THE KNIGHTS OF TERAFOSIA

 

Levels by Pascal Ducey (MagPlus)

 

Authorized walkthrough by Phil Lambeth, with lots of help from Gerty, who played these levels at the same time, but a little ahead of Phil, and kept feeding him her notes as she continued to make progress. In a very real sense this is her walkthrough, as in the case of Kristina for Mantua's Squares. Sutekh also helped by translating from French to English Pascal's notes documenting the secrets.

 

A video walkthrough by JoeTheCrazyGamer can be found here

 

ALGARA'S MANSION

 

Begin with an opening flyby where Lara falls out of the sky and slides down a bank into some water, then the scene shifts to a pacing croc and into an opening where Lara's errant pistols are lying on a rock bank. When camera control is restored you see another croc swimming toward you, so quickly swim over to the east opening near the NE corner. Just swim up onto the facing ramp until Lara finds her land legs, then wade up to the opening. Go inside and recover your PISTOLS from the far left corner. The crocs have probably followed you inside, so turn quickly and make short work of them.

Locate the underwater opening in the south wall and swim down to the lever. Pull it to raise one trapdoor and lower two others high up in the previous room. Flip turn and return there. At this point there's no apparent way of reaching that upper area, so exit this room and jump back into the lake outside. Locate some flares on the lake floor between the west abutments, then pull up onto a flat area near the NW corner. The way ahead is blocked by a wooden gate. Turn left, pull up W and back flip into a passage.  Look out SW and you can see a nearby structure, access to which is presently barred by a grate.  At the other end of the passage you're in, you'll find a key receptacle.  Pull up here and slide back down into the water.

Locate a ramp in the east wall near the SW corner where you can walk up to a crawl space. Crawl inside, jump into the water and find the narrow underwater passage in the south wall. Inside the small chamber you'll find the RUSTY KEY. Go back out to the lake and return to that wooden gate near the NW corner. Get back into that upper passage and insert the Rusty Key in the receptacle you saw earlier.  You'll hear a door opening in the hallway of the nearby structure outside.

Go back through the tunnel, and when you reach the opening you can see a hallway in the structure to the south that's supported by the abutments. Take a running jump with a midair swerve to the left so you land inside the hallway. Go inside the first alcove to your right and throw the wall switch to open the wooden gate below. Take a standing jump down there from the N edge of the hallway and go inside. Follow the sandy path and you'll emerge in a larger open area.

There are some smaller boxes here that you can shoot. One of them contains a small medi-pack (here called Phial of Life). The ramp to your left triggers a double boulder trap. You can foil it by climbing the SE boxes and using the monkey swing to reach the box nearest the ramp. Drop down onto it and take a running jump toward the gap in the railing that runs alongside the ramp. When you land you'll release the boulders, so quickly scoot to your right to safety.

At the top of the ramp take a right and note a closed gate to the south for which you need a key. There's a moveable crate in the middle of the east cave wall. Push it in as far as it will go and get the uzi ammo in the revealed passage to your right. Now exit this tunnel, turn right in the main passage and enter the north passage to be warped to the next level.

 

BALANCE TOWERS

 

Continue through the passage and emerge in what looks like an underground sewer. Jump into the water and swim to the other side, where you'll find a closed underwater gate on your left. Pull up there, turn around, jump NW to the west walkway and find some more uzi ammo in front of a mound of dirt. Return to where you pulled up out of the water and take a horseshoe turn to the right through a passage until you reach a scenic outside temple area. Run to your left past what the author has named an Algara statue. (There are two of them posted here and yes, they're both missing trident heads. The one on the other side is guarded by flames.)  Endure a fixed camera angle as you make your way along the fenced walkway for a large medi-pack (here called Phial of Recovery).

Go the other way past the flame-guarded Poseidon statue and endure another fixed camera angle as you enter the gazebo and pick up the GRIDS KEY. Return to the courtyard and enter the temple to the west. There's an amorphous pinkish-red blob inside (with another fixed camera angle), and to either side of the entrance is a ramp leading to a closed gate. Nothing further to do here at the moment, so run east past the Algara statues and return to the sewer area. Don't jump into the water, but jump NE to the walkway to your right. Turn left and take a running jump over the water and grab the walkway on the other side. Pull up, turn right and run to the other end, then cross to the walkway on the south side in the same manner. Pull up, turn left and run to the east entrance. A simple jump with grab will get you safely past the ramp into the passage. Follow it back to the first level.

 

ALGARA'S MANSION

 

Run to the closed gate to the south and use the Grids Key in the keyhole to your left to open it. Follow the tunnel to an opening overlooking an area you've already explored. Step forward, slide down the slope ever so slightly and jump off to grab the ceiling. Monkeyswing your way past an open trapdoor (you'll come that way later), swing around to your right at the intersection until you reach the end of the line, and drop down onto a ledge.  Step forward into a trench and go around to your left to find yourself on top of that grated ceiling you may have seen earlier from below. Step forward and throw the wall switch to raise the trapdoor you went past just now.

Go back to where you dropped down into the trench and jump back up to grab the ceiling.  Monkey swing past the first bend to your right (where you can see a still-lowered trapdoor out of the corner of your eye), then take the second right across the trapdoor you just raised and drop down when you reach the end into total darkness. Light a flare, locate the wall switch to your right and throw it to raise that third trapdoor. Return to the monkey bars and swing forward and to the left, continuing with a horseshoe turn to the left past the trapdoor you just raised until you can go no further. Drop down in front of a crawl space to your right. Use it, and lower Lara down on the other side. Reverse roll and step forward to find a pole. Use it to climb down into a caged area. Throw the nearby wall switch to open a door just outside the cage and climb back up the pole.

Back flip into the passage, use the crawl space to get to the other side, then turn to your right and step forward to slide down into the water below. Surface, pull out and use the west crawl space to reach the lake area. Jump into the water, swim around a short distance to your left and pull up in front of the SE passage. The gate at the end is open now, so step down into the new area and draw your pistols to take care of the approaching croc while the gate closes behind you.

Run forward, step into the water and swim down into the opening to your right. Turn right, swim toward the arch and make a hairpin turn to the left just in front of it. Locate the underwater lever around the corner at the end of the trench and pull it for a cut scene of a closed door. Swim back in the other direction, and when you reach the arch, swim west past it and enter either of the two openings ahead. Follow the passage to the right until you reach another underwater lever. Pull it for another cut scene showing the same door now opening.

Surface for some air and swim south under the arch. A strand of music greets you, along with a pair of crocs, as you swim into the new area. Quickly cross over to the SE bank (there's a flat spot near the abutment) and pull out. Deal with the crocs, then look up to the NW and note the opening in the wall. Run up there and walk out to the very edge. Turn halfway to your right and take a running jump toward the NE bank above the water. Hit and hold the action key in midair so Lara bounces back from the bank and grabs the edge. Shimmy to your left until you can go no further, then pull up and take a rolling back flip with grab to the opposite bank. Shift to your right this time, as far as you can go, then pull up, back flip and keep the jump key depressed so that you jump off the sloped surface and grab the wooden column. Shift to the left and around the corner, and drop down to the ground.

Reverse roll, take one step back from the edge of the slope ahead, then take a running jump over the slope to a flat spot in the NW corner. (Or, you can turn with your back to the water, flip turn to the left, slide down the slope, grab the edge and shimmy left to the flat spot.) Turn left and take a running jump with grab across the water. Shimmy to your left and around the corner, and pull up when you reach the flat spot. Go inside the opening ahead and take the GRIDS KEY from the pedestal. Reverse roll, run forward and jump into the water, swim back through the south arch and to the area where you pulled out earlier to shoot the crocs. Find the small underwater opening into the building at the end of the SE trench and swim inside. Pull out onto the east ledge and use the Grids Key in the keyhole you'll find there.

