The Imprisoned Spirits - Next Generation
Levels by George Maciver
Walkthrough by D&G
Productions
We will
not mention all the enemies.
Story:
Once upon a time there
were some evil spirits. The arrogance of a number of these spirits led them to
destroy the earth by flooding it with water. But one man built a boat and saved
his family and a few of the animals and they again repopulated the earth.
To prevent these spirits
from again attempting to destroy the earth they were imprisoned and are kept in
chains of darkness. For long centuries they have gnawed their tongues with
pain, eaten away by disease, pride, envy, jealousies and hatred.
Lara has not been
sleeping very well. One evening, while curled up reading a book by an open log
fire, she felt the earth grumble deep underground. Since then she has been
lying awake at night, or prowling through her darkened mansion. She knows
something is stirring and she knows they will be coming for her. But she’s not
afraid. She will never be afraid.
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 agreed to send 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 (said with a lisp)
and they want rid of them. If successful, the High Council has kindly arranged
to overlook all Miss Croft’s misdemeanours as an adventurer and grant her free
passage through their realm back to her own time.
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 accepts this challenge and uses the scroll of Ephesians and then 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
Into the Earth.
A trapdoor opens after
all torches are lit and you can drop down into a dark passage with steps, on
top of the steps is a closed door, go down and through the opening to a lava
room, go L for the Flares on the ledge and then go over to the ledge E
and into the passage.
1st Glimpse of the
Ruby Crystal.
Go up to a deep dark pit
where you can spot the Ruby Crystal on the opposite side. Look L when
standing on the edge of the pit and see a switch on the triangular ledge, stand
facing into the passage and sidejump onto that ledge. Pull the switch to open
that door in the lava room and go back. Go through the open door and strange
noises start while running up the stairs, get out the pistols and start
shooting the Mutants while hopping back around the room, if one of them
starts pounding his chest, he cannot be harmed. In that case you will have to
wait a bit till he comes at you again and shoot him again. After the battle,
you will find a switch in the SW corner (face N) that opens the next door.
The Crypts.
Go through the door and
follow through a lava room to the Crypts. Straight ahead is a passage leading
to a big Tar Pit (later) and to the L the Crypts continue, go L (S) and follow
to where you will find a closed gate to the R and up in the wall, then go E and
get the Flares. Head up E again till you come to a room with a closed
door R and three Dragon Heads which require Dragon Keys. Straight opposite that
door and in the N wall is a switch, a cutscene shows a gate opening up and
that’s the one you saw near the Flares.
So head back down W and
opposite the gate are some blocks against the N wall, climb the blocks and walk
up to the SE corner. Do a long runjump/grab (hold forward key) to the edge
under the gate, go in and run over the bridge to the switch, a cutscene of a
small pool (flooded now).
The Ruby Crystal.
Go back out of the room
and follow the Crypts down to the NW and go L (W) now to the Tar Pit. Head L
and to the flooded pool, swim over to the passage across and go up, follow the
small passage till you go through a door and arrive back in the first room, go
to the lava room and into that passage E, follow to the pit that’s now flooded
too. Dive in and find the opening in the wall under the Key (a bit to the R) Go
up in a small room and look NW for a ledge with a ½ MP. Then dive in
again and climb out into the other side of the room go into the NE corner NE of
the water, go up to where you can slide down to the balcony with the Crystal. Grab
the Ruby Crystal and dive into the water to climb out N. Go to the lava
room and through the door N and up to the room where you shot the Mutants, open
that gate again (SW switch) and go straight to the Crypts, straight W and down
to the Tar Pit.
The Tar Pit.
Go over the hanging bridges
to the N and runjump to that floor NW of the entrance, look for the switch in
the SW corner and throw it to open the gate to the first Secret. Go jump back
to the bridge and head to the crossing, go R a bit and see the blocks in the
Tar Pit, runjump to the first and runjump to the second a bit SW, then runjump
up to the ledge in front of the opening in the SW corner, follow in and get
past the Fire Dragon before you shoot it or it will block the passage,
in which case you will have to jump over it. Better lure it into the next room
and shoot it on the S side so the dead body won’t bother you. Go get a ½ MP
in the SW corner, then go into the open gate W and take Secret #1, Shotgun Ammo and a ½ MP.
