The Lazarus Curse.
Levels by Peacefrog
(Roger Sax)
Authorized Walkthrough
by D&G Productions. (revision 11-06-2006)
There’s also a German
walkthrough by Tine Lohbeck available and of course the original walkthrough by the
Author himself Author’s Site
The
opening flyby shows Jean-Ives writing a letter to Lara, of which we made a
translation:
Moscow 13-03-2006
Dear Lara, I hope this
letter will reach you in time. I asked you last week to contact my friend
Father Gabriel in Switzerland, I also asked you to bring your half of the
"Eye of Horus". I just found out that Father Gabriel has disappeared
and I think his disappearance has something to do with the Eye of Horus. We
have to use that Eye later to open up the entrance to a small mountain village,
invested by Evil Powers. But now, with the disappearance of Father Gabriel I
think it is better you bring me the Eye, because I don’t want to put you in any
further danger…
Jean-Ives.
At that time some Thugs
enter Jean-Ives house and the same thing happens in the Croft Mansion in London
3 weeks later …
Level 1 – The
Croft Mansion.
Go out to the next room
and head L to where the Thug is waiting in the passage, shoot him and
then enter the bedroom with the Fireplace, next to it is a vase with some Flares,
in the next room is a ½ MP in the windowsill, it could be another Thug
is here too but it’s also possible he ran out to the Hall and you’ll meet him
there. Shoot him and get a ½ MP he will drop. One more Thug shows
up when you head down the stairs and into the passage SW, then L into the
kitchen where the Butler will greet you, the door E into the Meat locker opens
for you on approach, go look for the 2x ½ MP and 2x Shotgun Ammo,
then go out again and W through the opening R to the Dining room.
The Scroll.
Head straight into the
swimming pool N and go into the water, in the E side of the pool are 2 UW doors,
open the one R and swim in, get the Scroll and get out of the water. Go
back to the Hall and up the stairs to the N side, enter the Music room and
place the Scroll on the stand, a flyby shows the gate to a Maze open up. Go
back down to the ground floor Hall and go out the door, head L and go past that
Horse statue to the Maze.
The Maze.
It’s a bit of a long
route, but if you just go R where possible, you’ll meet a Thug leaving Grenades
behind and in the end you’ll end up at a MP, turn around and go R again
to end up in a small yard with a dirt floor, there are Flares and a
lever, throwing the lever will open another gate near the Mansion. Go back and
head R everywhere, you’ll meet another Thug and maybe also the Butler,
the Thug will drop Uzi Ammo (and the Butler might drop his tray). You
will end up in a small garden next to the Mansion, look W for the switch on the
wall of the Mansion and open the gate S with it, go through to the Training
Course.
The Training Course,
the Shotgun.
Go W to the end of the
course and climb that grated wall on the last obstacle, go into the opening to
the monkeyswing and get the Shotgun Ammo. Run off W and dive under the
green vegetation, get the Shotgun there and climb out to go into the SE
corner of the place, go down in a hole and crawl through to a ladder, go up
into a room with 5x Shotgun Ammo and Secret#1,
a Heart (you’ll gather 16 Hearts throughout
the levels, 8 to enter the Bonus levels and 8 for extra Goodies, but you need
at least 8 to finish the levels! ).
Drop out of the room and
maybe the Thug showed up by now, shoot him when necessary and go the
gate N, it will open up for you and you’re back in the front lawn of the
Mansion.
The Small Garden.
Go to the N side of the
lawn again and around the corner to the W where you’ll enter the small garden
you’ve opened before and find the Flares in the SE corner, climb the E
wall behind those Flares and go over the Jumpswitch (you’ll look through a
window into a hidden passage), drop/grab to activate the switch and the wall to
that hidden passage lowers inside the Mansion. Go back to the Front door and up
the stairs to the N side Music room, now into the Library W of it and find a ½
MP in the vase SW, then go to the Fireplace and carefully go past the fire
into that hidden passage, find the switch in the back (R near that window) and
throw it to open a door in the ground floor Hall.
The Basements, the
Trophy Room Key.
Go back down the stairs
and into that door (NW corridor from the Hall) and after the 3rd wall torch
you’d better light a flare to spot a trap in the floor, jump over and follow
the rest of the steps down to an Aquarium. Just to the R of the entrance is a
switch raising a block E, climb the block, turn around and climb up into a
pitch-black passage, follow to the top of the Aquarium and swim around to the
other side, on a ledge on the bottom is the Trophy Room Key. The Fish
won’t hurt you they just want to play, roll and swim up into the SW corner,
into a room with statues and a mirror S, look in the mirror to spot the opening
in the ceiling and roll to swim up there, climb out and follow the tunnel to a
ladder.
The Attic, the 2
Cartouche Parts.
Go up to the top and off
to the L, follow climbing up R and go through a brick passage to a kind of
store room on the attic, L around the corner and hidden in the dark are 4
crates, pull them aside, even blocking the entrance (you’ll exit somewhere
else) and get the 1st Cartouche Part there, there’s also some Uzi
Ammo. Go to the NE and up in the windowsill to the R is a switch on the S
wall, somebody is shooting you so be quick, take the Shotgun Ammo and
head to the opened door N. Go back out to the Hall and shoot the Thug on
the stairs, from the top of the stairs walk E till you stand against the middle
of the balustrade, hop back once and runjump over the balustrade onto an
invisible ledge (only visible from that window in the attic), then line up for
a runjump/grab to the next ledge and finally a runjump/grab to the window over
the front door. In the windowsill is Secret#2,
a Heart and a MP.
Stand on the middle of
the windowsill and face the window, back up to the edge and just backflip to
the invisible ledge, walk W to the lower part of the ledge and safety drop to
the ground floor, get back up the stairs and go to the upstairs room S and W to
the bedroom. Walk into the Fireplace and get the 2nd Cartouche Part, now
go to the ground floor Hall and into the SE corner, open the door with the Key
and go in to combine the 2 Cartouche Parts, place them to open the Trophy room
across the Hall, go in there and get the Eye of Horus Part from the vase
(a flyby shows more Thugs showing up), look NE and SW for some more Flares
2x and go out to the Hall, shoot any Thugs there and go back into
the Dining room for a minute (W of the Hall). In the E wall, between the 2
corridors is an opened door and inside you’ll find Secret#3,
4x Uzi Ammo, Flares, the Uzis and a Heart. Go back to the
Hall and head out the front door, shooting your way out the front gate.
Level 2 – The
Swiss Alps.
Lara is dropped off by
the Chopper and slides into a small valley, go SE and wade into the river, go
into the SW corner and find a deeper part in the bottom. Face W standing as
deep as possible and jump up, when you land you’ll swim into a dark cave, get
out a flare and find Secret#4, a Heart
and a MP. Swim back out in the same corner and carefully to the edge of
the waterfall, stand facing E and on the L side, one step from the N rock face,
run over the edge and slide a bit till you can jump with a sharp L curve, just
around the corner of the rock to a path along the waterfall, follow the path
around to a plateau and find a Shotgun and 2x Shotgun Ammo in the
dark pit.
Climb out again and
follow the path back to the waterfall, jump down to it and when you slide down
the next waterfall. around the corner, you have to slide backwards, so maybe
you have to jump/roll to get in the right position to grab the edge of the
waterfall, shimmy R onto a climbable rock wall and go up to the second square
from the bottom, then climb R all the way till you get to an opening in the
rock wall, climb in and get Secret#5, 2x
Arrows, a ½ MP and a Heart. Climb back to the waterfall and
drop down into the lake below, swim to an opening N and climb in to crawl through
a low tunnel.
The Forest.
(In this Forest many animals will show up, Foxes and Bears,
I won’t mention them all as it all depends on which route you take. )
You’ll end up in a
Forest, 2 Foxes attack, shoot them and head N along the river till you
come to a little lake with a stone bridge, now head E along a narrow path into
the dark forest, in the end you will come to a little house, which seems to be
Father Gabriel’s House.
Father Gabriel’s
House.
Go R around the house
and find a small door you can open up, check out the shelves to find the Revolver,
Flares and a Note on a small cabinet, the note reads:
"By
a little mishap I lost the House key in the small lake. Time is running out. I’m
looking for the 5 Magic Crystals we need to obtain the second part of the Eye. I
already have one of the Crystals, it’s Brother Luther’s Crystal and I’ve locked
him, or what remains of him, together with his Crystal up on the attic."
Head back to the lake
and take out whatever animals there, dive in and find a small crevice in the NE
corner, get the House Key from it and head back to the house, open the
front door and get the Lasersight from the cabinet to the L, then head
into the back room and when you approach the table you’ll see a note from
Father Gabriel…
"Father
Gabriel’s notes: Bishop Lazarus was afraid to bring the Artefact, a precious
book. Rumour goes there’s a Curse on the book and after I told him how
dangerous the book is, he refused to bring it. One by one the villagers lost
their mind, only a few escaped from insanity. Therefore I also started to
question Lazarus’s sanity and with a small group of Clerics (who renounced
Lazarus) we decided to seal off the direct entrance to the Village and after we
sealed the door with the Eye of Horus we hid our part of it in a Spiritual
Stone The 5 Magic Crystals were divided amongst us, Brother Luther, Brother
Jakob, lost without a trace in the Spider’s Forest, Brother Abel decided to
take an additional Crystal and took them to a small Mill in the North.