A trapdoor opens behind you, so reverse roll and take a running jump with grab to the block underneath the trapdoor. Pull up N through the opening and find yourself in a room with boxes. Turn around, run across the grated ceiling to the NW corner and throw the wall switch to close the trapdoor you climbed up through and open a door elsewhere. Leave this room via the east doorway and turn left. Follow the balcony until you reach the open doorway. Go inside and the door will close behind you. Step up onto a sandy-colored floor to the accompaniment of foreboding music. Turn right and face a large sanctuary beyond the fountain. You'll find some uzi ammo in the alcove opposite the beautiful stained glass window on your right.

Go up the stairs toward the sanctuary to alert a couple of knights. They take quite a long time to kill with your pistols, so be patient and be nimble. One of them drops a RUSTY KEY, but it doesn't fit the lock to the sanctuary door. Go into the north passage to enter the vestibule on that side. Shoot the box to your left for a Phial of Recovery. Enter the chapel and insert the Rusty Key in the keyhole in the west wall. You hear a strange noise, and when you turn around you see that the candle chandeliers high overhead are swinging to and fro. Climb up onto the south block, then onto the ledge over the keyhole.

Go to the middle of the ledge and turn to face the central beam east. Take a running jump when it's safe to do so and grab the jumpswitch to raise a ledge on the south side of the central beam. Climb back onto the block and take a running jump and grab to this ledge. Pull up if you wish, or simply shimmy around to your right until you reach the ledge on the east side. You get a fixed camera angle when you pull up, so the next move has to be done on faith. But after all, you're in a holy place.

When the swinging flame bowls are out of the way, take a running jump and grab to the east ledge. Pull up, run past the fourth bowl and pick up the SOLAR KEY in the alcove. The flaming bowls mysteriously stop moving, so safety drop to the floor from here and go back outside. Turn right and go across into the south passage. Hop down into the lower passage and turn left. Go down the ramp and look for the keyhole when you reach the bottom. Insert the Solar Key to open the door to your left. Go down the stairs and you'll be taken to the next level.

 

THE WATER TANK

 

Continue down the stairs and you'll come to a wine cellar with doorways to the north and to the east. You can shoot the casks in the corner, but they're empty. Go down the stairs at the north opening to another part of the wine cellar. Shoot the box against the north wall for some flares. The box against the west wall is empty; however, the shelves to the right contain the GRIDS KEY. If you shoot the box against the south wall, you'll release a trio of strange critters that appear to be a cross between a scorpion and a spider. Anyway, kill them and go back upstairs.

Go down the stairs to the east and use the Grids Key in the alcove to your left. Drop down to the top level of an extremely deep room and a fixed blade starts swinging below you. Face north and take a running jump and grab over the blade to the far ledge (be sure you aim toward the right corner, for if you grab any part of the ledge that's lined with the railing, you'll be stuck) and pull up. Turn left, run a short distance to the other end of the ledge and shoot the wall grate. Slide down into the alcove and push the button to your right.

Jump back up to the ledge and go back to where you pulled up. A ledge has been raised beside the swinging blade, so stand with your back to the wall and take a standing jump down to it. Turn to face SW and from the SW corner of the raised ledge take a running jump to the balcony across the room. Turn around, locate the higher grate in the south wall and jump up and down while firing your pistols to shatter it. Holster your pistols, jump straight up and grab the monkey bars. Monkey swing to the east and turn right at the crawlspace. Release, immediately grab again and crawl into the space.

Lower Lara down the other side, reverse roll and run forward to the button on your right. Push it to lower the nearby cage. Make a horseshoe turn to the right in the corridor and return to the previous balcony. Take a running jump back to the raised ledge (note that the blade is now inert, hopefully in an open position that allows you to walk to the north edge of the slab; if not, you'll need to go back and push that last button until you get the desired result), and jump up into the east alcove. Push the button to raise a ledge in the west wall. Slide back down to the raised ledge, step up onto the ledge below the blade, jump up to grab the balcony, and pull up. Go to the other end of the balcony and jump down to the raised ledge below.

Face to the SE and look down. You'll see another raised ledge on the west face of the central column. Take a standing jump down to it. The surface on this face of the column is climbable, but it's tricky getting to it. You can drop back and grab the edge of the raised ledge and shimmy around to where it meets the column, then pull up and carefully sidestep until you're inside the circular ladder. (But an easier way, pointed out by the author, is to work your way into the opening on the left side of the ladder.) When you get there, climb up the column through the hole in the ceiling and back flip into the upper room. Draw your pistols in a fixed camera field and shoot a couple of bats. Go south, pull up into the alcove to restore camera control and vault up into the next room.

Pull the chain once, then turn around and drop down through the opening to your right into the room below. Hop over the first hole in the floor and safety drop from the second hole in the corner down to the balcony you've already visited. Turn to face south and take a slightly angled running jump to the right and grab the balcony on the other side. Pull up, go forward through the alcove to the stairs in the wine cellar, and the door down to your left (E) is now open.

Go into the new room of the wine cellar, make a hairpin turn to the right and shoot the casks in the SW corner for a Phial of Recovery. The two boxes in the room are empty, and when you move around the door you entered through closes. Nothing to do but continue forward down the north stairs. The small casks in this room are empty. Push the central block away from the middle of the room to reveal a trapdoor. Open it and drop down inside. Use the south crawlspace and make sure Lara is at full health before you safety drop down the other side.

To the west is that deep room you've already seen, so head east, run around the central obstacle into the next room and watch the flyby carefully. Shoot the wolf when camera control is restored, and keep those pistols drawn for there's another one lurking out there. After it's dead, head due east from the entrance and pull the chain once. You hear a sound like a toilet flushing, but you've just flooded the area behind you. Wade back toward the entrance and pick up the DORIN in the shallow water.

Go into the dammed-up trench to the north, use the crawl space when you reach it and run to the far end to pick up RYNN'S SWORD. Uh oh, trouble's coming. As soon as camera control is restored after the flyby, draw your pistols and kill the alien lizard that's charging at you. Then return by using the crawl space or by pulling up onto the east ledge. Go back to the W entrance and turn left just in front of that central structure, where you'll find a grate that you can open with Rynn's Sword. Go inside and deposit the Dorin in the slot to lower a cage behind you. Reverse roll, run to the square central structure and pull up W into the opening. Use the monkey bars to swing west, turn left when you reach the T-intersection, drop down and shoot the mesh.

Use the crawl space, and when you can stand up, turn around and pull yourself up into a higher room. Kill the wolf and push the floor lever to open a trapdoor on the other side of the wire fence. Go back down, monkey swing to the other side, use the north crawl space and pull up to the higher room on this side. Locate the open trapdoor in the next room and drop down through the hole.

Follow the passage around the corner until you reach a deep trench. Jump up to grab the monkey bars and swing around a couple of corners while a bat pesters you. When you near the end you get a fixed camera angle, so when you can go no further just drop and grab the edge of a ledge on your way down. Pull up and deal with the bat, then proceed down the passage to the zip line. Grab the zip line and take a ride down over a flame pit. Release when you reach the vertex of the arch to your right so you'll land on the ledge instead of overshooting it and falling to your death. There's another bat to kill here, and after that stand on the far edge and look down to the SW. Take a standing jump with grab so that you land inside the opening.

