Imprisoned
Spirits III
Levels by George Maciver
(GMac)
Authorized walkthrough
by G&D Productions
STORY
It would appear that all
is not well in the netherworld of the Imprisoned Spirits. The High
Council of
Representatives of the Wise One has conferred and have sent an ambassador to
meet
with Miss Croft to
quietly enlist her help. The High Council's seat of power, Dragon Castle,
has become infested with
Thlymedykth and they want rid of them. If Lara is successful, the High
Council has kindly
arranged to overlook her earlier misdemeanours and return her to her own
world.
But returning won't be
easy. The Imprisoned Spirits are nervous. The only gate back to Lara's
world is through their
inner sanctum deep beneath Dragon Castle and they know that if Lara
enters their holy place
their future will be eternal death.
But first Lara has to
find the keys to Dragon Castle . . .
Level 1 - A
Time to be Born.
“There’s
a time for all things…”
This level picks up
where you left off in Return to the Imprisoned Spirits with all the Spirits
disappearing in the Blue sphere at the large statues.
After the flyby ends you
can go get some Flares if you like, you’ll find them on the ledge under
the gate SW (behind the gate you can see a Red Gem). Turn back and head through
the passage N, over a bridge to a closed gate, on a ledge R of that gate is a
switch you’ll have to get to. Stand at the R hand corner of the gate and turn
W, then backflip onto the narrow ledge (or stand against the R hand side of the
gate, face E and standjump up along the wall, holding the forward key), grab
the monkeyswing ceiling and go around the corner to the switch to open the gate
with it. Jump back and enter to drop down into the Cave corridor (you’ll
return here). Follow all the way down to the NW and notice a closed Face door
to the R near the end, continue W and you’ll come into a familiar place (if you
played the previous levels that is).
The Big Tar Pit, the
1st Spirit Key.
To the L when you come
in is a Lava pool with a Gem on a pedestal, (this one is for later) go straight
W over the wooden bridge and after the crossing you’ll notice the blocks L (SW)
of the bridge runjump to the first, then SW to the second and finally a runjump
onto the ledge in front of the gate in the wall, the gate will open for you,
follow through to a room with a pool, go look for a passage NW, follow up till
you meet a Mutant, shoot him and wait up till you can pick up the Spirit
Key he will leave behind (if he starts
pounding his chest you can’t harm him, put the guns away for a moment and
immediately start shooting again).
Now you can follow this
NW passage up to a ledge (don’t slide down yet) at the Tar Pit where you can go
for some Ammo around the L corners, standjump L around the corner and go jump N
over the dark hole to a door to the next corner ledge where you can standjump L
around the corner again for the Revolver Ammo there, now slide down and
jump to the bridge. Go E over the Bridge and back into the Cave corridor E,
when you just go straight E you’ll end up at the Face door, open it with the
Spirit Key and carefully walk in to a dark green room.
The Guide.
Go through the automatic
gate E into an Arena where another Mutant will attack, while he starts
pounding his chest, put the guns away, take some distance and start shooting
again when he comes for you. Go down the passage E and come to a closed door,
nothing to open it with. So head back up to the Arena and find another Mutant
coming down the steps, shoot it while hopping backwards into the Arena and when
it’s gone you can step up to the closed gate W and 2 blocks lower in the
corners of the room (could be they are already open after shooting the Mutant),
get the Flares and Shotgun Ammo NW and then use the switch SW to
open the door for your Guide, he will light his Torch and walks through
a Lava room with a Blue key hole, he will wait for you at the now open door at
the end of the passage E, so head down and meet your Guide.
The Shotgun.
He will check something
above the entrance and you can go L to that Blue Key hole (remember this place
as you have to return here later to get the Key in the Lava pool), the Guide
will activate something in the lava and heads for the passage S, before you
follow you can runjump to a ledge along the W wall to get the Shotgun
there.
*note by
Author* the guide won’t move from where the blue key hole is until you jump
over to the Shotgun. I did this to make sure everyone gets the shotgun and
doesn’t miss it.
The Gold Crystal.