I myself hid the
remaining 2 Crystals near the Twin Towers where one is hidden in the Tower
labyrinth and one is guarded by the Knight of the Towers."
Get the Flares
and the Revolver Ammo from the cabinet and go back to the front room, in
the corner L of the front door is a switch to open the hatch to the attic. Go
find that hatch between the 2 rooms and climb up to find poor Brother Luther,
there are 3 crates you can shoot, one with the 1st (Green) Magic Crystal,
another Uzi and an additional Shotgun, get down from the attic
and out of the house, return to the lake.
From here on you can
take different directions, you’ll end up back in this level after visiting the
other levels.
To the Twin Towers:
Head N
along the river from the lake, at the end of the river you’ll find the Sealed
door to the Village, head L and go along the N rock wall till you come to a
little mound, jump on the mound and find the crawlspace in the N wall, follow
in to a hidden room with 2x Grenades, Flares and Secret#6, a Heart in the alcove N. Go back
out and hear R (W) till you can go R into a dark alcove, the level will change…
Level 3 – The
Twin Towers.
The Mill, the 2nd
(Blue) Magic Crystal.
Go straight W and shoot
a couple of Wild Boars showing up. To the R (N) in the NW corner at the
Towers is a small valley follow down till you come to a fast flowing river,
look R of the rope and spot a small alcove, runjump into that alcove and get
the Crowbar (piece of the bars). Runjump out NE to get to the other side
of the river and jump/grab to the rope, and swing/grab up W to a crack in the
ceiling, climb in and go crawl R, follow to where you can drop down through the
leaves and come to a forest with a Mill and a Waterwheel, the Crystal you are
after is in the cage hanging over the River.
Timed Run for the
Door.
Go to the N side of the
Mill and find a Cogwheel, E of the wheel is a green ledge, turn the wheel about
8 times and hop over the wheel a bit to the R to line up for that green ledge,
runjump (no grab) over the river and run L around the tree there. You have to
jump through a nasty triangular opening with a L curve so you’ll land on the
ledge in front of the Timed door and you won’t have to get onto the ledge
anymore that way. Just run through the door and inside is a Crowbar-lever in
the R hand corner (face E), throw it to open the Mill and use the Cog wheel to
re-open the door. Run through the L side of the door and jump back through the
triangular gap ( If you don’t watch it and the
door closes before you jumped in the water there is an invisible door there and
will be stuck in it ). You now may have to shoot a Wild Boar
or two and a Bold Eagle might show up too.
Lower the Cage.
Go back S and into the
cave to the rope over river, swing up to that crack up W and follow to the
leave cover, this time stay up there and runjump to the branch on the R hand
side of the tree, jump to the W and there wait up till the Bold Eagle
appears, shoot it and grab the overhead branches to monkeyswing to the branch
near the Mill and runjump/grab over to climb in, use the chain inside and see
the Mil, the Waterwheel and the river stop, everything goes quiet, at least
till you get out of the Mill. Don’t drop down yet but runjump/grab back to the
tree W, pull up on the branch and take care of a Bold Eagle, hang from
the E side of the branch and shimmy to the R, past the tree to the branch
there, look NW and spot the crawlspace in the N wall, jump/grab over to it and
get in, follow to a small enclosure with Secret#7,
a Heart, and 3x Uzi Ammo.
Go back out and now drop
down from the crawlspace to the Mill yard and Wild Boars come for you. After
the fight you can go to the cage on the Crane. Combine the Revolver (Crossbow
wouldn’t work here) with the Lasersight and shoot that little stone on top of
the vertical Main beam, the crane turns and the cage drops in the river which
is now safe to swim, so dive in and get the 2nd (Blue) Magic Crystal. Swim
S through the tunnel and climb up W at the rope. Follow the cave back up to the
Towers.
Go L (E) and R around
the Tower to the S and find the first Tower you’ll visit, in the rock wall S of
Tower One are 2 rocks, of which the L one can be moved, pull it out and
immediately sidejump aside as a Boulder comes down, then push the rock
aside and crawl in where the Boulder went in, a small Spider will
attack, so stand as soon as possible and shoot it, then go for the Shotgun
Ammo E and head into the W end of the tunnel, a slanted floor will allow
you to jump up in the shaft, (these jumps can be
tricky, you might have to wait a millisecond before doing the
backflip/roll/grabs, that worked better so it seemed).
Shaft Jumps.
Stand facing W and jump
onto the slanted floor, backflip and jump again with a grab to catch a higher
ledge, pull up and backflip/roll, backflip and jump/grab the edge of a
crawlspace, (facing E) pull up in and follow through to a slide, you can see
the rope below, I advise not to take a flare, but just run off the middle and
at the right moment a jump/grab to the rope, go down to the end and swing to
jump/grab the opposite climb wall, go up to the top and get a ½ MP
there. Hop back and grab the edge of the pit, shimmy R and follow the crack to
the crawlspace N.
Tower One.
Follow the steep
crawlspace up to where you come to the top of the shaft and grab the ceiling,
go around the corner to where you’ll drop from the ceiling onto the slanted
ledge over the rope, keep your cool and slide far before you jump and grab the
climbwall E, go up to another crawlspace and follow to where you end up
overlooking the Canyon, drop out of the opening and climb the block R of it,
grab the S wall and climb R around the corner to a switch over a little ledge,
throw it and see a block rise under that crawlspace, climb back there and from
the block you can runjump/grab to the Tower, better if you roll immediately and
runjump/grab back to shoot that nasty Bold Eagle. Then jump to the Tower
again and dive into the water, swim through past the opening to the other tower
and pull the UW ceiling switch in the end, roll and swim back as a hatch opened
in the first Tower, climb out S and turn around, jump/grab over the water to
the ladder and go up to a Zip-line, turn around and hop to the ½ MP, you
maybe have to duck to get it, jump back and grab the Zip-line after saving.
Tower Two, the 3rd
Magic Crystal.
Slide to the second
Tower and immediately get out a heavy weapon to shoot the Bold Eagle
from standing with your back against a wall so he will not push you down.
Jump/grab N over the
hole and climb the wall to the top, backflip from the ladder and find the
switch on the pointy block, throw it and see a Swiss Guard mount his
horse, safety drop down S and just go on till you are on the ground again, run
to the SW corner where the open doors are (you’ll have more room to move) and
try hopping back while turning with the R key so you are on the side of his
sword, more dangerous but you’re bullets have more effect on this side. Once
he’s off the horse you can finish the job and pick up the 3rd (Red) Magic
Crystal he will leave behind. Go into the cave he came from and get a ½
MP and the Shotgun Ammo, look up in the N wall and grab up to the
crawlspace there from the highest part of the floor (standing R under the
opening).
Narrow Crawlspaces, a
Secret.
Follow to a crossing and
go L, then at the next intersection L and the next one straight, from there on
go L where possible and end up in a room with the Crossbow, 4x Arrows
and a Heart on a ledge as Secret#8
(My advise is to face the middle of the room when
picking up the Arrows and immediately hop back in the corner drawing a gun
shooting, because after every pickup a Spider will appear and Lara will
aim at it automatically).
Go back into the
crawlspaces and if you like you could go get another Uzi in the far N
side of the tunnels, the way back from the Secret is R/R/straight/R/R.
Go out to the Towers and
turn N, now sprint past this W side of Tower Two and a Boulder will drop
down behind you. Stop just past the Tower and walk back a bit. Look up on the W
wall and spot a greyish cover on a crawlspace, just above a ledge, jump up to
the small SW corner ledge and do a curved runjump onto that ledge in front of
the crawlspace, shoot the cover to get in. Take out a flare and go fast so you
can stand up quick, shoot the Spider and don’t fall off the slide yet,
get the ½ MP and then walk up W to a slide with an overhead Boulder
and under the slide you can see a moulded piece of wood, slide down and jump
from the last part of the slide so you can quickly run off the crumbling wood,
then you can drop into that hole after the Boulder went through the wooden
floor.
Tower Labyrinth, the
4th Magic Crystal.
(there are plenty of Spiders in the Labyrinth, could be, we failed to
mention some)
Follow the tunnel
carefully as there are 2 Knife-traps and you’ll find out where they are
without harm if you walk slowly, then take a step back and hop over the trap,
continue to the Moving Pillars, past the pillars you can see an open gate at
the other end, that gate will close if you don’t use the switch in the alcove L
(N) behind the second Moving Pillar, jump into the alcove, use the switch and
jump out to the L, jump past the third Pillar and sprint (or run) through the
gate, stop in the corner and spot the pit in front of you N.
Grab up to the wooden
ceiling and follow the tunnel timing the Steam-blowers, at the end
you’ll drop onto a safe piece of floor. Walk slow to spot the Knife-trap
and around the corner you’d better crawl to the purplish floor, stand up in the
alcove L, then face the lower part of the floor E (Spike-trap) and
runjump over that trap.