You hear that sound of a swinging blade, so it would be wise to save your game at this point. Also, make sure Lara is at full health. From the middle of the opening, take a running jump to the slope ahead and keep the jump key depressed so that Lara jumps off to grab the facing ladder. Climb down until Lara's feet are just above the blade, then time a drop and grab past the blade. (Another way, which may be even better but requires exact timing, is not to jump off the slope at all but allow Lara to slide off and then grab the ladder at a point beneath the blade.) Continue climbing down until Lara is dangling, then drop down into the darkness. The fall didn't kill me because I was at full health. However, the author suggests using a Phial during the long drop to the floor. Light a flare and go exploring. To the SW is a Phial of Life for SECRET #1, in the NW corner you'll find more flares, and near the north wall is some shotgun ammo. Continue forward toward the ladder in the NE corner and you'll hear a trapdoor opening.

Climb up the ladder and you find yourself at the same point where you jumped to the previous ladder. Do so again, but this time instead of dropping down to the floor shift to your right when you're able to clear the cement obstacle and climb up the other side. Pull up and note the nearby pole which you didn't have to use. (You could have taken a running jump directly to it from the opening, turned to line up properly and then back flipped to the ledge you're now standing on.) Turn to face west and jump up to grab the wooden surface. Shift to your right and around the corner, and when you're over the ledge below drop and grab again to catch it. Pull up and turn the wheel in the west wall to open a nearby door to the north.

Take a running jump into the north doorway. Turn to your left and take a standing jump on the first wooden box, then climb the one ahead.  From the edge of the box take a standing jump to the near corner of the tile with the flame emitter (where you're safe even while the emitter is active), then turn back to your left and take another standing jump onto the next wooden box up. Note the closed door in the west wall for later. Climb up and take a running jump to the checkered ledge in the NE corner and look for the opening higher up in the N wall. From the back corner of the ledge take a slightly angled standing jump and grab the edge of the opening. Pull up inside and climb the pole at the end of the passage. Back flip into a higher passage and pull up into the alcove.

Safety drop from the south side of the ledge to the room below. Be careful of the holes in the floor as you cross over to the south side of the room. Throw the floor lever there and watch the flyby. Two ropes have descended from the ceiling, but you're unable to use them at the moment. Safety drop through one of the floor holes to the room below and take the Phial of Life from the SE pedestal. The flames protecting the other pedestal go out, so go there and take the SOLAR KEY from it. Two knights come out to attack, so kill them and pick up the DORIN dropped by one of them.

Go to the slot in the NE corner and insert the Dorin. After the cut scene you see that the door to your left is now open, so vault up into a familiar passage. Turn to your right and use the monkey bars to return to the zip line. Ride it down to the ledge as you did before and jump down into the SW opening. The author did not intend for the zip line to be used a second time. His intended route to the secret: Before using the Dorin, shatter the left panel of the nearby grate on the E side with your pistols. Take a running jump with grab into an opening under the zip line and over the pit with the flame trap. Follow the passage and a door opens upon your approach. Jump over the pit to find yourself in the room with the swinging blade. Use the pole or the ladder (your choice) and return to the ledge in front of the wheel you turned earlier. Jump back into the north opening and make your way back up past the flame emitter to that door in the west wall you noted earlier. It's now open, so go inside for SECRET #2 and pick up the UZIS and some uzi ammo.

Continue your ascent as you did before and pull up into the north opening. The door above, that you accessed earlier via the pole, is now closed, so hop down into the room where you used the Dorin. Go into the north opening again and this time continue forward, pull up into the higher room, drop down through the hole and use the crawl space to get back to the grated ledge. Safety drop to the passage below and head east. Pull up into the opening in the central structure and hop down on the other side. Turn right, go over to the south opening and turn right to find the keyhole. Insert the Solar Key to open the gate to your left.

Go inside, run along the ledge and the gate will eventually close behind you. Continue around to the left and you'll trigger a flyby that signals an attack by a horde of rats. You can't shoot them, so continue forward after the flyby and try hanging from the edge on the E side and shimmying back and forth, and they'll eventually pour over the side into the room below. Oops, that's where you have to go next, so I guess this trick won't work. Go ahead and safety drop down among the rats and run along the room below to get your bearings while trying to avoid the rats. There's a closed door in the SW corner, three "underwater levers" on the large columns near the north, south and east walls, a closed door and a key receptacle down a passage in the NE corner, and several moveable crates. Locate the button (SE) on the column next to a moveable crate lodged against the south wall. Push the button to open the adjacent trapdoor above a burner trap. Hop back, grab the ledge and shimmy back and forth, and this time you get rid of those rats for good. You can see the laser sight down at the bottom, but you can't get it because of the flames.

Pull back up and run over to the east wall, to the right of the column with the "underwater lever." Shoot the grate to reveal a crawl space, but don't use it yet. Go to the moveable crate near the NE corner and pull it away to reveal some crossbow arrows. Push the crate back where it was and go south past the crawl space to the moveable crate in the SE corner. Pull it out as far as you can to get it out of the way, then go back and pull back the crate behind it in the same manner. An opening is revealed to a room with more moveable crates, connected to the passage leading from the crawl space in the east wall. You need to push and pull four of the crates onto the large gray tile in the SE corner, and the crawl space is there to make things easier for you if you need it. The order of the crates is important, because the design on top of the crates must match the floor tile. The fifth moveable crate isn't marked on the top, so you can pull it out of the way along the crawl space passage.

Once all four crates are correctly in place, the door opens in the SW corner. Go there, remembering to avoid the burner pit in the south wall, and go up the stairs. Pass by the token receptacle into the alcove on your left and take the CROSSBOW from the pedestal. A cut scene shows a couple of skeletons awakening below, and the flames in the burner pit have gone out to reveal the LASER SIGHT ripe for the taking. The crossbow arrows you found earlier weren't of the explosive variety, so you can't get rid of them that way. Instead, run downstairs and safety drop down into the pit. Pick up the laser sight and combine it with your crossbow. Use the ladder in the west wall of the pit to climb back out, run forward to the stairs where the skeletons won't follow, and calmly use your crossbow to shoot off their heads. They pose no threat to you after that.

Go to the north side of the central column and look up to find the grate. Use your crossbow once more to shatter it. Step up under the opening, sidestep as necessary to your right until you reach the highest point, and hit the action key and up arrow to bring Lara up into the crawl space. Go inside and pick up the SOLAR KEY, then lower Lara back outside and drop back to the floor. Turn left and go to the passage at the NE corner. Use the Solar Key in the receptacle to open the nearby door. Go inside, turn left and slide down the slope, and climb up the other side (again using just the action and up arrow keys).

Step forward into a new area and two more of those green alien lizards come to the attack. After disposing of them, go to your left past another token receptacle and locate the jumpswitch behind the NW column. Activate it to open a door up in the west wall. Go over to the east side of this room and climb up onto the block with the checkered top. From the NE corner take a running jump to a flat spot on the rocks north. The author points out that you can reach the flat spot by simply standing in front of it and taking a standing jump to it. He also says there's some shotgun ammo above the monkey bars, which you can access by standing a block from the north wall and jumping straight up to grab the edge and pull up . Pull up onto the block ahead and walk forward to the north wall. Turn to your left and jump up to grab the monkey bars. Swing across to the NW corner and release. With Lara's back to the north wall, take a running jump over the slope. Take a standing jump and grab to the opening in the west wall and pull up inside.

Run down the ramp to your left, go past the first opening on your left and enter the second left opening. Hop down and pick up the DORIN, then turn around and jump back up into the opening. Go back down the passage and enter that first opening you bypassed just now. Hop to the rocks on your left, turn around to face S and jump up to grab the ledge above. Climb up onto it, turn around and take a running jump and grab to the next ledge north. Pull up, turn to your right and take another running jump and grab to the roof of the central structure. Pull up, run over to the SE corner and look down to see something blue glinting in an alcove in the east wall. Take a standing jump down and pick up the AMELECT.

