FOUNTAIN PARK
Level by Brenda Mitchell (gail854)
Walkthrough by Phil Lambeth
Begin on a veranda under a star-spangled blue night sky. Step forward
to trigger a flyby that ends at a nearby lock. The apparently intended way to proceed
is to run forward to the NW corner of the veranda, hop down to a flat alcove,
turn to face east and hop back to grab the roof, and shimmy to your left over
the row of spikes down below to the companion flat alcove at the NW corner of
the roof. Pull up and push the button to lower a trap door back at the NE
corner of the veranda. However, all this work is unnecessary, as the trap door
is transparent and doesn't need to be opened. Anyway, climb down the ladder in
the west face of the shaft. (Don't attempt to use the south face, or the game
will lock up for some reason.)
In the room below, run to the other end of the passage and push the
translucent blue block into the next room until it comes to rest on the central
tile. A door opens in the NE corner, so pause to admire the translucent
decorations in this room before going toward the open doorway. When you do so,
some ugly critter comes lumbering out, so draw your pistols and dispatch it. In
the next room you'll find a floor lever near a desk at the SW corner. Throwing
it opens the door at the NE corner.
Hop down into the next room, where you'll find boxes and crates of
various sizes. The two largest crates can be moved. The one in the SW corner
conceals the GATE KEY. Move the other one, over at the east end of the room,
onto the nearby lighter-colored wooden floor tile on the other side of the
central column. The gate in the west wall opens, so go into the next room and
shoot the garbage cans for a small medi-pack and some shotgun and revolver
ammo. Use the Gate Key in the lock to open the nearby door and go outside. There
are a lot of objects in the immediate area to shoot, so shatter them all and
pick up the SHOTGUN and the CROWBAR, as well as a large and a small medi-pack.
Run down the wide street toward the enclosed park. Turn left and follow
the sidewalk past a closed door requiring a key, and a block to your right
(with a bird perched on it) requiring another key, and continue until you reach
another little side street where an outdoor lounging area has been set up. Shoot
the metallic device in the SW corner, then shoot the revealed grate in the
wall. Crawl inside and follow around to your right a long distance until you
reach another grate. Shoot it as well and enter a small office. Pick up the
revolver ammo in one corner and the OFFICE KEY hidden among a pile of books in
the other corner. Go back through the crawl space and retrace your steps to the
lock in the south wall and insert the Office Key. The door to your left opens,
so enter the waiting room and go through the west doorway into an office area.
There are no apparent pickups in this room, so go up the stairs at the
far end into an executive office on the second floor. Climb up onto the smaller
desk near the NE corner and pick up the REVOLVER, then go back and enter the
library via the south doorway. Climb up onto the block in the corner for some
revolver ammo, then hop down and push the wall button at the NW corner. A flyby
shows a door opening in the street area outside, so go back the way you came
and turn left once you're outside. Follow the sidewalk until you reach the SW
corner and turn left into the open doorway.
Go all the way across to the SE corner and pull the crate back to
reveal some shotgun ammo. Then go to the opposite SW corner and locate the hole
in the ceiling. Pull up into the second story suite and follow to the other
end, where you'll find a crate in the corner that you can move to reveal an
opening in the ceiling. Pull up into the third story suite. In the first room
are two crates that can be moved. One reveals shotgun ammo and the other
reveals revolver ammo. Enter the next room and find a large medi-pack in the
window sill. In the next room, pull the crate away from the corner so you can
pull up into the crawl space.
Lower Lara down the other side and drop down into a featureless room
with pillars. You can hear something nearby making rude noises, but ignore it
while you go around and pick up the shotgun ammo, the large medi-pack and the
revolver ammo off the floor, then use your crowbar to pry the HOLY CROSS off
the SW pillar. Now go to the hole at the NE corner and use the ladder to climb
down into the room below. Dispatch the ugly, noisy critter waiting for you and
throw the nearby floor lever. Another door opens in the street area outside, so
reverse roll and run away from the floor lever to break the cut scene, then
climb back up the ladder, back flip into the upper room, and use the crawl
space in the NW corner to get back to the third floor suite. Drop through the
holes and return to the street area. Turn left, as the open door is in that
area where the outdoor tables have been set up.