(Map) Only
the lower level, to give you some direction.
Go E through the main
passage and over the next Spike-trap, turn L and go L over the Spike-trap
and around the L corners is a switch, pull that to reveal a Heart in between
some Spikes. Go back around the R hand corners to the main passage and go
straight S into an alcove, climb up L and turn R to climb up W, shoot the 2
Spiders there and go N to a window (looking into that water shaft in Tower
Two). Turn R (E) there and climb up R at the end, just around the corner of
this yellow passage is a switch to deactivate a Spike-trap, now you can go over
that trap to the end of the passage and climb up straight ahead, then one more
time up around the corner and stand under a ledge with a Skellie. His Skull
came loose, if you shoot the Skull, Knives will pop out of the ceiling, then
climb up and get the 4th (Yellow) Magic Crystal.
Get back through the
yellow passage and down into the grey one and back at that window overlooking
the shaft, go L (S) and when you go down the next drop off, turn L and go down
to the main passage again, turn E and hop over the Spikes, in the alcove R are
some Flares. Turn back and jump 2 Spike-traps and at the crossing just
before the 3rd Spike-trap go R into the alcove and climb up W there, shoot a Spider
and climb up E just around the corner of where you just got up here, follow to
another passage with a window and some Spiders, go straight and up R
into another yellow passage, just around the corner is a switch to deactivate
the Spikes, then follow up and around the next corner to get another Uzi
and turn around, go just around the corner and look up L (S), climb up and up L
to that Skellie with the Spikes, they won’t harm you and between the Spikes is Secret#9], the Grenade-gun and a Heart.
Well we think this about
covers this Labyrinth, didn’t find anything else, so return through the passage
and down into the grey passage to the window, go L (W) and climb up R, follow
around the corner to a switch to deactivate the Spikes, climb up straight in
the end of the passage, up once or twice more and you are at a Skellie with a
switch on the wall, throw the switch to open the wall to the R (N) of you and
hop over to leave this nasty Labyrinth.
Go straight down the
slopes and head NE, back into that corner E and return to the Forest in the
Swiss Alps.
Level 2 – (Part 2).
You can go L to the
River and just head S along the river to the lake, over the bridge leave the
river behind and head straight to the S to a rock wall, go L and find an
opening behind the tree SE, hop in there and the level will change…
Level 4 – The
Spider Forest.
You’re standing in a
crossing, go R (W) and follow just turning R where possible and shoot some Spiders
on your way (don’t loose sense of direction while doing that) and finally
you’ll end up at a slide, slide down and jump to that dark ledge, below is a
Spider-pit, drop/hang from the ledge to get all the Spiders out of hiding and
use a Super-grenade or two to try and take out the Spiders from here and
get down into the pit to take Secret#10,
a Heart and a MP, a ½ MP, Flares and a Shotgun.
I had to use the switch on the wall to grab back up to the ledge (from facing
the switch) and go climb all the next blocks to go through a tunnel and finally
end up at a drop off into that same crossing where you started. Spiders
attack…
To the Forest, the
5th Magic Crystal.
This time go S and L and
follow the tunnel, either shoot the Spiders or just run as fast as
possible to the end where you can climb up into a dark Forest, Spider Forest.
As the name states,
there are more of those creatures here, so take them out as you meet them (Or
just run past them as I did). Head E from where you got up here and find a pit
filled with the remains of several Villagers, drop in amongst them and head for
the reach in switch N, a bunch of Big Spiders will attack, they are
quickly removed with explosive Arrows (or just jump around shooting them with
pistols to save on Ammo. When you DO pull the switch inside the wall a Huge
Mutant Spider (that’s the mutated Brother Jakob, according to his lovely mug)
will attack from behind, this time be ready with explosive Arrows and take him
out after rolling. Go into that passage S where he came from and get the 5th
(Purple) Magic Crystal dropped there.
Go through the gate up
the ramp and in the Forest about a dozen Spiders more appeared, I didn’t
go shoot them all, but just ran W from there, at the end of the Forest is one
of those blood pools and this one is deep. Dive in and swim through to where
you can climb out, go L and be careful in the next cave, the squares on the
floor are bad news… Pillars will drop there, so go along the R hand side and
climb up S and quickly run into the next cave on the R hand side. Better save
there and go into the next part of the cave till 2 Spiders come for you,
don’t shoot them yet as you need at least one of them to activate some Spikes
just past the crawlspace R. As soon as you saw the Spikes pop up you can take
out the Critters, go S into the next room and don’t fall off that central
platform, get Secret#11, the Heart
and collect 3x Arrows on the side ledges, taking care of the 2 Big
Spiders too. Go back N and through the water to the Forest. Go to the NW
corner of the Forest, just run past the remaining Spiders and find the hole in
the ground, follow by going R everywhere and get back to the Swiss Alp Forest.
Level 2 – (Part 3).
The 2nd Eye Piece.
Head NW and back to the
Lake, follow the River N till you find that Black Magic Stone again. Place all
Crystals and the flyby will take over, the Magic Stone changes and the 2nd
part of the Eye becomes visible, get that from the Stone and head N to the
Horus Door at the end of the river, combine your 2 Eye parts and open the door
with the Eye of Horus. Step through and go to the next level…
Level 5 – The
Cursed Mountain Village.
For the
Final battle in the Last level you need quite some Revolver Ammo, so I advise
you to save up on that going through these last levels…
Through the Caves.
Lara will drop into a
Cave lake, swim W and look for a small crack under the waterfall there, swim in
and L through a narrow tunnel, climb out and crawl through the gap. You’re on a
higher ledge in the cave, do a standjump E and follow the ledge carefully till
you can jump up E to the corner, head L and at the end a runjump to a ledge under
the floating ledge with the Flares, crawl through and stand up, there’s a hole
over your head, stand with your back against the wall, standjump/grab W and
climb the climbwall up to the ledge with the Flares. Walk W onto the tip
of the ledge and runjump with a R curve to a slanted rock NW, grab the edge
upon sliding of and shimmy L to the end where you can pull up to a narrow
ledge.
Face SW and jump to the
triangular ledge, turn N and walk up to the middle N side, look for a
monkeyswing up N, you’ll have to get there by a standjump N with a slight L
curve so you can jump/grab from the slanted block and get onto that
monkeyswing. This darned thing is way too dark, so get out a fresh flare and
have a go at it. There’s a R turn in it and in the end you’ll drop on a ledge,
turn R (S) and jump/grab the wall, go up to an opening and see another
climbwall S in front of you. A runjump/grab to that one and up you go to a long
Cave, save there as there are warning signs of falling rocks…
Head N and L into the
first opening and to the R in a small crawlspace is some Revolver Ammo. Now
you have 2 ways to continue to the same spot.
Route
1: Go
up the blocks opposite the crawlspace and climb the wall L, go L around the
corner and up till you can go L around over a ledge, at the end of that wall
into the crawlspace and follow to another opening, runjump out straight and be
sure to jump L (forwards) from the slanted rock and grab the climbwall, climb L
and around corners to where you can drop onto a small safe ledge. Grab the
monkeyswing ceiling and head along to the N the wall, at the end turn L and
hang close to the wall, drop and slide/jump to the other side, keep jumping to
and fro with a L curve to land on a safe ledge.
Or
route 2: Go to the main cave and head N again, sprint straight to the end of the
cave dodging the falling rocks and climb the rocks W, face E from the highest
one and runjump across to grab a slanted ledge R of the pillar, shimmy R and
pull up/ backflip/roll and keep jumping L till you are on a safe ledge.
Proceed
here: Find
the climbwall W (bit L) and go climb L and up to the top, the camera changes,
find an opening in the rocky bottom NW and slide down and drop into another
cave lake (in one of the corners of the lake is an
UW tunnel to the Blood of Hades level for later), climb out into another
dark and grim Forest, Midgets attack, take care of the lot and just
follow the R hand walls till you get to a path leading to the Cursed Village.
The Cursed Village.
(all villagers turned into quite aggressive Midgets, you’ll
find plenty)
After the Flyby a Werewolf
will attack, run into the Village a bit so it won’t drop in the narrow path
(you have to get back there later). There are some crates on the first square
but there’s noting in them. Open the first door L (W house) and inside you’ll
find some Arrows along the W wall, go out and open the house E and in
the kitchen E is some Uzi Ammo, go out again and R around the corner of
the house, pull the dead Soldier away from the ½ MP and then head W to
another dead Soldier, he is lying on a 1st Restaurant Key. Head E and
past the Fountain (L of the Fountain is the Restaurant, needs 2 Keys) so go on
E and turning R to another small area of the Village with a Brook, go over the
bridge to the house E and open it, inside and to the L is the 2nd Restaurant
Key.
To the Bridge House.