Go out and L at the
pool, into the NW corner passage and come out to a ledge overlooking the tar
Pit. Jump around the L corner and hop over to the N side, again a standjump L
around the corner and get Secret #2, the Revolver.
Jump back around the corner and drop down into the entrance passage W to the
door you can open with the Ruby Crystal. (or slide down, jump to the bridge and
enter W from there.)
Level 2
- A Time to Die
“There’s
a time for all things”
Place the Crystal and go
straight to the next door that will open for you. Go on through the Cave and to
the NW where you’ll find an opening to another big cave with a long and narrow
pool. There’s a dead man hanging L, that’s S of the entrance (just to be sure
you’re in the right cave)
The Ruby Crystal.
Turn around and jump
onto a ledge just L of the entrance and from there a runjump/grab to the block
under the opening NE, go to the next opening and use the grated monkeyswing
ceiling to get into the next room. Grab the Ruby Crystal and return to
the big cave, go out E. Head S and into a small cave with a wall torch and a
pool. Climb up into a passage NE, push the Skull crate 3x and shimmy past it
along the edge of the floor. Go on to a receptacle for your Crystal and open
the gate with it.
Deep Pit.
Go down W and turn
around at the pit, hang from the edge and drop. Just slide and drop onto the
next slanted wall, slide off again and this time grab the edge of the next
wall, climb down and to the right into the passage. Follow in to where a flyby
shows you shows the route up the high pillars to the Sapphire Crystal.
The Sapphire Crystal,
jumps up to 1st level.
In the middle of the
room, SW of where you are, are some Flares on a pedestal, go get those
and then head straight E from there. On the wall behind the pillar is a switch,
the first time you use it you’ll see a block go up but you cannot move. So wait
it out and then save, throw the switch and turn left, sprint back to the Flares
pedestal and a bit right passing it. On the far W wall is the raised block jump
on the block and quickly grab the N pillar.
Jump N with a grab and
go E, runjump/grab onto the pillar you see SE and stand on the SW tip of that
pillar, turn facing exactly NE and then turn a little bit R and now you should
be able to do a simple sidejump R into that opening in E wall (or jump in with
a grab). Go up to the next jump, a long runjump (no grab) curved L to end up on
the ledge in the N wall.
Standjump/grab to the
block SE and walk up to the SE corner, turn L and standjump left around the
corner to the next ledge. Go jump N go over to the N ledge to runjump/grab to a
pillar SE, then jump/grab into the E alcove.
Skull Crate.
There’s a Skull crate
(pushblock) in this alcove and some marked Tiles on the floor, since you can’t
push the block to the E wall, push it to the 2 Marked tiles N and the S on the
edge of the floor, now a block and a pillar raised in the room, the pillar can
be used to get the pushblock to the E wall and onto each of the 3 Tiles there
and a pillar will rise in the far NW corner of the room, where you started your
climbing.
To 2nd Level, Timed
Flame Run.
If all’s well you don’t
have to use the timed switch (SE) again because the timed block should still be
up now, so head W to the raised block. Get up on the N ledge and climb the new
block on the N ledge. Standjump/grab E, then up S (notice the closed gate E
here). Runjump to the blue pillar SW, walk onto the bridge and wait a bit
there, you will see a flame start back up in the S under the switch. Hop back
on the blue pillar and the flame is off (Timed). Sprint over the bridge turning
L a bit in the end and jump to the closest corner of that ledge where the flame
was, then immediately run again and jump around the R hand corner to the next
pillar.