Following the Guide will
bring you to a set of steps full of Spike-traps, the Guide will deactivate them
for you, he will stay behind while you can follow the passages behind the
opened door on top of the steps, another Fire dragon is waiting for you
somewhere in the dark. In the end you will come to that Gem you saw before, L
at the lava pool. Get the Gold Crystal and a block rises in the pool,
runjump to it and jump to the other side, go over the bridges to the crossing
and head S to a wide entrance, L and R of that entrance are rock ledges you can
climb up to and collect a ½ MP and Shotgun Ammo, then enter S and
follow to a small cave with a door to the L, open it with the Gold Crystal and
roll, go to the N wall and you can just standjump straight up onto the SE tip
of the rocks (screenshot) to get to a crawlspace in the W wall, crawl through
and grab the monkeyswing ceiling to cross the top of the cave to the entrance
to a Secret room, go to the pedestal to pick up Secret#1,
a Gold Skull. Go back to the entrance and safety drop down into the
cave, go W and L to enter the door you opened. Follow through to where the
level changes.
Level 2 - A
Time to Kill (part 1).
Follow through and come
to a shallow pool in a cave, go SW and climb the face block, the wall will open
up for you, go to a Garden area where a flyby will show you around. Head W to
the entrance between the Garden walls and climb up both walls L and R between
the fences for a ½ MP and Shotgun Ammo. Go to the pool W and dive
in, get the Revolver Ammo on the bottom E and swim up to climb out W,
look SW and L of those big doors to spot the brick ledge, climb that and
drop/climb down into the hole, come to a room with a Crowbar door, a trapdoor
in the middle and a pedestal with a Torch, leave it there for now and use the
Jumpswitch on the E wall next to the entrance.
The Crowbar.
A trapdoor in the garden
opens up, so climb back up to the Garden and head NE of the pool, go in and
either use the climbable E wall of safety drop down into the cave, look SE for
the remains of a Mutant and pull it away from the Crowbar by its head. Get the Crowbar
and notice the closed door NW while going back to the ladder to climb back up
to the Garden, go back down the opening SW and open the Crowbar door W, get the
Torch and light it on one of the wall torches.
Go into the open Crowbar
door and set that mutilated corpse on fire to open the trapdoor in the room
behind you.
The Dragon Room for
the Crystal of Light.
Drop the Torch, you
don’t need it anymore and go down the trapdoor, follow through to a room with
Dragon statues spitting Fire, circle the room along the wall to the S side
(notice a gate SW) and get on the ledge with the pedestal (close to the wall)
and top up your health. Face N and get the Crystal of Light. One time I
got it without getting torched, but if you happen to catch fire, just sidejump
L or R and the flames will extinguish. Head back through the tunnel to where
you can climb back up to the room with the Crowbar door and get back up to the
garden, go NE and back down into the opening to the cave where you got the
Crowbar, in the NW corner of that room is a door you can open with the Crystal
of Light, go in and through the next door to end up in the next level.
Level 3 - A
Time of Peace (part 1).
The Crystal of Water.
Just go on through the
passage to a room with a wooden bridge, runjump to the ledge L and get the Crystal
of Water in the alcove L. Then cross the bridge and just L at the other end
is a switch to open the golden door at the end of the passage E, a flyby will
show the Guide which finally made it to that Lava pool near the Big Tar pit.
Go out E and L at the
room with the pool, up the passage NW and slide down to the Tar Pit. Go over
the bridge to the crossing ands look L of that central block, a ledge below
with Ammo, just run NE off the L side of the bridge (just before the crossing)
to land at the Ammo and runjump back up the bridge in a SE direction
with a R curve (this pickup proved to be more tricky the second time I played
the level, just stand (here) and run off with a bit of a R
curve).
The 2nd Spirit Key.
Head E and R to the Lava
pool, jump to the block and runjump to where the Guide awaits, he will do
something with the lava again and the whole place shakes. Leave him there and
head into the passage S, follow back over the Spike steps to that room with the
Lava where you got the Shotgun, on the ledge W where the Shotgun was are now
some Flares to be found. Then place the Crystal of water in the
receptacle E and the pool turns safe, hop in and near the head of the corpse is
the Spirit Key, a Spirit shows up and now comes one of the famous
GM Spirit-runs, because the place where you can get rid of it is in the very
first big room with the Statues.