Go out of the house and
turn L to go E to a square with a Campfire and a Dead Man hanging from a
tree (he just got up there as the barrel is just pushed out from under him by
one of the Midgets). In the grass behind the tree is another Key (Secret
Key), the house S of the square has a Shotgun with 2x Ammo in a
room to the R. Go out and a Werewolf might attack now, head S and follow
the main path (there’s a small path R, later) to open the next house to the R,
get some Uzi Ammo R of the entrance and the 1st Bridge-house Key
in the kitchen. Out of the house R (N) and follow to where 3 Thugs stand
guard, one of them leaves an Uzi and the other a ½ MP. You’ve
found the Bridge House, opposite the house finally a crate worth shooting as it
contains a ½ MP.
Another Heart.
Now you can return all
the way to the first part of the Village near that Fountain, go through the
path SW to the Campfire square and W from there, all the way W past the
Fountain is a house you can open with the Secret Key. Scattered throughout the
house are 3x Grenades and Secret#12,
a Grenade-gun and a Heart.
The Restaurant.
Go back out and L to the
Fountain and now use the 2 Restaurant Keys to open the house N of the Fountain.
Enter and go behind the counter and shoot the crate for the Uzi Ammo,
into the back room for the Arrows and up the stairs NW to get the Uzi
from the crate in the back room. Then look for a ceiling hatch between the
tables on that floor (light a flare) and open it up, climb to the attic and get
a MP, Arrows and another Key.
Looking for
Jean-Yves.
Get back down to the
street and turn L (E), go over the Brook to the square with the hanging man and
open the door in the N house, in the back is a table with a letter from
Jean-Yves.
Note
from Jean-Yves:
"Necronomicon ex
mortis"- ‘Book of the Dead’. According to a legend, it found it’s origin
in the darkness…With this book you can reach the Hereafter World. It was
made long ago when the seas were overflowing with blood, it’s bound in human
skin and written with human blood… In the book are many Occult Symbols, Curses
and Spells. Those who have knowledge of the Occult can control the Demons with
them and can use them to their advantage, to open up portals to other
dimensions and even bring back the dead… The book disappeared in the 13th
Century.
More info about the Necromonicon
ex mortis at: wikipedia
Around the room are a ½
MP, Uzi Ammo near the stove and another small cabinet with a Scroll
and the 2nd Bridge-house Key. The Scroll reads:
"I
am abducted , probably by mercenaries
Unknown who gave the
order, I am in the Bridge-house…
Jean Yves."
Go out of the house and
L around to head to the N where you found that Bridge-house before, now you can
open it with both Keys, go in and find an Element Puzzle, go into the back of
the house and up the stairs to the first floor, there you’ll find Revolver-,
2x Shotgun- and Uzi Ammo on the cabinets. Jean-Yves is busy with
some books and he seems to have made notes on the walls…
N= Abyss of Fire.
NW= Dark Woods.
SW= Village Brook.
S= Mountain Mining. (These
will give you a general direction to where the next levels are)
When you approach the
book near the bookcase you read another note by
Jean-Ives:
The
betrayal of Lazarus to God and the Church is about what we know of it. The
Artefact Father Gabriel was talking about is a book called Necronomicon ex
mortis, the Book of the Dead. With the help of the book Lazarus is trying
to tear down the walls between the "World of the Dead" and the
"World of the Living", when he succeeds, the consequences for
Humanity will be fatal.
Father Gabriel tried to
take the book away from him, but the Evil Powers of the book have blinded him. Driven
by madness he is trying everything to get that book from Lazarus, he’s not even
afraid to use magic powers to achieve his goal, he was the one that lured the
Werewolves into the Village to fight the Soldiers of Lazarus. Gabriel’s longing
for the book grows by the day. I fear we can't trust him anymore. Overhearing
the Guards, I learned Father Gabriel is in the Village Chapel, looking for the
Portal to Lazarus’s Secret Hideout.
We seem to need Oil,
a Torch, Water and a Bag of Sand, so go down the stairs
again and head out of the house and N of the Bridge-house is a deep Lava pit
and a rolled up bridge. bridge. Save here for a
possible bug later and just run into the pit so you’ll slide into the next
level.
Level 6 – The
Thorn of Hephaestus.
(In this
level there’s a Flare bug, so throw the flare on the ground if you need to see
something and if you try to use the Binocs, the level will crash, it also seems
this bugs doesn’t appear on every PC, so maybe you’re in luck…)
At the end of the slide
you’ll find a hole in the floor, save and safety drop down onto a breakable
tile, jump forward from the tile and watch out, as the floor is dangerous with
its slanted sides. Approach the E door and a Fiery Bull comes running
out, take him to the remaining 3 doors and when he gets too close (and really
at the last moment a jump straight over the Bull (Tip: save after every
successful attempt). After opening all doors you have the choice which one to
do first.
E: Fire Dragons. *(note by
authorThere could be a bug here: Some people told me that it can happen that
the fire doesn’t disappear after saving and reloading. I never got such a
savegame and I tried several times without any problem. So, for the case that
there’s really a bug, I suggest to give an advise to the player to save the
game before starting this level.)*
Get there when the Bull
is far away and standjump/grab to the 1st transparent ledge under the Dragon,
shimmy L around one corner and pull up on the next, turn L and standjump/grab
to the next ledge when the 2nd Dragon gets his breath. Hang on the R hand side
and pull up when the Dragon lifts his head, quickly take a standjump/grab to
the 3rd ledge and shimmy L around the corner to the next corner, pull up and
turn around to the W, find the opening in the wall just R of the Dragon and
standjump/grab to it. Go in and use the switch to deactivate the last Dragon. Standjump/grab
back to the corner of the ledge and shimmy R to the corner, pull up in the next
and turn L, when the Dragon lifts his head a runjump and grab to the opening in
the end of the room, get in and throw the Switch there. Runjump/grab
back to the first ledge and do the same moves as before to get back to the Bull
room.
N: Transparent Blocks/Switches. (here you have to
look for yourself how to dodge the Bull)
Inside and to the R is
some Uzi Ammo. Go to the edge of the Lava pool and in the middle of the
entrance ledge, there’s a trigger tile raising a transparent block N in the
pool in front of you, runjump/grab to it and runjump/grab straight N to the
next. To the R and L new blocks will rise, go runjump to the R side and push
the (whole) NE pillar, yes that’s possible, to the S and see a wall lower in
the other side of the room. The other pillar NW will have the same effect. So
jump over the blocks to that pillar and push it S, then make your way back to
the entrance ledge and run to the W side, standing on the edge of the pool, 2
new blocks will rise and you can runjump over them to the SW corner,
runjump/grab into an alcove in the S wall and throw the switch to lower another
block in the N wall of the room.
Get back to the entrance
ledge (you can’t use that central block as it will go down when you jump
straight to it), and stand on the E side edge to get 2 more blocks up, so you
can jump to the SE corner, runjump/grab to the switch alcove and throw the
switch. A second block in the N wall of the room lowers. Go jump back to the
entrance ledge and make your way over the central blocks to the N and from
there to the NE and NW corners and standjump/grab from the transparent blocks
(at the pillars you moved) into both rooms in the N wall, throw the 2 switches
to lower blocks in the SE and SW corner of the room.
Jump back to the
entrance ledge and go SW, a new block will rise W as soon as you jump onto the
block in the SW corner, jump to the new block W and then runjump/grab S to the
dark corner ledge, get out a flare and throw it, now you can see the ladder Climb up and backflip from the top
into an alcove above, throw the switch there and get back down, standjump down
to the block NE and now you have to visit the SE corner of the room, the same
way you did the SW corner, throwing the switch on the alcove above (this will
raise a high central pillar), get back down and new blocks went up to the N,
now you only have to work your way through one side of the room as you only
need one route to get to that high central pillar (the route along the other
side of the room will have the same effect, but only one side is needed).
So standjump to the
block NW of the corner ledge and runjump over the blocks to that stone pillar
NE and pull it back on it’s original place, the transparent block you just
pulled it off from will rise a bit, get onto that block by jumping around the
pillar and runjump/grab with a curve to that high central pillar to grab up
into the room above, use the Switch S and get back down, runjump
down to one of the block S and get back to the Bull room.
W: Burning Pillar Puzzle.
There are a lot of
Pillars with Burners on them. Some pillars will extinguish one by one while
jumping over them but only stay off for a short while, so hurry!
(Map)
Hop to the pillar just
in front and mind the low ceiling. Then standjump with a L curve to the pillar
SW, then a sidejump to the pillar L, landing on the S side of it so you can hop
back and immediately runjump to the low pillar S, runjump/grab to the pillar S
and L a bit and pull up, runjump with a wide R curve to the next low pillar S
(note by author: you can also stand at the SW corner and standjump, that’s
easier). Roll and runjump/grab to the higher pillar E, pull up and roll,
runjump with a L curve to the pillar close to the last pillar S and maybe take
a step forward before you standjump to the safe pillar in front of the room
with the switch.
Throw the Switch
and get back out on the safe pillar in front of the entrance, stand on the very
NE corner and face exactly NE so you are lined up with the corner of the next
pillar, take one step back and standjump to the exact corner(tip) of that
pillar, immediately a bit of a L turn and then sidejump R to land on the tip of
the lower pillar, run with a L curve and jump onto the higher pillar N, landing
on the R hand side of it, a running jump to the lower pillar against the R hand
wall and immediately start pushing the block in before you catch fire, Lara
lost health anyway so I took two ½ MPs and everything was OK again (note by author: if u are fast enough and have full
life, then you don’t need one) , get into the room to the R after pushing
the block in all the way and get Secret#13,
a Heart, a MP and 3x Revolver Ammo.