Runjump to the E pillar
and from there to the opening in the E wall. Follow through to where you can
runjump/grab to the high pillars in the other part of the room, go over the
bridge and runjump with a grab into that ledge to the R, then over to the N
wall ledge and to the green ledge with the switch with one of those curved
jumps.
Timed Platform Run.
The switch will raise a
Timed platform L of where you are, better go have a look first. It’s R up in
the corner, over the ledges to the platform and from the platform onwards to
the pillar.
This is how I did it:
pull the switch, turn R and run into the N wall in the corner, roll and
standjump up with a bit of a R curve (a backflip/roll is another possibility),
immediately a running jump/grab into the ledge ahead and quickly walk up to the
edge, standjump/grab to the platform, to the middle and pull up. Then runjump
with a R curve and jump up the corner of the pillar or grab the N side of it.
Don’t forget to save and
turn NW, see the sloped ledge in the N wall leading to that gate W, you saw
before. There’s a trigger Tile on the sloped ledge, the one with the blue
electric fire. Stand back on the pillar and do a runjump with a R curve and
grab as you hit the wall above the ledge, slide and grab the edge. Go L and
pull up on the trigger Tile, grab the edge again and shimmy L to a ledge, look
S and notice the burners on the pillars to the switch are off!!
Runjump to the first
pillar, standjump/grab to the next and runjump/grab into the switch ledge S,
throw the switch to open that gate N. Head back over the pillars and to the
ledge N, walk out to the edge and look around the R hand corner to spot the red
block, standjump/grab around the R to get up on that block and go standjump up
N and then S. If you like to go for a hard jump and a pickup look SE and spot an
opening in the wall, stand on the SW corner and face NE. Turn slightly R and
sidejump into the opening, go climb up R to a MP. Go back and from the
lower opening a standjump/grab around the R hand corner and go on to the red
alcove up N. Look W and see an opening in the N wall, stand on the SE corner of
the ledge facing W and turn slightly R, runjump (no grab) with a R curve in the
end and land inside, one more standjump/grab around the R hand corner and
you’re almost there, jump/grab into the opening SW.
The Sapphire Crystal.
Follow the passage to a ½
MP L and an opening to the top bridge in the high room, jump to it and
follow to the last jump over to the pedestal with the Sapphire Crystal. The
door next to the pedestal opens and you can take the (easy) way out. Just
before you enter the next gate, you’d better Save.
The Beast.
Inside the next room is
a nasty Winged Beast. Get up to the blocks in the corner, grab some Shotgun
Ammo there and in the passage above you’ll find the Shotgun to the
R, go down the blocks to the ground floor and go up close to the Beast, drop
him with a single shot. Find a pushblock in the middle of W wall and pull/push
it into the opening between the blocks on E wall, go into the alcove the block
came from and throw the switch to raise the block one level, push it onto the
Tile in the SE corner (the door opens where the Shotgun was). Go up the blocks
NE again and through the door to the cave with the pit. Go NE and back to the
Caves, go NE and down the steps to where you pushed that block before and drop
from the ledge, go W to that red cave and then NW to the cave with the pool.
The Emerald Crystal.
Go to the first pillar R
from the entrance, look N behind that pillar and find an opening in the wall,
jump in and go place the Sapphire Crystal. The door in the black structure W
opens. Go out and shoot that Beast from real close. Head into the open door W
and into that door to get the Emerald Crystal. Head back E through the
Cave and just when you slide down into the next cave, on the block over the
hatch E is a ½ MP. Go back down to the cave and head S into the small
cave with the pool again. Dive into the small pool and follow the W tunnel up
to a dark room, find the Flares E and a receptacle for the Emerald Crystal
on the block in the W, this will open the gate N.
The Corpses Hand.
Follow the passage to a
hanging bridge over the Cave, look L from the beginning of the bridge and spot
the switch W, do a long runjump to the black beam L of the entrance to the room
where you got the Emerald Crystal and jump around the corner to use the switch.