Run back into the
passage S and follow back to the pool where the Guide is waiting, runjump to
the block and hop over to the other side, go forward till you can go R (E) and
up through the Cave Corridor and follow the slanted corridor to that opening
you came from before, climb the blocks N to runjump and grab over to that
opening S and sprint over the bridge into the Spirit Room, stand under the blue
rays and after the Spirit is gone go to the cave-in S and R a bit to pick up
the Revolver Ammo lying in the water, then head into the SW corner and
crawl through the small opening to the Secret room where Secret#2, another Secret Skull is to be
found.
Get out and L around the
corner to the W wall, use the Spirit Key there and enter the open gate
to grab the Crystal of Fire, drop back out and leave N and make your way
back down the Cave Corridor to the Big Tar Pit. Go over the bridge and turn N
at the crossing. Place the Crystal of Fire in the receptacle at the
door, enter and go straight to the next closed door to enter the next level.
Level 4 - A
Time of War (part 1).
Follow through and as
the gate opens you are in a huge lava room.
The Huge Lava Room.
Runjump to an iron
walkway on the pillar NW, and runjump/grab N to another iron walkway on the R
hand side of the bluish pillar. Walk onto the ledge and look N where you have
to go next to see a platform hanging down, you can raise it by climbing onto
the trigger tile on the block on that ledge and the platform goes up, it is
timed. So face W and stand L on the block, run off and curve R to runjump to
that timed platform, quickly run onto the safe part N of it. Have a look N
again and spot an opening in the N wall, below and R. Runjump/grab to the break
ledge N and hang L, pull up and run curving R to jump down to the break ledge
in front of the opening, landing close to the opening, sidejump L and inside
(could be you get bitten by one of the Fire-dragons running around in
the Lava, check these guys out). Follow through to another part of the lava
room.
Runjump out straight
with a wide R curve to land on that break ledge (map) so you have room to do a running
jump to the next one L, jump to the two connected ledges L and run over the
corner to the second, doing a running jump with a R curve into the opening in
the wall. Look R around the corner (map) and run onto that ledge just R of
the opening, runjump/grab to the brick ledge W, turn S and runjump to the L
side of the break ledge, turn L a bit and standjump to the next, run over the
corner to the one after that and runjump to the one on the S wall, turn L and
standjump jump to the ledge in front of the opening in the E wall and quickly
pull up.
Walk into the next room
and look up, there’s a ledge up in the ceiling, grab up there and get the ½
MP and Shotgun Ammo.
Drop down again and go
up the steps L and to the first floor landing to get another Revolver
from the alcove SW there. Face the pillar E and runjump to it. runjump/grab to
catch the next slanted pillar, hang one step from the L and pull up over,
slide/jump and immediately jump so you’ll land on the break ledge with room to
do a running jump with a L curve to the platform on the S wall, turn and stand
on the NE corner facing N. Hop back and runjump/grab to the next slanted
pillar, hang most R and pull up over, slide and jump R, then again a slide jump
curved R to the break ledge, hop to the ledge E and a Demigod will open
fire from down in the lava pit (you have to shoot him to be able to open the
next gate, if he walks to the other side of the room, go down the N end of the
ledge and wait for him at the closed gate) and head for the trigger tile S on
the ledge, just run N off the end of the ledge to land in front of the gate.
Skull Key.
Follow through into a
lower room where another Fire dragon awaits, shoot it and look for the
ladder on the E wall, over the opening with the red light. Climb to the Burner
tile and backflip/roll/grab to the ledge behind you. Notice the keyhole on the
pillar there and also a tree with blue rays on top, then head to the pool W and
dive in to find openings in the central structure are with 4 Face tiles, you
have to swim over all 4 (the central part of the tunnels has a strong current)
and then climb up at the structure, go in to step on a face tile and get a cut
scene of the Skull Key in the tunnel below, carefully drop into the opening
next to the Face tile and swim straight down to the Skull Key (if you go
to the side too much the current will move you out and you have to climb up
again).
3 Spirits come for you, so quickly swim
up in the E side and climb out E, run to that tree with the blue rays and the
Sprits will die one by one, Then use the Skull Key in the lock on the pillar
and the Burner tile in the opening E will extinguish, runjump/grab (or runjump
straight in) over there and go over the now safe tile to the R (S) around the
corner, a block will rise and you can use that to jump/grab up to the next
level. Go L into the opening and face a Burner pillar, runjump N and up to the
trigger tile on the ledge SW and roll, runjump back and while turning R another
roll, now runjump/grab to the Burner pillar and pull up, runjump to the ledge W
(it is possible to runjump/grab to the pillar, shimmy around and pull up to
quickly backflip to the W ledge). Go to the NW corner and runjump to the roof
N, grab the edge and shimmy L, around the second corner the camera will change
and it is time to pull up and backflip/roll/grab to the ledge with the torches.