Get back out and
standjump onto the pillar a bit L, turn N and go jump/grab the pillar N, they
won’t start burning anymore. Now you have to line up really straight for the
next jump, hang from the N side of the pillar (the side you have to jump to and
pull back up, don’t turn, just roll and runjump (no grab) to the next
pillar N, then to the exit NE. Go back out to the Bull room.
S: The Wraith Pits.
For this room it’s quite
nice if you lure the Bull into one of the other rooms first, maybe the N one
and when he is in there you can quickly go over to the S room while he’s
turning around in there, now you have some time to take a look in that S place.
There are many fiery pits and you can do standjumps over the triangular top
ledges between them. There’s a nasty Wraith in this room and if he
crosses your path the 3rd time you’ll catch fire. There’s a water filled pit in
the NE corner where the flames can be extinguished if necessary. Your goal is
the switch SE, but I went to that water pit first to get rid of the Wraith. Judge
the jumps yourself. For some you have to take a step back as for others you
have to walk up to the front before you jump to the next. After the Switch
is pulled you can make your way back to the Bull room.
Glass Floor.
Now you can just run
into the central pit of the Bull room, slide into a fiery passage and follow to
a room with a glass floor, the Fire symbols are the ones you’re looking
for here, so the one in front of the entrance is safe.
2- Next row W wall
3- the 2nd row one
square from the W wall
4- 2nd row straight N
5- next row and one
square from the E wall
6- 2nd row middle of the
room
7- NW corner
8- a curved runjump past
the exit to the tile just E of it.
Then standjump/grab into
the exit N and follow the passage up to a passage with some break ledges in the
end.
The Dragon Room, the
Torches.
Save there and run along
the R hand side, jump to the ledge in the lava pool while a Lava Boulder
comes down after you, curve L and jump over to the break ledge path, go to the
wall and then R to run to the N end of the path, get into the opening fast and
walk around the back to find an alcove S, get the Arrows and climb the
green wall to the top, backflip off and get the ½ MP there. Jump S and
throw the switch on the back of the Dragon’s Head. A flyby shows block going up
in the lava room, go back down and to the same side of the passage you took
before, standjump to the block and jump to the ledge in the middle of the room,
climb up S and throw a flare on the rock ledge to spot the ladder, climb the
ladder to the top and find a stack of Torches in each alcove. Take one
of them (Don’t light it here or you could encounter a bug when going back to the previous
level ) and follow the passage N, the level will change.
(note by
author: You can light the torch here, there are 12 torches, and if you throw
away a burning one and change the level the other torches will still be there,
only the burning one will disappear. You can try it, it should work.)
Level 5 – The
Cursed Village (part 2).
Just run straight a bit
and drop the Torch, then light a Flare and go into the passage ahead, in the
end is a pushblock, push it once and go back to get the Torch, then go through
the opening you created and enter a house in the Village, go to the room SW and
drop the Torch again (take note of where it is), leave it there for now and
pick up the Uzi at the stove before you open the door, go out to shoot
the Werewolf, could also be he comes into the house with you. Go in to
get your Torch and head SE to the Brook, then E and to the Campfire near
the Hanging Man. Carefully walk up to the fire and light the Torch, go SE and
follow that canyon to where it bends off to the R, go in and come to a small
wooden barrier.
Mountain Mining.
Shoot it and follow the
Mine (there are some Flares W) in to a moulded wooden floor it will burn
when you throw the Torch on it and you can go down the shaft, follow the
passage to where the level changes.
Level 7 – Ashes
of Demeter (note by author: it’s a little mistake in
the script, Dementer is wrong, I meant the Greek god Demeter).
Follow down through a
wide mine tunnel to a big cave with scaffolding, drop down and walk to the W
and again go down. Shoot a Bat and in the pit with the scaffolding is an
opening NE and opening is a wooden rack you can push in, go L and come to a
slide, slide backwards and grab the edge, pull up to backflip/roll/grab the
black pillar, go down to the opening in the pillar and drop/grab. Climb onto
the pillar and shoot the 3 Bats, runjump/grab to the pillar N, go up a
few steps and go L around two corners go down almost to the deadly water, hang
L and backflip/roll, landing on a slanted rock you will slide off onto a ledge
in front of the opening NW.
Boulder Runs for the
1st Black Beetle.
Go in and hop backwards
into the room beyond, several Boulders start rolling around the room,
nice never saw it like that before… Quickly get back into the opening to assess
the situation, you can run sharp R into the room with the flow of Boulders and
turn R into the safe corner. Run N after the Boulders and hop R into the
alcove, throw the switch and see a wall open up, revealing some Symbol-buttons.
Make your way over to the buttons and push them all 3 from L to R, then
push Right-Left-Middle and the N gate opens (a wrong combination will
open a gate with an additional Boulder, you can reset the buttons by
going into the red corner close to that wrong gate, alas the Boulder will stay
amongst the others *note by author: Important: the
right combination is always L-M-R / R-L-M, also to reset the puzzle
after a wrong combination! ), inside you’ll find the 1st Black Beetle.
Pry it off the wall and make your way over to the opposite exit S.
"The Cutting
Edge" for the 2nd Black Beetle.
Back in the room with
the 4 pillars, run off the ledge to the E, slide and then jump/grab to the
pillar, go L around one corner, backflip/roll and go around this pillar to the
other side, look for an opening somewhat higher in the room and
backflip/roll/grab to get in. Careful! There’s a nasty Meat Grinder
going around the room. Go in and R (S) after the Grinder passed and
climb the block, get close to the wall and wait for the Grinder to pass for the
next climb up, then turn L and climb up E, quickly get into the passage with
the Circular Knife-traps, there is a possibility to take the L or R hand
passage, but I thought the one straight ahead to be the easiest. Walk up real
close to the Knives and hit "roll" to get through, after the last
turn around and hop over the Knife-pits to the opposite side, stay R or L on
the ledges as there are several Dart-traps too, the next room has Swinging
Axes.
Runjump out with a L
curve and grab to land in the alcove. Then jump to the closest brick block,
line up for a runjump/grab to the next standing R and from that block you can
hop into the NW alcove the Axe swings into. It seems to be suspiciously deeper,
and that’s correct, inside you’ll find Secret#14,
a Heart, a Shotgun, an Uzi and 3x Shotgun Ammo.
Runjump out with a L
curve and another runjump/grab will get you to the corner block, look for an
alcove SW and runjump in with a L curve, then stand in the E side and standjump
L curved and with a grab into the opening W.
The Moving Pillar
Maze. (Map)
Moving Pillars are waiting for you,
standjump NW with a bit of a R curve and immediately run through to the wall N.
Walk SW to the next corner challenge and I faced NW (screenshot), I did a side jump L into the
next passage, but however you choose to do it, the timing here is crucial… Turn
NW after the jump.
Now jump NW-SW-S,
sidestep E a bit and jump S, then turn R and jump with a R curve NW, then NE
and turn W, walk up to the next pillars and you can see an opening behind the
pillar SW, that’s where you have to go (Map). These are the hardest jumps of
the maze. I went W first, back up and runjump through when the first pillar is
about to move out of the R hand alcove, now face SE (Map/screenshot) and standjump in with a R curve
when the Pillar moves away (obviously).
Immediately a running jump with a sharp R curve should just
get you through (don’t panic, it took me a while too). You’re back in the cave
with the Grinder… So take care!
Run in with a L curve to
jump/grab to the ledge S and go up to the top of the Axle, run into the room L
(E) and more Traps await. Here I just ran and jumped corners to get
across before the Blades hit you, go get the 2nd Black Beetle and get
back to the entrance, now run out R and roll, grab the ledge and drop, roll
again and runjump back to the ledge N, run off the W side and slide down to the
bottom. Quickly get out to the Pillar room.
Beetle Alert for the
3rd Black Beetle.
Jump/grab the pillar in
front and go L around, backflip/roll/grab to the next pillar and go down till
you see the opening L of you, go around one more corner and backflip/roll/grab
into the opening. There’s a bright ledge in the middle of the first room, that
one has to be raised to get into the room above, there are 3 adjacent rooms
with 3 reach-in switches each, the wrong ones will set Beetles free, so
before you got the right one you could have a truckload of Beetles on your
tail, best use the switches I tell you to use. (note
by author: The correct switches are the ones with a crack in the wall above!)
Go into the room L (E)
and use the switch to the R, some Beetles will come out, but not too
many (you can get rid of them if you jump back to
the pillar N), run out go L and into the S room, there you have to
operate the L hand switch, run out and go L into the W room, use the switch in
the middle (W) and roll, run out and the block will rise in front of you. Climb
into the room above and get the 3rd Black Beetle from the S wall. Turn
and runjump along one of the walls over the little mound N, slide back into the
entrance room with no Beetles remaining, if you drop back through the hole onto
the block the Beetles will still be there. Go out to the Pillar room.