It will open that trapdoor in the pool below, so hop down and go into that
trapdoor, swim straight N and through the opening near the bottom N, straight
through the next cave and into a tunnel, up in the first opening near the end
and R (E) follow and in the end go up and turn W before you climb up to a ledge
where the Corpses Hand is on a pedestal. Save before you get it and
roll, run off the ledge and swim back fast, keep an eye on your health and turn
L and R a bit every time to shake off the Spirits, swim back S to the
second big cave and up through the open trapdoor above, surface and the Spirits
should go to the Totem N, if not, lead them there.
The Revolver.
Then go to the Corpse
standing in the SE corner and place the Hand in it’s chest cavity and the door
on the hanging bridge opens up. So head back to the E and out of the Cave,
sharp R to the cave with the small pool and through the water to that room
where you used the Emerald Crystal. Up the N passage to the bridge and go over
into that opened door N. Follow the cave down to the NW and when you see a
small opening N, turn around. Climb the ladder on the pillar into the opening
above, go L and follow the passage to the end to drop down onto the Pillar for Secret #3, the Revolver. Drop from the
pillar as there’s no easy way back onto the bridge, you have to go E again,
then S to the small pool and through the water up to the bridge, enter the cave
again and down to the NW where you climbed the pillar.
Go into the passage N
and follow to the passage with the Corpses, follow past a closed door to the R,
to the end and after the battle of the beasts, you can go into the room to the
R in the end, runjump over the pit and climb up to get the Emerald Crystal.
Jump back over the pit, go L and then L again, place the Crystal and follow the
passage to a slide down into the next level.
Level 3
- A Time to Plant
The Large Underground
Temple.
In an alcove to the left
when you go N are some Flares. Go on to the ledge overlooking the
underground Temple. On this ledge are also 2 Gem receptacles (remember). Get
down into water and swim to the opposite (SW) corner and just left of the arch
there is a small ledge where you can climb out of the water, left around the
corner is a lever, it will open a gate in the W wall, dive back in and get into
the opened gate.
The Sapphire Crystal.
In the room with the
deadly water is a climbable wall to the right of the entrance, walk up against
the wall, jump and grab that wall, go left around corners and up to get into
the opening where you’ll find another lever. The skull tile under the entrance
of this short passage will rise, it has Spikes, but they aren’t harmful. From
the block you can jump back to the entrance ledge and go on to a block SW, grab
the overhead monkey climb and drop onto a block at the end, jump to ledge for
the Sapphire Crystal.
The 2nd Sapphire
Crystal.
Take the same route
back, the closed entrance will open back up and jump into the water to swim all
the way E and climb out. Head up the steps and go right to go W over the rocks
along the S wall and just past that gate you can runjump around the corner to a
brick block. Jump up to the SW and make your way to the brick wall W.
Go onto the structure W.
From the back of that building facing E you can climb up to get the 2nd
Sapphire Crystal. Remember the 2 receptacles? Head NE to the wall, jump
down to the rocks E and jump up E over the rocks, from the brick ledge up left
and place the 2 Crystals in the receptacles there. Turn around and see the
gates on the opposite side opened up, so hop back in the water and climb out E
again or just runjump left around the corner, head up the stairs and rocks to
the open gates.
Boulder Lock.
Left and right are
slanted tiles in alcoves, over the tiles are boulders, there are as many
boulders as there are holes in the floor. All boulders have to go into the
holes to open the gates S. Just stand back against the slanted tiles, back flip
onto the tile and just slide down (no jump), stand still right where you end up
and the boulders will bounce over Lara into their holes.
The Emerald Crystal.
Go through gate and
climb on that green block S, grab up to ledge W and get onto the brick ledge. From
there a runjump W with a left curve to end up on a ledge next to the rock on S
wall. Jump over to the ledge W and get the Torch.
Jump down to that rock
NE and go down to that burning floor tile W. Carefully ignite the Torch and use
it to ignite the other the floor tile there. Go back and use the newly revealed
lever on the ground floor in the SE and use it to raise a block on a ledge up
W. Go N and just left of the entrance to the N wall.
Climb up E to the ledges
in the N side of the room and jump to the newly raised block on the W ledge,
grab up N, then face NW and jump to the ledge.