Mystic Room, the 3rd
Spirit Key.
In the entrance is a
receptacle for a Spirit Key, follow the passage up to a room with a cage like
passage, you can jump up through the ceiling, through the walls and fall
through the floor, and swim with a Fire dragon, on top of the cage is
the Spirit Key you’re after (best is to just standjump through the
ceiling of the cage and pick up the Key). The only way to get out is through
the bottom of the cage, so swim under the cage and up at the entrance to get
back to safety and follow the passage back down to use the Key in the entrance.
The Crossbow and the
4th Spirit Key.
A cut scene will show
another Burner ledge extinguish. Runjump/grab back to that roof you shimmied
along and go R around corners till you are next to the wall below, pull up and
backflip/roll/grab the central ledge again, go S and runjump/grab to the ledge
next to a block with Crossbow and Ammo. Follow the ledge to the
W, runjump to the Burner ledge N and then W again to a ledge with a closed gate
SW, walk out to the N and standjump/grab to a ledge with a Flame N,
shimmy R around the corners and pull up on the N side, immediately
backflip/roll and grab the ledge N, more Flames….
But you don’t have to
get over them, just look SE and spot the opening in the black structure, a well
aimed straight runjump will get you inside, but you can also sidejump onto the
slanted block from facing N and grab the edge, shimmy R to the last square of
the block and backflip/roll/grab to the opening where you’ll find another
receptacle for a Spirit Key. Climb the ladder on the S wall inside and find
yourself in a small room with a huge Mutant, I just ran into a corner
and turned around shooting it and didn’t get hurt too much. Get the 4th
Spirit Key it will leave behind and go down the ladder to use the Key, the
gate in the SW corner of the room opens up, so runjump/grab back to the ledge N
and shimmy L, the ledge with the Flame is safe too. So just get back to the SW
ledge and enter the gate.
Top of the Huge Lava
Room.
Walk up to the edge and
hop back to runjump around the R hand corner to that bridge, walk to the W and
stand R at that pillar blocking the way. On the N wall is a pointy ledge with a
flat part L, runjump/grab over there and pull up on the flat part (or runjump
straight onto it), turn around and look down under the bridge to spot a ledge,
just standjump straight S and grab to land on it. Throw the switch and get an
Eerie flyby of the Guide waiting for you and blocks rising throughout the room.
Drop/grab from the W side of the ledge and climb R around the corner, up to the
bridge and L around the corner to get onto the bridge again.
Climb the new green
block NW and do a runjump/grab over to the high ledge on the N wall, walk L and
from there a runjump (no grab) to the opening between the chain fences on the
SW part of the bridge (if you look to the far SW you can spot the anxious Guide
on a ledge). Go to the NW corner where you can runjump to the L side of another
ledge N, turn S and standjump/grab straight back to the bridge and throw the
switch located there, it will raise 2 platforms throughout the Huge Lava Room
(you’ll hear them go up) Now you have to get back to the E end of the bridge,
so jump back to the N ledge, get to the R hand side and standjump back to the
bridge, walk SE to the opening in the fence and spot one of those platforms on
the green pillar SE.
A Secret.
Runjump over to the
platform and then NE to the next part of the bridge, shimmy along the S side
past the pillar with the ladder (or jump over the ledges N) and go E to where
you entered the room, look S for the next platform on the green pillar S and
then standjump/grab up SE to a stone ledge on the pillar, From there a long
runjump to the other bridge S, go W to the pillar and look down S. there are
some green ledges (one with a Face (trigger) tile) to the R of a Burner pillar,
save and runjump down to that green ledge with a grab in the end, turn L and
jump/grab the ladder on the Burner pillar, go down and drop/grab into the
opening in the pillar, drop down from the E side and get Secret#3, a Secret Skull.