Slide down to the floor and run over to the short block near the NW corner. Insert the Dorin in the token receptacle to raise a cage on the block. Climb to the top of the cage and take a running jump NE to the top of the next column. When you land, the flames on the next column go out, so take a running jump and grab to it, pull up and collect the second AMELECT. A cage has arisen on the east block, so take a running jump there. Turn to face west, jump up to grab the edge of the central structure and pull up to the top. Run forward and take the SHOTGUN from the first pedestal as two skeletons are awakened, then quickly arm yourself with it and blast them over the edge. Then go to the other pedestal and take the Phial of Recovery. Now go to the strange device near the south end and use your Amelects in the two receptacles to initiate a charge of blue electricity running from north to south. At the same time the door to the north opens.

Take a running jump north across the gap and approach the wall switch. Throwing the switch opens the south door, but only for a limited time (which is plenty, however), so reverse roll immediately and rush to the other side before the south doors close. Once inside, go around the central column and take the first right into a storage area. The box in the back corner in empty, but one of the shelves has some uzi ammo and the other a DORIN. Now go down the steps into a sun-splashed room. The casks in the SE corner are empty, so go into the west opening and following the passage to an opening overlooking the block puzzle room.

Safety drop to the floor, making sure Lara is at full health, and go to the opening in the SW corner. Go up the stairs and place the Dorin in the receptacle you saw earlier to open the trapdoor to your right. Climb the ladder in the east wall and pull up into the room above. A wolf is waiting for you, so kill it with the weapon of your choice. Climb the boxes in the SE corner and pick up the GRIDS KEY. Get back down to the floor and throw the wall switch at the SW corner to open a trap door beyond the grate to Lara's right.

Use the ladder to go back down through the hole in the floor, and go over to the other alcove where you picked up the crossbow earlier. There's another ladder here, and the trapdoor above is now open. Climb up into the passage, turn to your right and jump into the south alcove, turn around and take a standing jump to the box ahead. Crawl over it and use your Grids Key in the keyhole to open a trapdoor elsewhere as you hear ominous scurrying sounds. Go back the way you came and return to the floor below. Run back across to the SE alcove and use the ladder there a second time.

Pull back up into the upper room and go around the crates into the NW corner. The trapdoor there is now open, so climb up onto the crate underneath and pull up into the next higher room. A couple of those spider/scorpions are waiting for you, so take the time to deal with them. Then take a running jump east to the central wooden plank, then take another running jump over the next gap and run forward into an outdoor area. Note the jumpswitch high up on the wall of the building straight ahead. See that palm tree over to your left? Believe it or not, you can climb it, so do so and back flip into the east window sill (the top of Lara's head will be just below the roof line ahead). From there, angle Lara to the right and take a running jump with grab to the roof's edge. Shimmy right and around the corner, past the window you jumped from, and release over the jumpswitch and activate it on your way down to open the door in the east wall.

Go inside and push the block ahead once to reveal a wall switch. Throw the switch to open a door elsewhere, then return to the outside area. Locate the open doorway to the south and go inside. Turn right and take a running jump west over the water (which is deadly, by the way) and grab the wooden ladder. Climb up a couple of rungs and shift to your right and around the corner and drop down into the alcove. Turn the wheel there to open a door on the opposite side of the room and return to where you jumped over the water. Simply take a slightly angled running jump back down to the ledge without attempting to grab.

Return to the entrance and face south. Take a standing jump and grab to the next wooden ladder. Shift right and around the corner, then back flip with a roll (two rungs from the bottom) to the ladder behind you and grab it. Shift left (without climbing up or down) until Lara can go no further, then back flip into the SW corner. Face east, jump up to grab the monkey bars and swing along the designated path to the left until you reach a wall. Drop and go into the opening on your right. Follow the rail-lined path and enter another building to the north. Go past the crates and down the stairs. The author says to push the crate first, as far as it will go, then pull up over the wooden crate on your left to keep going. Use the crawl space at the end for some uzi ammo.

Go back out, locate the higher crawl space in the north wall at the bottom of the stairs, pull up inside and lower Lara down the other side. Use the floor crawl space there to access a small room. Pull the crate out from the north wall and then pull it aside to note the octagonal design on the floor of the revealed alcove. Push and pull the crate onto the dissimilar tile in the opposite corner at the south wall. You hear the sound of a door opening nearby, so return through the crawl spaces to the floor below. Go back up the stairs, turn right just before you'd overwise vault up onto the rail-lined path and return to the outdoor area near the climbable palm tree.

The door inside the structure, accessed via the NW doorway to the left of the climbable palm tree, is now open. Go inside, turn right into the N opening, hop down into the next room, turn left and run west past the opening overlooking the water. Follow the wide hallway, going around a large central column, until you reach an intersection with a fixed camera angle.

Two dogs rush out from your right, followed by a Knight. Kill them all, then continue and go up the stairs to a small room where you'll find a small chest with the RUSTY KEY. A cut scene shows the receptacle for the key. Go back the other way, just past the central column, and look to your right for an opening beyond the row of octagonal tiles. Go inside and follow to a ledge overlooking a familiar room. Turn to face SW, jump to grab the first rope, and from there to the second rope, and finally to the right hand side of the south ledge. Run forward to the SW corner and use the climbable wall to shift all the way to the left, then climb up, shift to the right and around two corners, and back flip into an upper room. Turn around to see a central cage protected by three flame emitters.

Each of the flame emitters also has a wall switch, so wait until the flames go out and go around and throw all three. When you throw the third one the cage lowers, so approach the chest from the north side and open it for the first AQUIRIS. From the south opening, take a standing jump and grab to the climbable wall. Climb down and continue your climbing motion even after Lara reaches the bottom and starts to dangle. She'll continue to glide gracefully along the concrete until she reaches the next section of climbable wall. Shift to the far right and drop down to the checkered floor.

Safety drop from the north edge of the ledge (and not into the burner pit!) to the room below. Hop over the holes in the floor as you make your way over to the NW corner. Use the raised cage there to access the higher checkered corner ledge with a standing jump and grab. Pull up and take a running jump and grab to the NE ledge. Pull up and go back through the octagonal-tiled passage to the main hall. Turn right and follow until you reach that north opening overlooking the water.

Jump up to grab the monkey bars and follow them until you reach the end. Drop down to the ledge in front of a cage and jump into the water to your right. Pull the underwater lever and climb back out. The cages have disappeared. Go to the SE corner, where there's a break in the railing, and take a running jump with grab (because of the low ceiling) down to the flat block beneath the concrete ledge. Turn to face east and angled slightly to the left. From the back corner take a standing jump and grab to the block above. Pull up and face NE. Take a long running jump (try keeping the up arrow key depressed) to the triangular flat surface. From here step forward down to a slightly lower flat spot and turn to face NW. Take a standing jump down to a flat spot just to this side of that yellowish surface below. (The flat spot is even with that concrete abutment directly in front of you.) When you reach it safely, turn back to face NE and take a running jump over the yellowish area to another flat spot. Go to the east wall to the left of the concrete abutment, climb up onto the block to your left, and step forward and take a standing jump over the slope to the next flat spot. You now have a clear path to the second AQUIRIS near the north wall.

Look up to see the monkey bars overhead, and jump back up to a flat spot underneath them near the NE corner. Jump up to grab them, and monkey swing until you reach the ceiling ledge. Drop down to the ledge near the water. Locate two breaks in the railing on the west side of the pool where you dropped down, and stand at the one on your left. It looks suicidal, but you can really take a long running jump, with grab, to land on the ledge above the west portal. Place an Aquiris in the receptacle, drop down off the south side (so you won't lose any health) and note that the nearby sluice has been raised to flood the block puzzle room, where a cage puzzle now awaits.