Jump to the central
ledge S and pick up the Emerald Crystal from the pedestal, a flyby will
take over, Souls are set free. When you get control back, you can jump the
ledges to the SW corner for a small medipack.
The Ruby Crystal.
Make your way down
(there’s a nice rock SE you can jump to) and pick up the Ruby Crystal
from the pedestal W. Go back E and use it to open the gate. You don’t need the
torch anymore, but you could use it to get some extra light. Go down the
slanted passage and the gate opens. Find a lever on the ramp in the middle of
the room facing W. A bunch of boulders, coming from the room above will drop
onto the ramps and end up in the tunnels against the closed gates, but a gate
will open NE, follow the passage back to the large underground area.
Boulder Run.
Use the Crystal NE and
the gate opens up. Enter and run down around the corner, save there just before
the opening in the ceiling. Sprint down, running along the middle, jump the
Spikes-trap in the floor and immediately run to the left side into the far
corner. Pass the boulder and follow the dark passage to enter a huge room.
Boulder Puzzle.
Walk straight into the
room and on the 3rd left hand pillar is a lever, it will release one of those
boulders and a cage will rise to the right of you (E). Go to the N end of the
room and use the lever in the far NW corner, next to the ramp. Another boulder
drops and a block rises SE, close to that cage. Now go SE and you can climb
that block and then get up the cage N and jump E onto the ledge. Walk N a bit
and jump into the open gate W. Once upstairs, back in that room with the
boulder ramps, take the ramp on the right to go down W and jump over to the
ledge there. Go S and use the lever in the dark on the W wall. Turn around and
wait till the boulder stops to jump to the cage that will appear E and use the
lever there.
Make your way down to
the ground floor and go N to a gate opened in the wall there.
A Ruby Crystal.
Wait for the last
boulder to fall and go back to the SE to climb up the cage and jump to the E
ledge. To the SE is an open gate, follow in and jump the ledges to the other
side to get the Ruby Crystal. Jump back one ledge and jump N into the
now open gate. Follow through, jump down onto the Boulder Run ramp and go N up
the ramp, back to the large underground area. Jump in the water and swim past
the right hand rocks, climb the ledge on the right side to get back onto that
ledge where the level started and go down to the gate N to use the Crystal on
the left there.
Some Guidance.
At the intersection go W
and a flyby kicks in, go down the passage, jump to the island W, follow the
path to the W side and jump to the closed gate SW, now the guide will come to
open that gate for you by lighting the wall torch there.
Another Ruby Crystal.
Follow him and when he
is finished you can pick up the Torch between the guide and the tree. Ignite
the torch on the burning tree and take it E. Find a grate on the floor between
two central pillars, throw the torch on the grate. Go to the NE corner and find
a lever to raise the cage, then turn and go SW and use the ladder. Grab the
Torch from the raised cage and light the wall torch N. Drop the torch and pick
up the Ruby Crystal where the block went down E. Notice the 2 Gem
receptacles to the N and S.
Get down to the ground
floor and leave E, the gate opens, head back around the pool and go up the ramp
to use the Crystal there at the E end of the intersection.
The 1st Sapphire
Crystal.
Go down the ramp and
dive into the water, swim S and up to a ledge to climb out.
The marked tile N
un-triggers a block S, revealing the Water Crystal but in front of that alcove
are trigger tiles raising the block back up. So jump with a grab over those
tiles into the alcove and get the Sapphire Crystal. Go to the E side of
the pool and find a Timed switch.
Timed Swim for the
2nd Sapphire Crystal.
Save in front of the
switch, and check out the route first: it’s back in the opening in the bottom S
just down left when facing the water from the switch, swim back N and into the
red light, straight and up in the far left corner, climb up left and here’s the
gate that will open up.
