lava Pool Room and do a RJ to the platform to the L (NE). Turn around to face the jumpswitch. It's right above the Lava Pool. Just be confident and do SJ to activate it and fall in the lava below. Which has mercifully turned into water. Exit the water then go climb the ladder at the end of the short corridor in the NE corner. Backflip when Lara's hands are about one tile away from the ceiling and make your way back to the Burning Gem Room.

Looks like the Horseman's Gem isn't burning anymore, so pick it up, opening the last closed door in the NW corner near the entrance.

Leaving Tioram's Manor

Go through the newly opened door, along the corridor then down the ramp to find yourself above the first Courtyard. Not much to do up here, so drop down in the courtyard, turn around and return to the Entrance Room via the long corridor ahead (N). Use both Gems on their receptacles which opens the door on the other side of the room (N). Go through it and up the short ramp to enter a small courtyard. Run ahead (N) to the black door. You've just completed the level and finished the adventure.

== SPOILERS SECTION ==

---- Solution to the Moveable Blocks and Pillars Puzzle

Map of the starting positions

- Go ahead (W) and push block 1 once
- Turn R (N) and run along the corridor to reach block 2. Push it once.
Map of current positions

- Turn L (E) and push block 1 twice.
- Turn around (W) then L (S) to block 2. Pull it twice.
Map of current positions

- Turn around and follow the corridor until you find a CS on your R (S). Crawl through it to pick up some shotgun normal ammo at the end. Exit the CS and run ahead (E) then N around the corner. Pick up crossbow explosive ammo and shotgun normal ammo.
- Locate moveable pillar 3 in a recess to your R (N) and pull it twice.
Map of current positions

- Turn R (E) and go around the central wall to the other side of the pillar, push it twice to place it on tile A which extends a block in the first pillar room, filling up the hole.
Map of current positions

- Don't waste any time as an Ice Wraith
is coming after you. Turn around (N), return to block 2 then turn R (E) and run along the corridor. Push block 2 twice. Turn around and go to block 1. Pull it twice to open the way back to the Pillar room. Sprint to there and the entrance closed door.
Map of current positions

- Stay close to the door. The wraith will go through it and eventually explode on the Bird in the nearby room.
- Pull/push pillar 4 on tile B, which opens the nearby door and solves the puzzle.
Map of final positions

---- Solution to the Blocks Puzzle in the Dungeons

Map

- Push block 1 once
- Pull block 2 once
- Push block 3 once

You can now access the lever.