The House on a Hill

Level by Teemu Kettunen (October, 2006)

Walkthrough by Harry Laudie


You start
with a flyby of a dark house that ends with a nervously moving Lara in front of the closed main doors. Look up and notice the blue ceiling tiles. There are main stairs to the south and hallways behind the side arches. Go up the main stairs and go to the south-west. There are two moveable blocks in the corner. Push the left block two times. Turn to your right and push another block two times. Turn to your left and push a block once. You find a button on the west wall. Push the button and go back downstairs. Go to the west hallway and push open the doors. Enter the room and many bats (locust) attack you. Loop around to the left and enter the alcove behind the gate that you opened. Pick up the Rusty Key from the pedestal and leave the room.

 

Go to the east hallway and to the locked door at the south end. Use the Rusty Key to open the door. You enter another hallway. Near the west end is a locked door. Open the door at the east end opposite the entrance door. Enter the library room and the camera angle changes. Go south and go between the two bookcases for a small medipack. Turn around and shoot three gremlins. Go to the south wall and pull up into an opening. Drop into the room on the other side. Turn the wheel at the east wall and get a cut scene of a door opening. Climb the wall and run back to the hallway. The door at the west end is now open.

 

Enter the room and face a large table. Go to the south-west corner and drop into the hole in the floor. Go down the ramp and be careful of two terrible moving blades. I found the best way was to jump over them when they started to go down. Go down a few stairs to enter another dark room. Go to the north-east corner and pull down a jump switch on the north wall. Hop back onto the stairs to shoot the two dogs that attack from the next room. Go south into the next room and enter the cages the dogs were in. Pull out a block from the west wall and enter the room. Push the button on the south wall and get a cut scene of the room with the table. Exit the cages and jump over the blades again in the tunnel again. Pull up into the room and go to the south-west corner near the hole to pick up the Gold Key from the floor. Exit this room and go through the door back into the hallway.

 

Go up the main stairs and turn west again. This time go south in the west hallway and notice a wall torch. This wall torch has to be lit later. After the wall torch, turn west and use the Gold Key to open the door. Enter the door and see another house section with stairs. Use the left stairs and go down to the bottom. In the corner is the torch. Pick up the torch and go up the stairs to exit the room. Go down the main stairs and loop around to the right or left to light the torch on a wall torch.

 

Go up the stairs and enter the east hallway. Look to the east wall for a wall torch to light. Then go to the west hallway and light the wall torch near the key lock. Enter the room and go down the stairs where you got the torch. Light a third wall torch on the west wall. The door in the west wall beside the wall torch opens. Enter the room and shoot the flying book (bat). Enter the small maze of bookshelves and the camera view changes. Shoot another flying book and eventually you reach a sarcophagus. Search the sarcophagus for the Old Key. Exit the maze and exit the room. Go back up the stairs and shoot a flying book. Now go up the right stairs and enter a hallway. At the end, use the Old Key in the key lock to open the door.

 

Enter the door and many bats attack. Safety drop into the hole in the floor and drop into water. Wade to the south-west corner and pick up the Key With Carvings from the floor behind the stairs. Go up the stairs into a hallway. Go to the north-west and the door explodes open into the hallway. Kill the ahmet that emerges from the room. Then enter the room and pick up flares. Exit the room and go south down the hallway. You enter a small room with three locked gates. Go to the south-east corner for flares. Use the Key With Carvings in the north-west wall key lock to open the west gate.

 

Enter the west hallway and open the first door on the right. Enter the room and kill an ahmet. Return to the hallway and open the second door on the right. Enter the room and pick up a small medipack. Return to the hallway and open the third door on the right. Enter the room and pick up a large medipack and the crowbar in the north-west corner. Exit and return to the three-gate room. Go to the north-east corner and use the crowbar to open the gate. Enter the small room and pick up the Rusty Key from the floor. Return to the three-gate room and use the Rusty Key to open the third gate

 

Enter the gate and go south. Go up the stairs and the gates open as you approach them. Enter the next room and the gates close behind you. There are closed doors in the east wall, so go to the west. Go up the stairs and enter another hallway. Shoot the three gremlins that attack. There is a dark section in the middle of the west wall. Shoot that section and enter an alcove for a small medipack. Then go east and up the stairs. Quickly turn into the north alcove to avoid a falling spike ball. Continue up the stairs and enter a room a room with a closed gate in the east wall and two movable blocks.

 

Go to the north block and push the block to the east once to reveal a door. Then go behind the block and push it to the west twice to open that door. Enter another small maze with an annoying camera view. Enter and take a left turn wherever possible. You will reach a button on the wall. Push the button and exit the room. Go to the south block and push the block to the east once to reveal a door. Then go behind the block and push it to the west twice to open that door. Enter and go to the end of the corridor. Press the button on the wall and exit back to the room. The gate is open in the east wall. Enter the gate and run down the hallway. At the end, slide down a pole into a room with water.

 

Go east and enter another room with a water pool. There is a flaming pole near the east wall. There are steam vents at the south wall. Look at the stream of bubbles in the water. Swim down there and pick the Rusty Key from the grate. You get a cut scene of a gate opening. Surface and pull up to the south ledge between two steam vents.  When the flaming pole stops, run and jump to grab it. Rotate around the pole and back flip to the north ledge before the flames start again. You should not have to climb the pole. Press the button on the wall and then swim back to the west ledge. The door in the north corner is open.

 

Enter the door and be careful of the fire on the floor. Go west to pick up flares. Turn around and kill the ahmet that comes from the water room doorway. Jump over the fires and carefully jump over the moving blades. You can see the door that you opened behind the blades. Give yourself full health because you drop into a hole after the second blade. Go west and run pass the fire emitters. Pull the rope in the middle of the hallway to open the south gate. Enter the south room to kill two ahmets and pick up a large medipack. Use the Rusty Key to open the gate in the west wall. Enter the gate to kill another ahmet. Climb the pole and back flip to the east into a small room. Go east up the ramp and two spike balls roll beside you. If you shoot then breakable wall in the south-east corner, many bats are released. Go to the north wall and go through the crawl space. Stand up and go down a few stairs and shoot a dog.

 

Save the game before going down the slope. Sprint down the slope and loop to the right near the end as a spike ball follows you. Jump over a fire trap and jump down a corridor filled with explosives set off by the spike ball. At the end, jump into some water and swim to the east and into a tunnel. Avoid the crocodile as best as possible. At the end, pull open the underwater gate and enter another tunnel. Ignore the first gate and open the second gate. You can get air above you. Swim into the new tunnel and there are flares at the end of this tunnel but I just left them. Open another underwater gate in the right side wall.  Enter the tunnel and swim upwards at the end. Swim to the right and follow the wall. You should be going north. At the corner, loop around to the right and into another tunnel to the right side. Go to the end and swim upwards for air.

 

Pull up to a ledge and go south into a hallway. Go to the end and climb a pole in the corner. At the top, back flip into an east tunnel. Jump over another moving blade and climb a pole. Back flip to the north into a large room. Go north and pick up a large medipack. Save the game before you slide down the slope onto the blue tiles. Slide down into the corridor and kill a really different looking demigod. When the demigod dies, you get a cut scene of the main doors opening in the house on the floor below you. You see bats and the screen goes black and the music still plays. I suspect that is the end of the game but I had no control. I had to use CTRL-ALT-DEL and use the task manager to kill the game.

 

28-oct-2006