So reload, light a flare
and pull the lever, roll and standjump with a left curve into the water, down
into the opening in the bottom and swim down turning right, swim sort of
straight N and up into the opening, hoist up and get in to grab the 2nd
Sapphire Crystal before the gate closes.
The Dragon Key.
Back in the water and
take the first opening up. Go back W to the pool and into the room where the
guide is waiting at the Tree of Souls. Climb the ladder again, don’t forget to
backflip off and place the two gems there N and S. Pick up the Dragon Key
E and get down to go through opening W, slide down and the level ends.
A Time
to be Born…
Drop from the passage
and go jump to the bridge over the Tar Pit. Go to the R (S) at the crossing and
go through the open the door and the next door will open for you.
Level 4 - A Time to Weep
Follow the passage
straight to a transparent bridge through a Huge Room.
The Huge Room.
Enormous pillars stand
throughout the room, cross the room over the bridge to a room with a couple of gates
and a door in the NW corner.
The Intersection, the
Crowbar.
This small door has to
be visited first, so go to the wall opposite that door and notice the door
opens while standing on the Tile there. But there’s a trigger tile in front of
the door that will close it back up. Now go stand at the entrance of the room
and face the corner of that Tile *screenshot*. Wait till the door is closed and run over the
corner of the Tile, turning R to the door, then sprint past the closing door
along the R hand side. (You’ll win some time like this because the door still
has to be fully opened while you are already sprinting towards it over the
trigger that will close it again.)
Well this
is how it worked for me, George has another solution: Once you open the door it
will remain open forever until you reach the tile just in front of it. It's
much easier to get in now. If you simply line Lara up on the white raised
pavement and aim towards the door without going down the step, she will sprint
straight in.
Get the Crowbar
from the room and go back, now you can open all the gates, but go into the N
one first.
The Intersection, N
gate: Ruby Crystals/Little Wheels.
Follow the steep passage
down to a blue walkway across the Huge room. Go to the opening S and the R into
the dark green room, go L and run into the Blue Fountain room. The 4 Spirits
will kill themselves at one of the 2 Totems.
1st Ruby Crystal.
Go into the passage next
to the gate S and shoot the Mutant. Go in and around the pillar to find
an opening up in the ceiling over the low ledge, grab up and get the 1st
Ruby Crystal from above, drop down and go to the far SE corner, climb up
through the hidden opening and get Secret #4,
a small medipack and Shotgun Ammo. Drop down again and leave the
room for now, you’ll be back according to the Gem receptacle S. Go E from the
Blue Fountain.
2nd Ruby Crystal.
Go to the opening E and
in the red room with the pool you’ll find a walkthrough wall N, go in to get
the 2nd Ruby Crystal. Back to the Blue Fountain and open the gates S
with the 2 Crystals, follow the passage down to the lowest level of the Huge
Room.
Flooding the Huge
Room, the 1st Little Wheel.
Go N and past the
Corpses hand you see to the L, take the 2nd walkway R and go to the 2nd Pillar
L, there’s a flatter ledge on this side, runjump up onto that ledge and climb
up the ledge L, get the 1st Little Wheel and standjump back to the
walkway from the lower ledge, go L and then R at the crossing.
2nd Little Wheel.
Go to the SE corner and
see the opening in the E wall, look L of it and notice another pointy ledge
under the pillar, line up straight for that ledge and do a long runjump up
there, holding the forward key. Go to the R and stand a bit back from the
corner closest to the SE opening, aim for the far side of the opening, hop back
and runjump (no grab) with a L curve in the end to get in. Go get the 2nd
Little Wheel and return to the opening. Stand in the R hand corner and aim
NW for the corner of the pointy ledge on the pillar, turn R a bit in midair and
hold the forward key to land back on that ledge, runjump back onto the walkway
in the lava.
Go L and to a small
ledge along the S wall, jump to the ladder there and go up into a room to place
the Little Wheels. Go into the open gate and use the switch to flood the lower
part of the Huge Room. Go back and down the ladder as the water isn’t deep
enough for a nice dive.