Climb back up W and standjump/grab
up to the green ledge, walk onto the trigger tile (to stop the Burner on the
pillar) and runjump/ grab up to the ladder, climb up and from the pillar you
can runjump/grab back to the bridge, now you have to get to the Guide waiting
on the ledge W. So… walk NW and runjump to a triangular ledge N. Standjump/grab
back to the bridge and get onto the green block, runjump/grab into the alcove N
and runjump to the next part of the bridge, then look for a brownish ledge on
the S wall of the room and runjump/grab over, standjump/grab up W and runjump
NW to the tip of the bridge, just L of that small fence.
The Torch
for a Timed Gate.
Runjump to the W and go
past the Guide, the gate is closed so look over the S side of the bridge ands
spot the small water hole below, line up and standjump straight down into that
hole, climb out and head NE from the hole, around the pillar with the burning
wall torch and find Flares and 2 Torches, hidden in the plant. Pick
up one of the Torches and light it on the S side of the pillar, then light the
one on the N side of the same pillar and the room shakes because a pillar rises
SW next to the water hole. Dump the Torch and climb that pillar on the N face,
don’t pull up on the pillar but just backflip to the bridge where the Guide is
waiting, look on the E side of the bridge where a set of Face trigger tiles
appeared, they will open the gate, but it is timed. So stand far back and save,
then sprint to the gate hitting “jump” to dive/roll through the closing gate.
Castle Key and
Crystal of Souls.
Follow the passage S to
the different rooms and in each room you can pick up something on the brown
ledges to the L, a ½ MP, Flares, another Revolver and a Shotgun.
In the last room is the Castle Key[/b] on a pedestal. A big trapdoor opens in
the room S, go to that big opening in the floor and hop in. Swim through the
tunnel and climb out S to get the Crystal of Souls. Leave through the
open gate and slide down the slope.
Back in Level 3
- A Time of Peace (part 2).
Drop out of the passage,
get onto the bride in the Big Tar Pit and head to the crossing, then go W and
open the door with the Crystal of Souls. Enter and go up to the next door.
Level 5 – A
Time to Heal.
Step out onto the bridge
and walk up to the Fire spitting Statues, stand close and aim for the block
beyond and a bit L, then time the run through the Flames and jump/grab to that
block, runjump/grab W, then standjump S and a runjump SW, a runjump/grab S and
then runjump over the green block E (just came up from the Tar Pit) to that bridge
going S to the Receptacle Tower (called like this from now on) with 4
receptacles on the pillars, take notice of the E Tower (called like this
from now on) from standing on the NE corner and then walk just S through the
structure. Turn R (W) just before the next bridge, runjump/grab to the W
Tower (called like this from now on), walk straight through to the opening
W and 2 blocks will rise from the Tar Pit, these are not timed so take your
time to jump across to a ledge with a switch.
Timed Run for the 1st
Jade Crystal.
You’ll get a cut scene
of the E Tower of the Receptacle Tower and especially that corner I showed you,
the switch on this ledge will lower a block in that E Tower so you can
jump/grab over to it, but the block is Timed. First climb the wall behind the
switch and get the ½ MP from the top, go down and save in front of the
switch. Pull and turn R, from the switch a runjump to the first block so you
are able to do a running jump to the second one and a running jump with a R
curve to jump back up in the W Tower, run L around the corner of the pillar and
then R (E) so you can runjump/grab (you can save when Lara is pulling up) over
to the Receptacle Tower and run straight to the E to runjump/grab over to the
Timed opening in the E tower.
Go R around the corner
and get the 1st Jade Crystal, if you want the Secret, go to the S end
and drop/grab from the ledge, shimmy just L around the corner onto the slanted
block and pull up over the top, and immediately jump sharp R from the top of
the ledge around the corner onto the ledge with Secret#4,
a Secret Skull. A block lowers allowing you to jump over the sloped
ledge and return to the NW corner of the Tower. Runjump/grab back to the
Receptacle Tower.
Jump Puzzle for the
2nd Jade Crystal.
Go over the Bridge to
the S and be careful as there’s a nasty gap in between the stone ledges, from
the last ledge a runjump up into the opening with the door and go through to
the opening just before the room with the grated floor, the gate in the room
beyond opens up because you are standing on the trigger tile. But you have to
do some fancy jumping to get to the opened gate, if you jump wrong the gate
will shut. Look down in the pit under the grated floor and spot the blocks
giving a hint as to which parts of the grated floor are safe.