Hop over the ledge into the south opening and follow until you reach more water. The author says there’s a breakable fence in this water as you enter (look down NE) that you can shatter with your combined crossbow and laser sight. This fence faces the fence where you picked up the crossbow. After you shatter it, swim in for a Phial of Recovery. Jump in and swim east into the puzzle block room. Go around to the back side of the north column and pull that lever that's now underwater. You get a cut scene showing a cage lowering on the central pillar, so swim up, surface, pull up and take some uzi ammo. Jump back into the water and throw the underwater levers on the south column for a Phial of Life, and on the east column for some shotgun ammo. When you've done all this, and in the indicated order, you can finally claim the best prize of all, a VALVE. A cut scene shows you where to place it.

Jump back into the water and swim into that SW stairway. This area is only partially flooded, so go up and turn to your right and use the ladder in the east wall. Pull up into the higher room and go over to that open ceiling trapdoor near the NW corner. Climb up onto the crate, pull up into the yet higher room and jump the floorings to the east to get you back to the outside area. Make a hairpin turn to the left and follow until you reach the north opening overlooking the water. Use the monkey bars to return to the pool ledge, then run forward to the rail opening on the right side of the west ledge. Take a long running jump with grab down to the ledge and place your second Aquiris in the receptacle.

You hear the sound of the other sluice being raised, so hang drop from the north edge and return to the floor of this room. Jump to the north opening and follow until you reach more water. Jump in and swim across to the other side. Pull out and use the Rusty Key in the nearby keyhole to open the door to your left. Go inside, run around to your left and turn to your right when you round the corner. Place the valve in the receptacle on the horizontal pipe for another flushing sound.

Go back to the door you opened with the Rusty Key and look for the ladder on the west wall behind it. Climb the ladder, shift to the left when you get to the top and drop down into the passage. Follow the passage until you reach a door that opens upon your approach. Go inside a room that's part of the wine cellar and make a hairpin turn to the right as the door closes behind you. Save here so you can perform, if you wish, the following task using the author's intended method as documented below.  Use your Rynn's Sword on the grate to open it and go inside. Enter the alcove to your left and push in the block to your right. Reverse roll and pull the other block out twice. This brings you inside the first block, but that doesn't prevent you from going out into the passage to your left. Go to the wine cask and pull it out once into the alcove. Return to the wine cellar room and throw the revealed wall switch to open a nearby door.

Return to the alcove and push the wine cask back where it was. Reverse roll and pull the block back twice. Squeeze past the wine cask and go back to the alcove. Pull the next block back once and go around it into a revealed passage for SECRET #3. Pick up the REVOLVER, reverse roll and return to the wine cellar room. Drop down into the hole in the floor, use the crawlspace and lower Lara down the other side. Safety drop to the floor below, turn left and find yourself at the entrance to the deep room that you navigated much earlier.

The author suggests a less complicated and more satisfying way of getting the previous secret. First, facing the three wine caskets, open the grate on the left, go around the pillar and shoot the wooden crate for some revolver ammo. Second, open the grate on the right. Go to the far end of the corridor and turn left, in front of a closed wooden door. Push the crate on your left once. Reverse roll and turn right around the pillar. Push that crate once into the alcove. Now pull the other crate on your left twice. Reverse roll and turn right around the pillar again. Go in front of the cask and pull it once. Now go to the wine cellar room and throw the revealed wall switch to open the wooden door. Go back to that door into a revealed passage for the secret and the revolver.

The room is partially flooded, so jump down into the water, pick up the Phial of Recovery on the floor on the west side of the central column, and locate the underwater lever on the south side of the central column. Pull it to open an underwater door in the west wall. Swim inside (you may have to fight the current a bit) and locate the opening just inside and to your right. Follow this side passage and grab some air (using the nearby vertical shaft) before entering the next room for SECRET #4. Pick up the shotgun ammo in the far left corner and the revolver ammo in the far right corner. Throw the two underwater levers you'll find in the central column to re-open the exit door. 

Go back into the passage and swim up for more air. Then continue along the passage, turn right when you reach the main rocky tunnel and follow it until you're warped to the next level.

 

ALGARA'S MANSION

 

Swim forward through the tunnel into a pool and pull out onto the NE corner ledge just inside the entrance. Jump to the climbable wall to the south, shift around the corner to the right and black flip (with Lara's feet just above water level) onto the SW ledge. Turn around and throw the wall switch to open a door and release two crocs. Kill them from the ledge, then jump into the water and swim through the open south door. Bear to your right and swim to the SW until you reach a place where you can wade out of the water onto dry land.

Tip from José Boo: Before killing the two spiders and getting the key as described below, take a swim to explore the lake. Near the wooden walls at the south side there is an underwater crawlspace where you can get shotgun shells and revolver ammo.

There's a closed gate to the south and an opening on either side to the west and the east. Draw weapons and go inside each of the side openings to lure out a huge colorful spider. After disposing of them, go into the west opening and turn left to find a small room with a couple of boxes and a pedestal. The boxes are empty, but on the pedestal is the KEY OF DARKNESS, which a cut scene indicates opens the door to the sanctuary you saw much earlier. In the dark alcove just outside is another box, and this one contains a Phial of Life. Now go across to the east opening and make your way around to the right where you'll find a box on the other side of the gate you saw earlier. Shoot it for some revolver ammo, then find the NE passage and follow it until you reach an outside area.

Step out to the corner and angle Lara to the NW. Take a running jump down to the ledge at the water's edge, then turn to the NE and take successive running jumps to the next two ledges on the north bank. Then turn to face south, take a running jump and grab to the sloped block against the opposite bank, shimmy to the left and around the corner, and pull up near the wall to back flip to a flat surface. Turn to face north and use the monkey bars overhead to swing to the opening on the other side. Run forward into the opening and onto the ledge hanging out into the water. Turn to your left and take a running jump to the ledge against the west wall (using grab to avoid bumping your head). Turn to your right and take a running jump with grab to the ledge against the east wall. Pull up and turn to your right. Save here. Jump up and grab the monkey bars, and swing over to the tall wooden column.

This is rather tricky and may take a few tries. Lara needs to approach the wooden column on the right side, as this is the only place she will grab, and even then she doesn't grab until she's about to drop back into the water. Climb up a couple of rungs and shift to the right around two corners, then climb back down a bit and take a rolling back flip to grab the climbable surface behind you. Shift to the right and around the corner, and drop down onto the ledge. Immediately draw weapons to deal with the huge colorful spider that comes out from the south tunnel.

Enter the tunnel and follow it until you reach another outdoor ledge. Turn left and pull up onto the natural bridge. Follow the path, through two crawl spaces, and stand up when you get to a fixed camera angle. There's an opening in the wall to your left. Stand facing it (two steps back from the N edge) and take a back flip S to clear the wall of the stone trench. Slide down and grab the edge, then shimmy to your left and around the corner. When you're directly over the ledge jutting out into the water below, pull up onto a flat spot. Step forward and use the crawl space to access SECRET #5. Take the revolver ammo and the Phial of Life, then back out of the crawl space, stand up and turn around. Take a running jump and grab to the ladder and repeat the steps described above to return to the natural bridge.

When you reach the opening in the wall to your left, take a running jump north to the wooden loft and shoot another one of those huge colorful spiders. The nearby boxes are empty, so after noting the closed west opening jump into the large hole in the floor to the water below. Swim through the east tunnel for a brief return to the previous level.