Turn into the open doorway in the south wall and go around the long credenza
into the next room. Pick up the revolver ammo and the large medi-pack on the
west side of the credenza in the next room, then enter the south passage and go
up the stairs until you reach an outdoor fountain area. Jump into the water to
alert the sea hag, then quickly climb out and kill it with your revolver. When
the coast is clear, jump back in the water and pick up the GATE KEY. Don't
leave yet; there's a hole at the SW corner of the pool. Swim down the deep
shaft and pick up the LIFE PIECE at the bottom.
Pull out of the pool and exit this area. Go back outside and find that
block with the bird perched on top of it. Insert the Gate Key in the lock and
the double gate leading into the park opens. Go inside and you'll see a number
of animals seemingly frozen in suspended animation. However, as you roam about
exploring, you'll soon be accosted by a very active and spooky-looking critter
that looks like a crippled werewolf. Kill it and proceed over to the east wall,
where you'll find a floor lever partially hidden by red flowers. Throw it to
open a door in the building ahead of you. Enter the room and pick up the
shotgun ammo among the pile of books under the wall torch, and the revolver
ammo under the opposite wall torch. Locate and throw the floor lever in the
alcove, and a flyby shows a trap door opening in the NE corner outside.
Go there and drop down into a surprising well-lit sewer. There are two
snakes swimming around in the water, so kill them both before running around
the corner to the other end of the sewer where you'll find a wall button in the
next room. Push it to open the nearby door and run down the stairs into a
high-tech open area. Shoot the noisy critter guarding the central structure,
then take a running jump and grab to reach it. Pull up and take a running jump
over to the ledge in the middle of the east wall. Push a button there, hop back
and jump up onto the block for some revolver ammo. Take a running jump to the
ledge in the NE corner for a large medi-pack, then take a running jump and grab
back to the previous ledge.
Jump back to the central structure. You can see the ladder leading down
to the floor below, but there's nothing to do here yet. There's an
"underwater" lever at the west end of the structure, indicating that
you need to do something to flood this area. What's more, if you go down and
start wandering around carelessly, you're likely to fall through another one of
those phantom trap doors at the east end. If that happens, you'll find yourself
in a water-filled tunnel with a sea hag ripping at you and no means of escape. So
jump over to the ledge in the south wall and climb the ladder to a crawl space.
Release and immediately grab again, and before Lara can get her feet
"set" pull up into the crawl space.
Crawl to the other end of the passage and lower Lara down the other
side. You'll attract a wraith that sounds like a plague of flies. Quickly drop
down, reverse roll and locate two buttons in the structure before you. One of
them floods the previous room, and it's not clear what the other one does, so
push them both and get back into the crawl space while the wraith gives chase. Lower
Lara down the other side and jump into the water to extinguish the wraith. However,
you'll also find that a couple of snakes are now keeping you company, so pull
out of the water and kill them both. Then jump back in and through that
underwater lever on the west side of the structure to open the trapdoor against
the east wall. Swim down into the passage and alert the sea hag. If you wish,
you can swim back out to dispose of the sea hag, then go back into the passage
and swim to the far end to pick up the GATE KEY.
Return to the previous room via the crawl space and use the Gate Key in
the receptacle in the north wall to open the adjacent door. Go inside to find
some stacked boxes, another closed door requiring a key in the east wall, and a
grate at the NW corner. Shoot out the grate and crawl to the other end of the
short passage. Turn around and climb up into a higher passage. Run forward into
the next room and kill another snake. Pick up a duplicate GATE KEY in the SE
corner and return to the previous room. Use the Gate Key in the NE receptacle
to open the adjacent door.
In the next room you'll find a floor lever to your right and a path
guarded by a flame blower to your left. Throw the floor lever for a cut scene
showing a door opening elsewhere, then turn left and run away from the lever to
break the cut scene. Carefully enter the next passage and time your runs past
the flame blowers. Duck into the second alcove on your right and pry the second
HOLY CROSS off the wall with your crowbar. Continue north past the flame
blowers until you reach an opening overlooking the next area. Avoid the burners
to your left, which will kill you instantly upon contact. Save your game here
to be on the safe side. Step forward into the next room, angle slightly to your
right and take a running jump to the flat spot. Immediately take a standing
jump forward to the next flat spot as a boulder rumbles down, and another
immediate standing jump (to avoid the second boulder) to the third flat spot. There
are no more boulders, so turn to the NE and take a standing jump up to the next
flat spot against the wall. Go up and find the flares in a depression next to the
east wall. Go a little way down and face west. Take a running jump and grab to
the opening in the NW corner (the ladder is unnecessary at this point).