First is a standjump SE,
one more standjump SE, then SW and the last standjump/grab straight S into the
opening (you can use the brownish textures up on the walls to line up for
jumps, but if you stand too close to an unsafe tile before jumping the gate
will close, save after each successful jump) Go into the room with floating
Corpses and get the 2nd Jade Crystal.
Swimming for the 3rd
Jade Crystal.
Go back out to the N and
hop down to the bridge, go N to the stone ledge and look down to spot an
opening in the bottom of the Tar Pit, jump over the gap and drop/ grab
backwards to drop into the safe spot, swim down S and look in the SE and SW
corners for Flares and a MP.
Go back up for some air
at the surface and Save facing N, dive down and swim all the way N through
bursts of Flames (those can really hurt) and first go up for air just before
the last room, climb out N and get Shotgun Ammo and Arrows in the
NW and NE corners, jump over the water to the S and get a MP SE and
another Revolver SW. There’s an opening up S but it’s too high up for
now, save at the waterhole facing S and dive in, swim S and L in the second
room, swim straight to the end and just R around the corner is the 3rd Jade
Crystal on the bottom.
The 4th Jade Crystal.
Swim back to the W and R
to get back to the air pocket and climb out S, now a block raised at that
opening up S, climb up and you’re back in the entrance room of the level. Go S
and back to the wooden bridge, runjump/grab to the block S past the
extinguished Statues and jump W, then S to the low block and runjump/grab up E
to that platform with the Totem figures, get the 4th Jade Crystal from
the pedestal SE and go to the SW corner, there’s a pointy rock down in the Tar
Pit W, runjump over the fence, land on the block and slide/jump to get to that
green block S, runjump/grab to the bridge E and go to the Receptacle Tower to
place the 4 Crystals, raising platforms and a block with them.
Going Up.
Runjump/grab over to the
E Tower from the NE corner and go R around the corners to find a block near
where you got the Secret before, climb up and into the opening N, run L around
the corner and runjump/grab to the platform on the Receptacle Tower. Standjump
to the next and a runjump/grab to the one on the W Tower. Climb up W and look
up R. Standjump/grab to the ledge there and turn around to climb the E wall to
the top of the Tower, walk to the E and runjump/grab to the top of the
Receptacle Tower, walk E and runjump to the E Tower, slide off grabbing the
edge of the roof and shimmy R till you can hoist yourself up onto the top of
the roof, walk around the red column to the trigger tile on the protruding
ledge and a platform rises under the slanted ledge N, slide down and runjump NW
to land on the L hand corner of the second platform from the top of the N
Tower.
The Gold Crystal.
Walk to the E side and
drop down one level through the opening in the floor, go to the switch on the S
side of the pillar and throw it to open a hatch all the way in the W. Climb
back up (face the N side) where you just dropped down and runjump from platform
to platform to the very W end, looking up you’ll see the open hatch. Climb up
from facing S and go L to runjump to the ledge in front of that Tower E with
the Gold Crystal on top.
A 2nd Castle Key.
Just run onto the
slanted E side and slide/jump curving R or L and a grab at the last moment to
land on the lower platform of the E tower, run around to the E side and drop
down the hole again, on the N side of the ledge are blue rays and in them
you’ll find a 2nd Castle Key. A block rises at the entrance of the place
N. Runjump down to that platform W where you got the Crystal before and jump
over the blocks to the Fire Statues N, from the bridge you can standjump
(straight) to the new block NW and runjump up W, then face the slanted ledge SW
and do a standjump/roll to it to jump/grab the climbwall N, go up and R. Hoist
yourself up and slide down the tunnel back to the other level.
Back in Level 3
- A Time of Peace (part 3).
Drop out at the end of
the tunnel and go over the bridge to the crossing, head S and follow to that
door in the end L, open it with the Crystal and follow through to
Level 6 - A
Time to Kill (part 2).
Follow the passage, wade
L through the water and climb up at that face block SW again, the blocks lower
and you can go straight through the garden to the big Caste doors W, to the R
and L are corpses with holes in their bellies, place the 2 Castle Keys and the
doors open up.
We’re
aware you can play this next part in a different order, but this is how it
worked for us…
Go into the downstairs
Hall and open the doors in the SW corner. Runjump to one of the slanted sides of the Lava pit and keep jumping to
the other side, land on a ledge up on the side and run off into the opening S,
the door will open and close behind you as you pass through.