 

WATER TANK

 

Swim forward to the partially flooded deep chamber and climb out at the SE ledge. Work your way under the circular ladder and climb to nearly the very top. When you've cleared the railing, shift to your right and drop down onto the walkway. Go into the south doorway, pull up into the opening and hop down to the stairs. Turn right, go up the stairs through the wine cellar and enter the SW passage. Turn left and continue up the stairs to return to the first level.

 

ALGARA'S MANSION

 

Continue up the stairs and the ramp to your left, vault into the opening to your right and you're back at that south passage in front of the sanctuary. Run forward and use the Key of Darkness in the keyhole to open the sanctuary doors. The doors close behind you as you descend the ramp, but ignore that and continue until you reach a colorful outdoor courtyard. Admire your surroundings as a haunting theme plays and then builds in intensity. After your brief rest, go to the south wall and enter the opening on your right. Crawl in at the end for a Phial of Life. The opposite opening to the north is empty, so go to the west wall and throw the switch on the SW column to close a trapdoor above you.

Return to the south wall and enter the opening on your left. Follow the ramp up, turn right when you enter the room at the top and locate the flares in the SE corner. Note the nearby keyhole and closed grate. Go to the west side of the room and pull and push the crate along the shallow trench onto the trapdoor you raised just now. Go back down the ramp and throw the switch on the SW column a second time to bring the moveable crate down beside you.

Push the crate onto the ornate tile in the SW corner, causing a block to rise two squares away. Climb up onto the raised block and use the crawl space in the west wall to get the GRIDS KEY. Back out of the crawl space, run across to the north wall and find a corresponding opening with a ramp. Follow it to the upper room, turn left and find the revolver ammo in the NE corner. Reverse roll and go to the SW corner to the right of the closed grate. Locate the opening in the railing, hop back and grab the edge, and use the crack in the wall to shimmy right around two corners until you're over a jumpswitch.

Release and activate the jumpswitch on your way down, which brings two huge colorful spiders running toward you. Back flip the instant camera control is restored (you may already be poisoned by that time, in which case you'll need to invest one of those Phials) and use your revolver to kill them more quickly. A rope has descended from the east ledge over the fountain, so use the ramp in the south wall opening to return to the upper room. Use the Grids Key in the lock in the NE corner and go inside the open doorway to your left. Turn left, walk out to the edge of the opening, line yourself up with the rope and take a running jump and grab to it. Swing forward and jump off to the upper west opening and step forward to pull the chain once.

Safety drop to the ground, where you find that the lower west doors are now open. Enter and run past the grate to your left and up the stairs. You'll emerge in a graveyard. Explore the north flower bed (toward the right side) for some uzi ammo. The author says there are also some crossbow arrows near the tree behind the railing, down and up a hill SW of where you picked up the uzi ammo. Up the hill to the west are two closed doors that require keys. There's an open doorway to the east. Go there, enter and run down the passage until you reach a reach where two Knights come out to challenge you. Kill them and take the Phial of Recovery dropped by one of them. There are a number of areas to explore here. If you continue around the NE hallway, for example, you'll come to a wall switch that brings you to a building overlooking the lake where you began this adventure so long ago. For now, though, head south and go up the stairs and follow until you reach a door that opens upon your approach.

You're on the north balcony overlooking the courtyard with the central fountain. Turn left, run past the first opening to your left and enter the second open doorway to your left. Go up the ramp and cross a wooden bridge to a central area with five lever devices and a north wall switch which cannot be thrown at present. The author says that you can crawl into a space in the hole in front of the wall switch for some uzi ammo on the W wide of the room below. Throw all five levers (in no particular order, apparently) and a block is raised in front of the wall switch. Flames will shoot forth and then turn off in seemingly random fashion as you make your circuit. The author says the pattern is not random, although in this case the pattern has no impact on gameplay. When one flame is lit, the two others in the same triangular pattern will also be lit. If one was already lit, it will be extinguished. When you've thrown all five levers, go over and throw the wall switch to open a door shown in a cut scene.

Go back across the bridge to the south and return to the wooden north balcony. Turn right, run past the passage leading back down to the courtyard and go into the next doorway to your right. Run down the stairs to the north wall and turn right. Turn right into the opening before you reach the wall switch referred to earlier, and continue to the south wall. Turn left and run up the ramp, make a horseshoe turn to the left and continue up the next ramp west. The author says that before making this turn you can go to the far end and turn left for some uzi ammo. Go through the doorway you opened with the wall switch and find yourself in a small room with a chain to your left and a nearby moveable crate.

The plain red tile in the center of this room is the trigger tile that lowers the crate to the area below with the five lever devices. However, to get the next secret you should first move the crate over the two similar plain red tiles on the west and east ends of this room. Each time you do so, Lara will let out a tell-tale "aha." Now, before doing anything else, leave this room and run down the ramp, make a horseshoe turn to the right and continue down the next ramp, and when you reach the bottom make an immediate right turn and run north to the cage you've raised. Climb up the cage until you reach the climbable wall, then continue climbing and pull up into the alcove for SECRET #6. Step forward and pick up the Phial of Life. Climb back down to the floor and return to the upper room with the moveable crate and the chain.

Push the block onto the central plain red tile and go over to pull the chain once. A trapdoor opens and the crate is deposited onto the platform below with the five lever devices. You can simply safety drop from here to land beside the crate. You need to get the crate across the bridge west, so push and pull it around the lever device that's in your way, and across the bridge (the flames in the lever devices go out) until it will go no further. Then pull the nearby chain once to unleash a huge hammer that smashes the crate into many tiny pieces. Step down where the crate was and pick up the SOLAR KEY.

Go back across the bridge, turn right and cross the south bridge, go down to the wooden balcony and make a hairpin turn to the right. Go down the ramp and back outside to the courtyard. Enter the west doorway and go back up the stairs to the graveyard. Turn left and go up the slight hill. Make a hairpin turn to the left and use the Solar Key in the receptacle beside the red flowers. Go inside the open doorway and climb down the ladder at the end of the short passage. Shoot the boxes ahead and pick up the TORCH in the alcove. (There's a spare that's presumably intended for you to use in case you lose the first one, but save here just to be on the safe side.)

Turn around, go back to the ladder, and on the way throw the torch through the slit opening to your right. You can hear (and maybe see) a croc scurrying around on the other side. Climb back out and run across the graveyard to the NE corner. You'll find a hole in the ground there, so jump down and shoot that croc that comes out to greet you. Follow the passage to an underground lake where a bonfire is lighting up a small central island. Go over to the south side of this confined space and retrieve your torch. (If it's suspended in midair, as mine was, you won't be able to pick it up and you'll need to go back and get that spare torch and throw it into the slit opening, hoping for a better result. It may be a good idea to save and reload until you get it right. The only trouble with this is that, in my case at least, the second torch simply disappeared when I threw it into the narrow opening. That's why your best option is to save before throwing the first torch.) The author says that the torch is really there, but because the ground isn’t perfectly level only a portion of the torch may be visible and therefore very difficult to find.

When you have a torch in hand, go over to the central island and light the torch by standing close (but not too close) to the fire and pressing the action key. Now go into the north passage and light the wall sconce to open the door to your left. Before doing anything else, turn around and toss your lighted torch down the passage for later use, or otherwise you risk losing it in the next sequence. Now step forward into the opening and stand at the edge of a slope leading down into a pool of water. You might want to save your game here.

Slide down the slope toward the water and you'll trigger a flyby that reveals two boulders poised to create much mischief. As soon as camera control is restored, swim slightly forward and flip turn to grab the RUSTY KEY from the underwater block. Immediately swim forward to avoid being crushed by the first boulder, then flip turn again and swim quickly to the west ledge and pull up before the second boulder causes a chemical change that makes the water deadly. Step forward and throw the wall switch to raise a cage in the poisonous water behind you.