A (Dark) Death, the
4th Black Beetle.
Runjump/grab to the
pillar, go L around one corner, backflip/roll/grab and go around 2 corners to
get to the opening in the wall, just under the top of the pillar,
backflip/roll/grab and get in.
The floor is divided in
dark and light spots, the dark ones will be safe all the time, the sandy (light
parts) will become deadly later. Go to both chains in the room and pull them
once, then go to a switch on the E wall (on the dark part) and throw it to get
a flyby of the room revealing the trigger squares you’ll have to jump to later
(you can use this switch whenever you need help). In the same E wall is an
alcove with another switch, go use it and this one will make the sandy floor
turn deadly, so be careful and standjump R around the corner to get back to
safety. Go stand between the Chain and that central pillar, face S and from the
middle of that square a standjump to get onto the first of four (invisible)
trigger tiles. (Map )
You’ll see a transparent
block go up in the N side of the room, turn around and standjump back, go stand
N of the Chain and standjump to a square one square from and in front of the
entrance (next block goes up), jump back and runjump around the central pillar
to the W side of the room, standjump to a square right in front of the Beetle
door NW, jump back and go stand next to the chain, on the ledge and face S, now
runjump to a square just past that alcove with the statue SW and the last block
goes up, Standjump with a grab into the R hand side of the alcove with the
statue and turn around to sidejump L to the safe floor, get to the E side of
the room and reset the switch for the Burn floor in the SE alcove, go to that
statue W and when you get into the alcove he will take off and climb the pillar
from the N side, you do the same on the S side and the Beetle door NW opens up.
Go get the 4th Black Beetle and go back to the exit E.
Placing the Beetles,
the Bag of Sand.
Jump/grab to the pillar
and go L around 2 corners to backflip/roll/grab to the pillar E, go up to the
top of it and climb up into the room above, get out the grenade-gun with Super
Grenades as the 4 Stone Giants which will wake up will easily drop with
those, wait till they stand close together, saves Ammo… Place the 4 Black
Beetles and the Pyramid opens up, go in to get the Bag of Sand and leave
through the open door W.
Glass Floor and Big
Pyramid.
Another room with glass
floor, this time it’s the Earth symbols you need. Stand back on the
first one standjump L to the next row S wall, back up a bit standjump straight
W, then to the same row N wall, back up facing the wall and run to the wall
while curving L, jump to the 3rd row same side and then standjump to the exit
W. Follow the tunnel to a Huge Pyramid. Go to the S side and find the lowest
ledge on the SW corner, save on each ledge you reached and 3 of them are
standjumps from the right position, then a runjump along the long side and
curved L (you can use the walk jump trick here:
hold shift to walk, then release shift and immediately press Alt to jump after
only one step and there is a TRLE bug here, if you miss that jump then you
slide down the pyramid but you get stuck on an invisible ledge and Lara can’t
move anymore)
You’ve reached the end
of this part, now you have to jump onto the slanted side just next to the ledge
and slide down to a ledge below. Standjump N and turn L, here you can use the
walk/jump again to get to the next ledge, hop higher one and a leap of faith NW
to a ledge in the slanted side, then SW and a walk/jump up. Jump down SW with a
L curve and walk/jump up SE with a L curve, now it’s easy, hop to the top and
the lid will crumble, drop in and the floor will rise after the Pyramid became
active.
Level 5 – The Cursed Village (part 3).
Follow the passage after
the level changed and push the block to end up in the house at the Brook. Go to
the room N and get the Uzi Ammo near the table, open the door and another Werewolf
awaits your arrival. Go out and step into that Brook on the S side, dive into
the tunnel and follow the current to a big room.
Level 8 – The Heart of Poseidon.
Labyrinths, Mazes and
more Labyrinths, all underwater.
1: Secret Labyrinth.
Just run down into that
shaft all the waterfalls are going down in. Save down there at the surface and
face S, save.
S: Dive down and go
R everywhere, get Secret#15, a Heart
and a Revolver. Turn and go back going L where possible and go up for
air while turning E.
E: Swim R, L and to
the end for Revolver Ammo, roll and go R, L to get back for air.
N: Swim L, second L
and then R and around the L corner at the end is an UW lever. Throw it to see a
trapdoor open up. Swim back, go L, R, L and follow up in the end to get air,
you can climb the walls of this nice shaft to get on top of a Huge Blue Icy
Sphere.
There are 4 sides to
this room, all have to be visited to get 4 Tridents. Stand on the
highest part of the floor, facing the direction you want to take and grab the
monkeybars above (if you happen to miss the
Jumpswitch, just swim under the sphere and up in the shaft again to get back on
top).
[color=darkblue] (There
is a bug here as well so don’t hesitate (stop) while doing the monkey bars as
Lara can get stuck.)
N side - Labyrinth of
Currents: (Map)
Go to the wall and
drop/grab onto a Jumpswitch, in the water below a door will open up (you’ll
land right in front of it) and also a Sea Hag will appear, swim into the
room and I went up in the first hole to the room above, go straight to the N
and then in the last room to the R, in the end you can already see an air hole,
go up there and you are in a room with a Bird statue, to be used for the Spirit
on your tail by now, after getting some air in the top of the room, you can
stay low near the statue till the Spirit is gone and get the MP in the
same room. Save in the air pocket facing S, dive down to the lower level and
swim 2 compartments S, then turn R (E) and follow to the fore last, there’s a
red glow on the floor, turn R (N) and go up all the way in the next hole up.
Climb up into a room with the 1st Trident. (note
by author: There is an easier way: in the upper level 3 compartments in E
direction, then 1 compartment L (S) and up to the trident.)
Dive back in facing S
and go down one level, swim S and in the last compartment down and L, then R
into the opening with the awaiting Sea hag, swim past her and down under the
Sphere, up in the shaft and climb back to the top.
E side – Switch/UW
lever Puzzle: (Map)
Use the monkey bars to
get to the Jumpswitch and activate it, swim into the tunnel, climb out and up
the blocks to where a trapdoor will open up. Go down into the room and there
are multiple switches and UW levers and also a ceiling hatch in the other side.
Some of the tiles (3 switches,3 UW levers) are marked with a Water Symbol and
those are the ones you need, as soon as you pulled the first switch the room
starts to flood and your time will be limited (so backflip/roll from using the
N switch and do the same after the second, saves time), after using the 3
switches you have to use 3 additional UW levers (if you were fast
enough you may have to wait a bit for the water level to rise) and the hatch N
will open up, swim up there and get the 2nd Trident, use the switch on
the opposite wall to get the trapdoor N back open so you can swim back to the
Sphere and down under the Sphere, up in the shaft and climb back to the top.
W side – Yikes! Spikes:
(Map)
(Note by
author: An explanation of how the triggers in the tunnels work is at the end of
the walkthrough)
But this is the way it
all worked for us:
After using the
Jumpswitch, swim into the opening and go L into a room with strong currents
(what else is new) Oh yeah the Spikes… Stay clear a much as possible and watch
the health if you might come too close. Swim along the L side and sharp around
the corner into the wider room, move around a bit to swim in the far corner and
behind the Spike-wall S is an UW lever, throw it (might be a good
point to save) and swim L, L around the next corner and into the L side open
door, there’s a Trigger tile in this short passage, just roll again when you
reached it and swim out, L and up at the air pocket. Well another nice point to
save, then face N and swim to the second UW lever behind the Spike-wall
N, throw it and swim back to the doors as the R hand one opened and go in
for the second trigger tile after you took a lung full of air. Then go out R
and wait a bit in front of the passage in the middle, time the Spikes
and swim in as soon as the first ones popped up. Just go on without stopping
and swim up in the next cave to get air and the 3rd Trident.
Dive back in the water
and again you have to visit the 2 side passages, swim over the trigger tiles
and back and then go into the central passage, if all’s well only one set of
spikes is remaining and you can easily get by those, swim up into the air
pocket and save…
To get back to the exit
E, I went along the N side swimming with Lara facing NE and she will go slowly
R to the next room, there you have to get around the Wall-spikes L
and go straight to the E
wall, then R to the opening, I know it sounds easy, but it will take a few
tries. Swim into the opening with the awaiting Sea hag, swim past her and down
under the Sphere, up in the shaft and climb back to the top.
S side – Rotating
Cutters and UW levers. (Map)
After the Jumpswitch you
can swim into the room with the Rotating Cutters, go under or through
the Cutter and straight up to the top of the room where an air pocket is
located. Save facing W and swim high (otherwise Lara won’t pull the lever) into
the upper (middle) alcove when you throw the UW lever a tunnel appears S. Go
back for air and save facing E, you need the upper (middle) alcove, swim in
high again and throw the lever to open the first Timed (front) door in the
tunnel, roll and swim out R to the upper (middle) alcove N, swim in high and
throw the UW lever to open the back Timed door in the tunnel. Quickly roll and
immediately swim S, no delay, take a MP if you get hurt and go straight through
the upper (middle) tunnel S, through the next 2 rooms and up in the Trident
room for air and the 4th Trident.