The Torch/Switches
Puzzle.
Around the pillar is a
pedestal with 2 Torches (one spare), leave them there for now and go
into the passage W, in the room at the end you can climb up through the hole in
the ceiling and hop over the hole to go and find the E switch in the end
of the passage E to lower a pillar behind you, drop through that hole and land
in the room with the Torches, pick one up and turn around, take 2 steps in the
direction of the lowered pillar and throw the Torch on the pillar, go back up
through the hole W and use the same E switch again.
Go get one Torch from
the pillar behind you and go W, then L into the room S and look for the similar
(like the other raising pillar) pillar L along the S wall SE, throw the Torch
on a safe place and go into the N room over the hole to the N switch,
throw it and return S to where you left the Torch, pick it up and throw it on
the lowered pillar (screenshot), return into
the N room to throw the N switch again and the Torch will go up to the upper
level. Go back into the S room and L around corners into the NE corner and step
onto a ledge next to that Totem pillar, face S and stand on the SW corner of
the ledge to grab up to the walkway above and go to the block W on that same
walkway, grab up to the crack and shimmy R around the corner, drop/grab to the
Jumpswitch and activate it to light a Fire next to your Torch.
Climb back up to the
walkway and jump S to the raising pillar with your Torch to carefully light it
on the Fire, jump to the walkway and go W to the block with the Jumpswitch.
Look NW and spot a slanted pillar you can runjump to, from the pillar a
backflip to the W side of the walkway (this is actually a shortcut, the way it
was intended was to throw the Torch down to the ground floor and use the 2nd raising
pillar SW and the N switch to bring it up to the W side and you could shimmy
around the block with the Jumpswitch to get there). Jump with the Torch over to
a single ledge in the SW corner, that ledge is another raising pillar and will
raise the Torch up one more level, jump to the ledge and hit the “1” key to
draw pistols and Lara will drop the Torch where she stands.
Safety drop to the
ground floor and go into the N room to throw the N switch again, climb back up
to the walkway from the NE corner and go to the W end past the block with the
Jumpswitch, there’s a ledge on the walkway and from facing W you can grab up to
a thin ledge above, jump to the Torch and get it. Hop back to the thin ledge
and stand on the NE corner, face E and standjump onto the R hand side of the
1st slanted pillar, slide and jump R to land on the next, slide and jump L and
one more tome to the R to land on a slanted ledge and slide to the ledge in the
E side of the room.
The 1st Dragon’s
Head.
Light the wall torch on
the E wall and get a cut scene of a room with Dragon statues of which one will
stop spitting Fire, a gate also opened and that’s N of where you stand, drop
your Torch (as you don’t need it here anymore) and runjump/grab over into the
open gate N to get the 1st Dragon’s Head, a door opens in front of you.
Follow the passage and just run off the end to land on a slanted ledge in the
hallway below. Go to the doors N and open them to get back to the Castle Hall.
The 2nd Dragon’s
Head.
Go out R onto the landing
in the Castle Hall, open the next set of blue doors and enter, there’s a gap in
the grated floor (if you fall in, go out N and back up the stairs to return
here). In the S end the door will open up for you, follow the passage to a
small room with some alcoves in the corners, a Mutant will show up.
Shoot it and look up in the SE corner of the small room to find an opening up
in the ceiling. Step on the ledge, turn around and climb up into a room with a
Jumpswitch. Throw the switch to see the 2nd Dragon extinguished and drop down
from the room into the small room below, careful you don’t run into the Fire in
the alcove NE (which also appeared when using the Jumpswitch above).
Yet Another Torch.
Follow the E passage all
the way up to a balcony looking out over the garden, go L and find the 2 wall
torches. A closed door is located between them in the W wall. You’ll have to
light the wall torches to open it. So first go on to the N and L into the next
passage, follow the passage down to a small hall and in an alcove around the L
corner (SE) are some Flares. In the other corner (NE) is another opening
in the ceiling, turn around to climb up to a room with a Torch, take it
down with you (better save before you decide to throw it down as it can easily
disappear in a wall below). Go back up E to the balcony, past the closed door
to the S and down the passage to the room where the Fire is, carefully light
the Torch and return to the balcony to open the door by lighting the 2 wall
torches, jump up into the opening and get the 2nd Dragon’s Head (another
door opens). You can leave the Torch behind.