Reverse roll and take a standing jump onto the cage. Turn to face NW and take a running jump to the ledge beside the red-hot trough. Turn to face south and take a standing jump over the trough and grab the wall. Shift to your right and around two corners. When you reach the end in the darkness, drop down into SECRET #7. Light a flare and step into the alcove for some shotgun ammo and revolver ammo. Jump back to the wall and return to your starting point. Back flip to safety, but don't attempt a direct running jump back to the cage (the railing will impede you and cause you to fall back and burn up in the trough). Instead, face north, and from well back take a running jump to the slope and keep the jump key depressed so that you bounce off and land on the cage.

From there, take a running jump into the dark NE corner and pick up a Phial of Recovery. Jump back to the cage and take another running jump into the SE corner. Pick up the shotgun ammo, then slide down the nearby slope and follow the passage back to the underground lake. Retrieve your lighted torch in the north passage where you left it, take it with you into the SE passage and toss it aside temporarily so you can use the Rusty Key in the receptacle. Pick up the torch and go down through the open doorway into the crypt. The spooky music and sounds make your flesh crawl, but compose yourself and step forward to enter the room to your right. Light the two wall torches in this room, drop your torch momentarily and crawl into the NE alcove for some crossbow arrows. Crawl back out and go across the room. Search under the skeleton to your left and pick up NOTES FROM DR. JONES. When you examine it you find this clue:

According to my research
it seems that colors
and symbols are linked together
in a logical and arithmetic way.
Two colors are combined
to make a third one.
So, I guess I'll try the path
that carries out to the orange color.

Take your torch and go back to the entrance and turn right just in front of the stairs. Locate and light the third wall torch, then search the NW alcove for a Phial of Recovery. Go back to the previous room where you found Dr. Jones' notes, and locate the SE passage. Light the fourth wall torch on the way down some steps to the next room. Pick up the flares in the SE alcove while noting the sleeping skeleton on the floor. Then light the fifth and final wall torch. A door opens in the NW alcove, so crawl inside and pick up the GRIDS KEY. This causes the skeleton to awaken, together with a companion that must have been hiding elsewhere. Pick up the torch to give yourself some light and run past the skeletons to the entrance to the crypt and up the stairs. They won't follow you into the underground lake area.

You don't need the torch any longer, so you can toss it into a corner somewhere. Go to the SW passage and use the Grids Key in front of the grated door. As you enter the new passage you hear the sound of a door thudding shut somewhere. Turn either right or left at the intersection and go around to enter a sanctuary with blue flames sputtering on either side of a grated water hole. Go around to the NW corner and locate the ladder. Climb up to the upper room and pull one time the chain in the east fenced-in area. This opens a door in the sanctuary, so climb back down and locate the north doorway between the two stone crosses directly opposite the blue flames.

The diagram below the jumpswitch inside is your clue, along with Dr. Jones' notes, to the next task awaiting you. You would do well to memorize or make a drawing of the diagram. Take special note that the blue outer circle is accompanied by a symbol with one dot, the red circle with two and the yellow circle with three. The inner circle has colors that correspond to the color that results when you mix together the two colors at each corner.

While you're pondering all of this, activate the jumpswitch to lower the trapdoor in the water hole behind you. Reverse roll, jump into the water and swim through the south opening to find three closed grates ahead that are tinged blue, yellow and red (from left to right). You can make no further progression at this time, so flip turn and pause for the Phial of Recovery down to your right on the way out of this room, pull back out of the water hole and go to the SE corner of the sanctuary to find a larger water hole.

Jump in and swim to the south (the way north is presently closed off) and along the passage until you come to an apparent dead end at a grate.  However, there's a ceiling switch in an alcove near the grate. Pull down the switch for a cut scene in the underwater area to the south. Swim there now, stopping for air along the way, and make a horseshoe turn to the right past the cage until you reach the companion ceiling switch in the same relative position as the previous one (and near a similar grate). Pull down the switch to lower the cage and release two ravenous crocs. Lure them back to the air hole, where you can pull out and shoot them with ease.

Jump back into the water and swim back south to where the cage has lowered. Pull the underwater lever there to open the doors to the three colored passages directly above you; however, you can't access them from here. Swim back to the water hole and pull out, then go back to the smaller water hole between the blue flames. It's important that you save your game here, as the next series of moves must be performed with precision or you get no second chance. (The clues in Dr. Jones’ notes and the color map dictate what you do here, but I won’t slow things down in the next paragraph by spelling everything out.)

Jump into the water, swim through the south opening and continue through the open blue doorway on your left. Swim around the obstruction ahead and enter the red (or middle) opening on the other side. Surface and pull out onto the wooden flooring ahead. Note the key on a pedestal that's protected by a wire cage, and jump into the water ahead and continue swimming south. When you get to the south wall, look down and enter the central tower through the opening there that has a purple tinge to it. Inside the tower, swim up and pull the lever high up on the east wall that's just below the closed ceiling trapdoor. Then turn to your left and throw the lever on the north wall (there's only one). Finally, turn to your left again, swim down and throw the lower lever on the west wall. The ceiling trapdoor is now open, so swim up for air and pull out to take the GRIDS KEY from the pedestal.

Exit here through the south gate, go around the wire cage and locate the three water holes on the north side of the room. Jump into any one you choose and swim all the way to the north and pull up through the open trapdoor between the two blue flames. Go to the NE corner of the sanctuary and use the Grids Key in the receptacle to the left of the ladder to open a trapdoor above you. Use the ladder to climb up to the loft above. Locate the opening near the SW corner and pull up inside. Take a running jump and grab to the rope dangling from the ceiling.  Slide to the bottom, swing forward and jump off to land on the roof ahead.  Run forward to the opening, but do not enter the next room yet.  Instead, slide off to your left onto a red tile (actually, a raised trapdoor) at the entrance of a lower room.

Run forward into the lower room. Locate the shotgun ammo in the south alcove, then reverse roll and find the opening in the ceiling to the NW. Pull up into the room above and note the wall switch that's protected by a flame emitter. There are two moveable crosses up here, one in the middle west alcove and the other in the right east alcove. There are two unoccupied red tiles on the west side and four on the east side. When I pulled out the cross from the east alcove, placed it onto the two red tiles nearest the east wall, and then onto the tile nearest the north opening, the flames went out. Don't throw the switch yet, though. First, push the same cross forward two squares onto the fourth red tile, and then pull the switch. A trapdoor opens underneath the cross and deposits it in the room below.

The opening by which you gained entrance to this room is now closed, so go to the cross in the middle west alcove and pull/push it two squares to the east onto that tile. Pull the wall switch a second time to send this cross down to its mate. Exit this room, slide down to your right (E) just outside, and enter the lower room.

You need to get these crosses down to the main floor below, so push and pull the east cross over onto the raised trapdoor you slid down to just now.  Reverse roll, go back to the ceiling hole and pull up to the room above. Throw the wall switch again to lower the trapdoor, depositing the cross onto the main floor level while raising the companion NW trapdoor. So slide back down (W this time), enter the lower room and pull/push the second cross onto the raised NW trapdoor. Pull back through the ceiling hole to the upper room and throw the switch yet another time to bring the second cross down to the main floor level. Drop down through the ceiling hole and then safety drop to the main floor level.

You're almost done with these crosses. Push and pull them onto the blue flames. When the first one is placed, a cut scene shows a skeleton being awakened, so use your shotgun to blast it into the nearby water hole. The same thing happens when you place the second cross, so repeat the procedure. The south door into the central sanctuary structure is now open, so go inside and take the KEY OF DARKNESS from the pedestal.