(If you
get caught in the tunnel between the 2 Timed doors, you’re doomed and have to
reload a save. *Some players also had a bug in this part when the saved after
getting the Trident*.)
Going back only requires
carefully going through the Cutters, get air at the air pocket in the N room,
save and swim out through the opening N, along the bottom. Swim down into the
room with the Sphere and find a lowered block in the bottom and L of that
opening in the middle. Throw the UW lever to completely fill the room with
water and swim all the way up to the top where you can climb out N in the
centre of the monkey bars. (note by author: Here
is a possible bug:
The UW lever makes 2
things: it activates a flip-room (water in the upper half room) and it close
the trapdoor in the sphere (and deactivate a current there).
If you save after
throwing the lever and then reload. The water in the upper half room dissapear.
If you use the lever again then the upper half room is filled with water but
the door is open and the current in the Sphere makes it impossible to leave the
room.
The Solution: Save – Reload – use the UW
lever and then leave the room without saving!)
Follow the passage up to
another glass floor room, here the Water Symbols are the ones you need,
from the 1st tile, 2nd row one to the R, then 3rd row one to the L, 2nd row E
wall and 2nd row one L, then into the exit, follow up to a water hole, dive in
and finally somebody told me where to go
The Neptune Statues
and Demigods for the Waterskin.
The current will take
Lara to the end of the tunnels. Swim up and take the W the exit. Then swim L
and to a waterfall W, climb up on a ledge L of it, climb up L and go over to
the Neptune statue. Place the Trident, drop onto the base of the statue and
wait till and a Demigod appears on the central platform ( could be you encounter a bug and the Demigod won’t
appear, then go back to an earlier save and try again as you need all 4
Demigods (note by author: As I know that happens if you use the
“look”-button immediately after you placed the trident).). Go shoot him and use
ledges and cracks in the waterfalls around the room and maybe also the bridges
to the central platform to get to all 4 Neptunes and every time you have to
shoot a Demigod. Finally 4 blue rays will cross each other in the middle of the
room and a Waterskin will appear in that crossing of rays (floating
above the floor).
Pick it up and head back
to the SE Neptune statue, climb the ledges S of it and grab up into the E
opening, crawl and follow the tunnel around the room, crawling W at a certain
point and come to some Uzi Ammo, the wall to the R is climbable, grab it
and go R around. Down a bit and keep climbing R around corners till you reach a
waterfall below, go up there and R around the corner to drop into another
opening. Walk to the edge and turn L (N). Standjump/grab a crack N and go R
again, just go R around the corners past the Neptune to the E waterfall and
there you can pull up on a ledge. Crawl in E and come to a monkeyswing, drop
the flare if you have on in hand and grab the monkeyswing, follow straight to
the end and the level will change.
Level 5 – The Cursed Village (part 4).
Drop from the waterfall
into the Brook and while there you can fill up the Waterskin, then shoot the Werewolf
from standing in the Brook and head NW because you still have to go get the Oil
you need later. Head W through the Village and L past the Fountain, follow the
path back to that Forest and keep along the wall to your R so you’ll end up in
that dark cave with the small lake. Under water in the SW corner is a tiny
crack in the rock wall, it’s a bit tricky to get in, but if you are above the
crack and dive with a flare in hand it won’t be too hard, keep at it. Swim
through, climb out and slide down the slope.
Level 9 – The Blood of Hades.
Save while sliding down
as soon as the level starts, take out a flare and jump/grab up to an opening up
in the ceiling, get Secret#16, a Heart
and a Crossbow. Back up out of the crawlspace and drop, you’ll slide
onto a 4 way bridge.
W - Breaking Floor.
Take the E side and stop
just through the closing door, shoot the Harpy from where you stand
(don’t walk forward) and just wait there till 2 floors gave way and you ended
up on a ledge under the entrance, in the E room you can see a switch, jump over
the ledges on the walls to the other side and jump/grab to the opening, throw
the switch and head back to the exit, you can climb up to by using the ladder.
W - Mirror Room.
Back on the bridge go W
and come to a room with a mirror L, standjump to the ledge NW, runjump to the
one SW and another standjump SW to the one at the mirror, then runjump to the
switch ledge and throw the second switch.
N - Switching
Ledges.
Go back to the Main hall
and this time go into the N side. The trick here is not to loose you nerve and
start counting the time the ledges take to switch over, I did a count of six.
You’ll have to get off the ledge and on your way to the next at the count of
six (or whatever count you got). The route I took was standjump/grab to the
ledge a bit R of the entrance at the moment it appears there, pull up and
runjump to the one ahead and R against the wall, turn L a bit so you face NW
and hop back against the wall, runjump at the six count and land on the next
one, turn R a bit and back up a bit to runjump to the one N and immediately a
standjump to the switch ledge. Throw the third switch and go stand SE and in
front of the ledge there, wait till it appears and standjump/grab to the R hand
side of it, pull up and runjump to the ledge ahead and L at the wall, walk
forward to the edge, hop back and runjump to the ledge you used first a bit R
and ahead, walk forward to the edge, hop back and runjump into the exit.
S – Deep Darkness.
Stand on the middle of
the bridge and look straight into the room S and shoot the back S wall in that
room as there’s a shootable wall you have to break and it will disappear when
you enter the room. Now enter the room, light a flare and go into the alcove to
throw the fourth switch, roll and run to the E wall of the room, shoot the wall
and find the Statue to get rid of the Spirit. Then shoot a wall W and
get the MP from it.
Glass Floor, the Oil
Canister.
Back out to the bridge
and a block will rise in the middle. Climbing up the block and then to the
ledge N, follow in and through to a room with a glass floor. Save on the first
tile and the symbol on this one will also be the save tiles throughout the
room, so skip one row and jump to the R, then one row further against the S
wall, 3 rows further one tile from the S wall, the last one in front of the
door W.
Follow the tunnel into
the next room and watch fly by, a Huge Hand holding something on a pedestal. Go
get the Oil Canister and kill the Harpy (seems later there were
3, must have killed them all at once).
Go to the thumb of the
hand and hop to a triangular ledge on it, stand on the lowest point, L and
facing the thumb (N), standjump/grab the thumb and climb L around the corner,
then up to the top and just climb to just under the slanted top, go R around
the corner and up and R till you end up at a pole. Face N at the pole and climb
all the way to the top till you cannot go further, save and slide down a bit,
till you can just see a dark ledge behind you (a flare wouldn’t carry this far).
Now backflip/roll and you’re in a passage leading back into the Forest near the
Village.
Level 5 – Mountain Village (part 5).
Head NE and follow
through to the Village, another Werewolf shows up, shoot it and head E
to the house past the Restaurant. You have to go get new Torch in the
house where you can go to the stack of Torches. Go inside the house there (N),
R and in the backroom through that passage and you’re back in…
Level 6 – The Thorn of Hephaestus (short visit back).
Hop over the pit and get
another Torch (again don’t light it here), head
back to the Village and go SE to the Brook.
Level 5 – The Cursed Village (part 6).
The Element Puzzle.
Then SE and E to the
Campfire, carefully light the Torch and head N to the Bridge-house. Go in drop
the Torch for a minute and line up in the middle of the bowls before you put in
Sand R, Oil in the middle and water L, then pick up the Torch and light the Oil
in the middle bowl. When you go out of the house a flyby will show the Bridge N
rolling out over the abyss. Leave the Torch here,
because when you take it over the bridge the game will crash and go N,
over the bridge to the next level.
Level 10 – The Village Chapel.
Follow the path to a
square with a little Chapel, a spooky surprise as the Trees come walking
towards Lara, go L and around the Chapel to find a coffin you can open in order
to get the Revolver Ammo and a MP, then go around the front of
the chapel to the other (E) side and another coffin there holds the Gold
Star with which you can open the front door (S) to the Chapel.
Mad Father Gabriel.
Inside the Insane Father
Gabriel will come for you and it seems you can’t get rid of him by shooting. So
look for a long church bench along the W side and on the S side of the bench,
facing N you can pull the knob on the bench to open a gate to the Bell tower
NW. Go up there and pull the chain to sound that big Bell, a flyby takes over
and shows the Un-dead coming from their graves, get back down to the
Church hall and lure Father Gabriel to those Zombies, they will take care of
the rest… (obviously he’s a bit reluctant (in my game he refused to go outside
with me, I really tried a long time) Just face him standing in the middle of
the chapel and hop back every time he gets closer. But try to keep him in the
middle path or the Key he will drop after his gruesome death will fall between
the benches and you can’t get it there. (Note by author: You can get the key
any way, he will drop it in the middle of the square where only the half bench
is and the collision of the bench is a little bit reduced, so that Lara can get
the key anyway! )
Get that Skull Key
and go to the gate NW, on the N wall next to the gate is the keyhole, use the
Key to open the Shrine in the NE corner.
But before you go get
the book, return outside and go R around the corners to the bell tower. To the
R of it you can face E and grab up to the roof of the chapel, backflip/roll and
keep jumping R till you hit the edge of the N roof, you’ll slide off so you can
grab the edge and shimmy L to pull up at the bell. Go to the switch and use it
to open a hidden Crypt near the book. Head back into the chapel after sliding
down an go into the NE corner, hop over the opening to the book and grab it,
hop back and go down in the Crypt for Secret#17.