Go out and L to follow
the passage all the way down to the door you opened and head straight S to the
doors and notice a part of the wall to the L is lowering down, go through that
passage and runjump/grab to the roof over the pool. on the SE corner is a MP.
Get that and runjump/grab back to the balcony go back inside and after the wall
lowered to the L and open the doors.
Target Shoot.
Head R (W) and open the
NW doors, go through to a Deadly pool in the next room, to the R are Revolver
Ammo and a Lasersight, then go to the W side of the ledge and pick
up the Arrows (Note by Author: these
crossbow arrows will reappear if you run out which means its impossible to not
have enough ammo to shoot the target balls) . Put the sight on the
Crossbow or the Revolver and look for the Target ball in the opening of
the N wall, NW corner, locate it with Binoc’s first, after shooting the ball, a
block goes up in the deadly pool. Runjump onto the block and look W for a hole
in the wall with the second Target ball, shoot that and the next block
goes up, standjump to it and look up in the higher ceiling N for ball #3,
turn around and look for the last Target ball S. Now jump from block to
block to the N side and throw the switch in the NE corner, a cut scene shows
the Dragon statues again (the 3rd Dragon deactivated).
Jump back over the
blocks to the 3rd and from there a runjump/grab to that gap in the W wall where
you shot the target, climb in and go up the ladder to the L, at the crossing to
the R and into the room with Secret#5, a Secret
Skull. Return to the crossing and go R again, drop down on the ledge at the
entrance and get back S to the Castle Hall.
The Stroboscope Room
for the 3rd Dragon’s Head.
Stay on this floor and
head over to the SE doors, open them and run to that hole in the floor, drop
down and head S to the Stroboscope room. In this dark room a flashing light
will reveal 4 Face (trigger) tiles on the slanted sides of the room (you can
just spot them next to the pillars in the flashing light). Jump on all 4 of
them and the 3rd Dragon’s Head will appear in the middle of the room, go
pick it up and head N back through the watery passage, open the doors and go
straight across the Hall to the NE doors.
Timed Run for the
Deactivating Switch.
Open the doors and that
brown square you stand on is the trigger tile for the door across the room and
it’s a tight run. Save standing in the Hall, about a hop back from the doors
and a bit R of the middle (so you’ll run next to the corpse in the water) and
sprint over the trigger, the door still has to open up while you are already on
your way. Maybe you can hit “Alt” when getting close to the door to roll
through, but I didn’t need it.
Inside are 4 Demigods,
one is already alive and kicking, shoot him to activate the next and so on till
they all are history. Go around the room to pick up Shotgun and Revolver
Ammo and a MP. Then approach the door N and it will open, go into
the room to the switch and throw it to get another cut scene of the Dragon
statues (the 4th Dragon deactivated), roll and run back through the door.
Timed Run for the 4th
Dragon’s Head.
Head back S to the Hall
and R (W) to open the next set of doors NW, hop back into the hall and stand a
bit R facing the trigger tile, again sprint to the end of the passage and jump
up into the opening before the door closes. In the Castle Bathroom is a Demigod
in the water, you can shoot him from standing a bit back from the edge of the
pool, he can’t hurt you but you can shoot him. Dive into the pool and get the 4th
Dragon’s Head from the middle of the bottom, you have to navigate a bit to
get it (the Dragon Head only appears once you’ve
killed the demigod and dived into the pool) (map), climb out of the
pool after taking it.
Back to the Garden
Pool.
Look in the NW corner of
the room for a Jumpswitch which just appeared there, use it to open that UW
door in the pool and dive back in, swim through the tunnels and swim through
the door and up in the pool in the Castle Garden. Climb out and go down that
opening in the brick ledge SW, drop into the open trapdoor and follow through
to that room with the Dragon statues.
Placing the Masks.
All the Dragon heads
stopped spitting Fire, place the 4 Masks and look for the newly opened gate in
the corner of the room SE, go in and walk the Path of Spirits to where the
Guide is waiting for you, just go ahead and wait up for him at the closed gate,
he will activate the gate and blue rays fill the next room, just run through
them and the level ends.
Watch the
nice end flyby and the adventure ends… or doesn’t it…?
(Note by the Author: Yes
it does, the Imprisoned Spirit levels ended here)
10-05-2006.