Reverse roll, go outside and run up the ramp on either side of the color map, continue up the north passage, back to the underground lake with the central bonfire, and exit via the NE passage. Pull out of the hole into the graveyard and go up the west hill near the SW corner. Use the Key of Darkness in the receptacle to your right to raise the door to your left. Go inside and follow the passage until you're warped to the next level.

 

BALANCE TOWERS

 

Continue forward down the passage, turn right and go into the next room and drop down into the water. Swim west, turn left at the crossing and follow the passage to a grate that opens as you approach. There's a giant spider on the central platform, but for some reason Lara is petrified (perhaps with fear) and refuses to draw a weapon. Surface for air near the central structure where the spider's deadly blue bolts can't reach you. Swim around the structure to the left and locate the underwater lever in the alcove in the south wall. Quickly pull it and swim back to safety before the spider can draw a bead on you.

Swim back to the east side where you entered this partially flooded chamber and pull out onto one of the ledges. Quickly run behind the pillar for protection and note that Lara is carrying a sidearm of some kind. Push the button on the east face of the pillar. Some blocks have been raised in the water on the north side, so take a running jump to the first one and a running jump with grab to the second one west. Pull up and take a running jump SW to the balcony at the west wall and push the button there.

More blocks have been raised in the water on the south side, so jump to them and take a standing jump and grab south from the second one. (Aren't you glad you stopped to pick up all those Phials along the way?) Pull up and run forward to safety on the other side of the block. The button above you is inaccessible at present, so step out into the open to pick up the nearby Phial of Recovery. Take a deep breath and climb up onto the block. Take a running jump and grab north toward the spider and pull up onto the ledge above it. Run left along the bridge to the west wall and push the button there. A cut scene shows a row of poised spike balls.

Reverse roll, run over to the east wall and push the companion button there. The same cut scene now shows a door opening beyond the spike balls. Now turn around and look for the ladder to your left on the central structure. Take a running jump and grab (aim for the right side, it's easier) to the ladder and climb to the top. Pull up into the upper level with all those spike balls and locate the chain in the south alcove. Pull it once to release the spike balls (all but one) onto the spider, which expires with horrible cries and squishing sounds.

Go to the opening in the railing at the SE corner and take a swan dive into the water far below. Pull up onto the ledge near the middle of the south wall and pull up to the higher block in front of the stained glass window. Step forward and push the button, and the final spike ball drops down from above. Jump back into the water and locate the purplish FRAGMENT 1 near the SE corner and FRAGMENT 2 near the SW corner.

Exit this area by swimming back through the east passage. Continue swimming forward when you reach the fixed camera angle, and go around the corner to your left for some revolver ammo. Swim back the other way and turn left into the east passage. Don't bother going into the passage to your left, because there's a grate at the other end. Instead, pull out at the east bank and run forward into the next room. Turn left and run down the passage to the warp trigger.

 

ALGARA'S MANSION

 

Run forward into the graveyard, turn left and run east under the arch and up the hill to the opening in the far wall. Go inside and down the ramp to a previously explored area. Turn left, then right and follow the wide hallway until you reach the wall switch that you noted and ignored much earlier. Throw it now to open the nearby door that brings you to the balcony overlooking the area where you began this adventure. When you reach the end, take a standing jump with grab to land in the north passage below. Follow the sandy-colored path until you reach the ramp where you triggered a boulder trap longer ago than you can remember. Continue up the ramp as you get a fixed camera angle, and turn left at the top into another familiar passage. You soon run into the warp trigger.

 

BALANCE TOWERS

 

You're on the last leg of your mission. Continue through the dark passage, jump into the water at the end and swim through the short canal to the other side. Pull up and follow until you reach the open area with the two Argara statues. Combine the two fragments in your inventory to form the ALGARA'S STONE, and use it on the non-burning statue. A cut scene shows an open doorway. Step down from the statue, turn around, and run toward the building with the amorphous pink blob inside. Turn left just before you reach it and run up the south ramp into the open doorway. Vault up into the passage and follow it until you reach a caged balcony.

Turn around and push the button on the right wall. The elevator you're on ascends. Admire the stained glass window on the way up. When the elevator reaches the top, step forward, turn to the right and climb up into the alcove. Step forward and pull up to the zip line where you lose camera control once again. Ride the zip line down and release at the other end. There's no escape back up the ramp behind you, so pull up into the west alcove and pick up the shotgun ammo. Turn to your right and pull up into the higher passage. Follow the passage, and a gate opens above you to the right. Pull up into the opening and look out into a room featuring purple slope blocks.

Get ready for a battle royal. Slide down into the room (the gate closes behind you) to trigger an explosion that releases three wolves. Kill them quickly and roam about at random until you step on something that triggers another explosion and rouses three alien lizards. Kill them as well, then locate the moveable cross in the NW corner. Locate and push the buttons on the west face of the SW block and the east face of the NE block. (It's essential that you push them in that order.) The central pillar lowers, so pull and push the cross onto the center tile.

The door to the north opens, so vault up inside and follow the short passage to the slope at the end. There's a burner pit below, so slide down backwards, grab the edge, pull up and take a rolling back flip with grab to land on the slope on the other side. Follow the passage at the bottom and raid the pedestals to your left on the way for some uzi ammo, another revolver, some shotgun ammo, and a Phial of Life at the opening.

Slide down into the next room with weapons at the ready. A knight and an alien lizard come to the attack. When you've disposed of them, step forward to alert a second knight. Go across the room to the moveable cross against the east wall. Squeeze between the wall and the cross so you can push it toward the central tile. As you do so you'll trigger another explosion which brings three huge colorful spiders to attack you en masse. Pause for whatever time it takes to eliminate them, then continue pushing the cross forward.

When the cross comes to rest on the central tile you hear the sound of a trapdoor falling down somewhere. Go forward to the west opening where you entered this room, and take a standing jump up the slope. Drop down through the opening on the other side and run north down the tunnel. Stop to pick up the Phial of Life, then turn to your right and raid more pedestals for some shotgun ammo, two batches of crossbow arrows (finally, some of the explosive variety) and a Phial of Recovery on the floor.

Continue forward to the open gate and stand at the edge overlooking a high room surrounded by a moat of toxic water. Slide down the slope to trigger an explosion that brings two wolves and a giant bolt-tossing spider. Use your enhanced weaponry to get rid of them quickly. Look around to find two nearby moveable pieces and two more tucked away at the end of bridges extending east and west. If you move about freely you'll trigger another explosion that brings a knight, an alien lizard and another giant bolt-tossing spider. Kill them, then look at the end of the south bridge for more explosive crossbow arrows.

The moveable pieces need to go on their assigned tiles. The piece at the south bridge goes on the SE tile. The piece at the north bridge goes a little further, onto the NE tile. The piece at the end of the east bridge goes on the NW tile. Finally, the piece at the end of the west bridge goes on the SW tile. The circuit is closed and you can now climb up onto the central block and pick up the second ALGARA'S STONE.

The gate at the end of the south bridge is open, so go there, pull up into the opening and follow the passage. Stop to pick up the Phial of Life, then continue and run down the ramp to the outside area in front of the Algara statues. The flames guarding the statue on your left have gone out, so go up to it and place the Algara's Stone to trigger a long flyby.

Go through the east opening into the darkness and follow the passage to the water. Jump in, flip turn and enter the south passage. Swim until you reach the pool where you can pull out. Go through the east doorway and turn right up the shallow ramp into the open south doorway. Follow the passage up the ramp, and you can hear the whirring sounds of a waiting helicopter. Come out into an open area and wait patiently for the helicopter to touch down on the landing pad and whisk you away to the exit trigger.