Pull
up to find yourself at an opening overlooking a deep, dark room. Take a
standing jump forward, jump off three sloped surfaces to land atop a pillar,
and use the ladder to climb down to the floor below. Light a flare and kill two
very unsavory creatures that come silently up to nibble at you. Locate the
large medi-pack near the wall at the SE corner, the flares over on the west
side of the room, another large medi-pack and more flares and the SHOTGUN not
far away, and climb back up using the ladder in that pillar against the west
wall. Pull up and look around to see a closed door over in the east wall and an
opening in the wall ahead near the NE corner. Jump up to grab the ceiling and
monkey swing over to that NE opening. Drop down and hop down into the lower
passage. Throw the floor lever to your left, opening the door in the previous
room, and climb back up into the opening. From the south edge, take a standing
jump forward, slide a short distance down the sloped surface, jump off to the
next slope and jump off immediately to land in the open east doorway.
In the next room, throw the floor lever to open the door in the
opposite wall. Climb up into the crawl space, pick up the shotgun ammo and then
the TORCH. With your back to the wall, toss the torch throw into the crawl
space. If it doesn't land on the floor in the room below, simply crawl into the
space, pick it up and toss it again. Then lower Lara down into the previous
room, pick up the torch and light it using the handy flame nearby, then toss it
aside and draw your weapons. Go into the next room to flush out three critters.
After you've killed them all, retrieve your torch and go back into the next
room. Set the rope aflame near the NE corner to release a boulder and open the
door in the west wall. Pause to pick up the large medi-pack, the revolver ammo
and the shotgun ammo that you'll find strewn about, then proceed through the
west doorway (without your torch).
Make your way through the tunnel and up the block and push the button
at the other end. The door to your right opens, so step out onto the metallic
ledge and push another button to release a rope behind you. (Don't jump into
the water to explore, as it's deadly.) Take a running jump and grab to the
rope, slide to the bottom, pull up once, and swing forward. Jump off at the top
of your swing and grab the edge of the facing block. Pull up and take a
standing jump to the third block, then push the button in the west wall. The
other door in the passage opens, so turn around and use the rope to get back to
the block against the east wall. Go into the passage and slide down the south
slope.
Remember where you are? Follow the sewer path back to the SW corner and
pull back out into the park. Go west a short distance and turn right into that
opening you saw a little earlier in the cut scene. Pick up the shotgun ammo in
the alley and continue forward into a swimming pool area. Shoot the lovely
creature that ambles forward to attack you, then dispatch the snake that
slithers out from the area of the NW fountain. Jump into the pool and find the
opening at the NW corner. Swim through the tunnel and pull out into a torch-lit
room at the other end. Pick up the LIFE PIECE and swim back to the previous
area. Pull out of the pool, locate and pick up the TORCH lying on the grass
near the flowering tree. Go the NW passage, drop the torch briefly and go inside
to flush out a wraith. Reverse roll and run back to the pool. Jump in to douse
the wraith, then get out, retrieve your torch and go into the NW passage again.
If you need to use the bathroom there are a couple of commodes
available on the way to the next area. When you reach the shower room the door
in the SW corner opens automatically as you draw near. But first, climb up onto
the left ledge and pick up the CHAPEL KEY. Now go outside with torch in hand,
and the building dead ahead is the chapel. Go around to the other side and use
the Chapel Key to open the adjacent double doors. Light the torch using the
flame in the basin of the angel statue on your left. Light the basin of the
other statute, then go into the alcoves on either side of the closed doors to
the north and light two more basins. When all basins are lit the doors open, so
toss your torch inside (although you apparently no longer need it) and enter.
Draw powerful weapons and kill the demigod lurking in the corridor to
your left. Climb up onto the east and west ledges and insert a Holy Cross in
each receptacle. A door opens in the north wall, so hop down and climb up into
the opening. Hop down into the passage below, turn left and climb up onto the
west ledge. Go around to the far side of the pole device (so that you're
standing with your back to the west wall), combine the two Life Pieces to form
the STAR OF LIFE, and use it in the pole device to re-open the double doors in
the previous room. Exit this area and go back outside.
Amazingly, all the animals in the park have been revived, and not all
of them are friendly. Shoot a couple of gray wolves near the chapel doors and
then step forward into the exit trigger.