There’s a pedestal where
you can get a glimpse of the book and around the room are 4 pillars with 4
shrines each, 4x4 equals 16 and that’s the amount of Hearts you have, so place
them all and the doors E and W open up. Go into each room to collect a huge
amount of Weapons, Ammo and Medpacks. (If you have at least 8 Hearts you can play the Secret
levels, place the hearts in the 2 N side pillars to open the doors in the
passage N, if not have a look in the walkthrough where you can still find some
hearts around the Village levels.)
Secret Level 1 – Lazarus’s Secret Hideout. (you will go back and forth between 2 secret levels, I
won’t mention that)
Invisible Labyrinth. (Map)
Go out and into a
passage N, follow to a slide and head down, the level changes and you’re in a
dark invisible Labyrinth (I really hate those).
Turn around to face W
and see that white opening, run straight W till you bump into a wall, turn
straight N and again go against the next wall, turn E and walk along that wall
turning L so you’ll find the next opening, then turn straight N in that opening
and walk till you bump, turn W again and then at the wall (L) S. Walk till you
are near the white opening and turn W, walk up to the next wall and turn N, all
the way straight to the end and E again, walking against the L wall to find the
first opening (about halfway down the room), turn N and against the next wall W
again to the end, turn S and go till you finally reached the white opening,
walk into the light and into the Hereafter World, go over the transparent
bridge to where the 2 Guardians (horsemen) will come for you, shoot them
and get the 2 Gems. Go up to the Tower doors and to the R and L (face E)
you’ll find the receptacles for the Gems, go into the tower and shoot the 2
Wasps, in the middle of the Tower is a receptacle for a Scroll, go up the
ladder NE and to the SW side of the landing to read the last note of Father Gabriel,
just before he lost his sanity:
“Lazarus’s
Secret Hideout is a kind of “Halfway World” it exists beyond Space and Time,
beyond Reality. Here Lazarus has completed his ascent with the aid of the
Necronomicon, i. e. the transformation of man into demon. He now possesses
immeasurable strength and is immortal… Still he has to be conquered and the
only way he could get that Demonic powers was for him to lock his soul into a
Magic Crystal, the Soul-stone is the source of his dark power, it has to be destroyed!!!…”
Go to the W wall and use
the Zip-line to get to the next place, dropping onto that yellow block with the
Star, the level changes and you are in a small room, follow the passage till
you are in the room below and quickly run through the opened gate, if it
closed, go back in the entrance and try again.
Clone Battle Grounds.
In this large room is a
Skull floor, it’s the battle ground. As soon as you step on, a bunch of Lara
Clones will appear all attacking Lara and she has to fight them all. Do not
step off the Skull floor with weapons drawn or you’ll die! As soon as you’re on
the floor draw the Grenade-gun with Super Ammo and blow the Copies even before
they reach the floor (or try the most challenging way, only pistols… , wait a bit till you see a
whole bunch and with 3 grenades I killed the lot. Go look for a Skull Key
dropped by one of them (mine was in the S side) then go into the NW corner of
the room and a trapdoor opens up, open the gate inside with the Key and follow
through to a Winding Key. Then climb up W into the Clone labyrinth.
The Clone labyrinth,
the Mechanical Beetle.
Go all the way to the W
while Lara starts losing health for no apparent reason, so you’ll have to both
hurry up and watch the health, W and around the corner is a Lantern on marked
tiles. Push it E against the labyrinth wall and turn R, run to the Labyrinth
entrance and go in, throughout the labyrinth there are 5 Zombie like Clones,
attacking 5 Lara stationary Clones, you have to destroy the Zombies to stop
losing health, not too hard, pistols will do fine. Making things harder is the
Birds-eye view, after the battle you can get the Mechanical Beetle in
the SW corner, or maybe you already picked it up when you were there. Leave E
and find a crawlspace up in the middle of the E wall. Follow into step on the
Star Tile and get back to the Tower, use the Zip-line to get back there.
Walk out to the N side
bridge and runjump to the block follow the blocks till you can jump onto the
reddish pillar with the Star Tile and end up in another part of the level.
The Large Waterskin.
Go N and L, (straight is
back to the Tower) use your Mechanic Beetle at the shallow pit, combine the
Beetle and the Winding key and put it on the broken tile. Then follow in to a
raising-block Labyrinth with the large Waterskin on the floor in the middle. Go
straight to get that Large Waterskin and stay put while the gate closes
behind you, just face the gate and don’t move for about a minute. There really
is no other way out as blocks will get in the way and finally blocks will fall
on Lara if you go move around (boy does a minute take long or what). The gate
re-opens and you can go back to the end of the passage L and onto the star
Tile, jump back to the Tower (to the last block is a curved runjump/grab) and
go to the S bridge.
The Scales.
Runjump to the block L
and hop onto the red conveyor. The conveyor is too short so standjump from the
end to the pillar with the Star Tile and get to the Scale room. Go to the small
pool and here you have to get 4 Litres in your large Waterskin: (empty the
small waterskin and fill the large skin, combine the 2 skins and there will be
2 litres in the large one, empty the small one and combine again to get that
into the small skin and refill the large, combine again so one litre goes into
the small and leaves the 4 litres in the large skin) Save before
you put that in the Jar on the Scale and if all’s well the gate R will open up
(should you have made a mistake a Werewolf comes out of the L gate and
you have to kill it to reset the Scale). Once my gate closed again and the
werewolf came out, the Scale didn’t reset and I was stuck.
Mirror Rooms Puzzle
for the Scroll.
Go through the passage
to a Mirror room, the opposite passage leads to a kind of staircase where the
opposite passage leads back to the same mirror room, like an endless circle,
just go to the Mirror in the first room and climb up to it, stand on the R hand
side and push the Mirror, it will turn and you can walk forward and R (W) to
get the Scroll from the passage, this time you can go into the opposite
passage E and run straight past the Werewolf onto the Blue Star tile to
get back to the Tower.
Jump onto the blue
conveyor and standjump to the block, runjump back to the Tower and place the
scroll on the pedestal. A Red Portal appears, step in and you’ll end up
on the top of the tower from where you can go jump over the blocks to the
Building with the Blue doors and while shooting a bunch of wasps the doors
open, go in and Locust appear, save quickly and reload to get rid of those. On
a Throne in this room is Bishop Lazarus and he’s not happy… In the back
of his Throne is a Crystal, go around the throne and shoot the Crystal so the
floor will give way.
The Final Battle.
Ending up in a Red Hell
like cave, where that Mutated Lazarus rules, you have to run E, then R
and go around that large pit to enter the tunnels, follow all the way down to a
cave with that Soul Crystal (S) you have to destroy in the middle,
around the room are 3 Guardians you have to shoot and take their Gems to
put them in the receptacles where they were standing at first, Lazarus will try
and intervene, and he’s quite good at it… Shoot those Guys with the Revolver
(that’s why you had to save on Revolver ammo) from up close and get the 3
Gems, immediately place them as you get them and after the third, Lazarus
will be gone, so I seems. I went SE, then W and last NE.
The Portal Scroll.
Now take aim and shoot
that Soul Crystal on the mound in the middle of the cave. It will
shatter and that Lazarus character is no longer Immortal. So look him up and go
close, duck and shoot him. He will leave a Scroll behind, take it to the
cave through the SW tunnel and jump to that central ledge (facing N) to place
it, when you step into the Red Portal you’ll get back to the Land of the
Living…
Jean-Ives
and Lara gathered around the piano for a relaxed evening in the mansion… That
Dangerous Book found a safe place in the Trophy room.
End of a great
adventure…
30-05-2006.>
>
> (Explanation by Roger: Level 8 – The Heart of
Poseidon.W side – Yikes! Spikes:
Here I have to
explain a few things. Its a little bit complicated:
There are 3 tunnels to
the trident. In the middle tunnel are the spikes. In the right (N) tunnel are
the triggers for the spikes and the door of the middle tunnel and in the left
(S) tunnel are the anti-triggers for the spikes and the middle door.
So, if you reach this 3
Tunnels you only need to throw down the UW switch at the right side (N). Then
swim to the right tunnel and after to the middle tunnel.
And if you have the
trident you only need to swim to the S tunnel and then all the spikes, except
one set of spikes, in the middle tunnel are inactive.
What makes the whole
thing complicated is the way how the triggers work:
The trigger (N) and the
anti-trigger (S) for the middle door are at the square where the water symbol
is. The triggers and anti-triggers are at the same place in the right and the
left tunnels like the sets of spikes in the middle tunnel. That means:
After passing the first
square in the right tunnel, the first set of spikes is activated. After passing
the 2nd square in the right tunnel, the 2nd set of spikes is activated, etc...
So, (for example) if u
stop 3 seconds at the 2nd square inside the right tunnel, then u have to wait 3
seconds at the 2nd square while you are swimming through the middle tunnel.
That’s extremely difficult. So it’s important to swim to the right tunnel
without stopping!)