The Corpses Hand.
Go to the W side and get
the Corpses Hand. Go place it in the Corpse in the E side of the room. Head
back to the entrance SW and use the cage that raised in the lava to jump back
into the passage. Be quick with those Spirits chasing you, follow up to
the Blue Fountain and stand near one of the Totems. Now shoot that Mutant also
following you and get the Sapphire Crystal. Head into that small passage
S and to the back of that room where you can use the Crystal and a gate will
open up. Go back to the fountain and straight N through the dark green rooms to
the blue walkway and all the way back to the room with the gates.
The Intersection, W
gate: A little gift.
Open the gate W if and
go in to come to another ledge in the Huge room, get the small medipack
and go back.
The Intersection, E
gate:
Follow the passage over
another transparent walkway and go through that gate you’ve opened, slide down
and come out at the Tar Pit.
A Time
to be Born
Go over the bridge to
the S and open the door there
Level 5
– A Time to Laugh
Follow the path to where
you get a flyby of the Mutant running through the dark rooms, then go look at
that poor bloke on the jetty. Heart ripped out and left to burn…
Nasty Spirits.
In the SW is the gate
opened by the Mutant, straight to the N is a Totem and that is to get rid of White
Spirits, they will be released whenever you get close to the W and E hot
areas, so maybe better if you run left to the SW and onto the grey floor. Sprint
along the sandy area to the N and then go R, past the statue and to the NE, go
R on the grey floor and sprint S, then cross over to the statue again and let
the Spirits kill themselves.
The Emerald Crystal.
Now go SE and jump onto
the low wall next to the burning sand, runjump to the ledge in front of the
opening S and go on to the E, go left and jump to the E side grey ledge and go
L (N) runjump to the island in the lava and you can recover the Emerald
Crystal. Jump back to the E ledge, follow all the way to the NE corner.
The Beauty and the Beast.
Get into the opening and
use the Crystal to open the gates . Shoot the Beast (one Shotgun round
in the belly). Open the Crowbar-gate N and get the Little Wheel from the
pedestal and a Shotgun with Ammo E, on the opposite side is a MP
for you.
Head back to the Large
room and go right around the corner, head W along the N wall and on the other
side go right around the corner again to come to a large gate opening up for
you on approach (shortcut for later). Jump over the ledges to the far W side
and go S, hop into the opening SW and follow in to a room where 2 more
Beasts will appear, shoot them or just sprint over to the passage S,
avoiding contact with the Beasts. Runjump/grab the rope over the pit and swing
across to the switch, throw the switch to open the gate N in the room with the
Beasts. Safety drop down into the pit (there is an opening E for later) and go
up the blocks on the other side to get back up the other side. Head N, into the
open gate, use the Cog Wheel to the R (middle) and go into the next gate to get
a Ruby Crystal. There are more gates that need Cogwheels, so remember
this spot.
Head out and go L/L to
the exit and down to the ledge below, a runjump up to the block E, runjump to
the ledge E and go inside the opening there. Place the Crystal in the end, the
floor goes up and you’ll be take to the upper level. Go N and come to an
opening overlooking the burning sand.
Break ledges.
Save and runjump/grab to
the first break ledge. Pull up and just do standjumps over the next ledges. From
the fore last one a left curved runjump to the last and a right curved run over
the last to jump to the ledge.
Beasts and the 2nd Cog Wheel.
Go on over the walkway
to a gate that will open for you. Save and go in, 2 Beasts suddenly
appear when you approach the pedestal with the 2nd Cog Wheel. I shot
these 2 (I even managed to drop two with one
single round once, as they happened to stand behind each other and very close
together). In one of the alcoves W is some Shotgun Ammo before
you leave through the opened gate E.
Go through the passage
to a junction and head R, a cutscene will show the shortcut gate opening up at
those 2 Beasts that are still alive (where you have to place the Cog Wheels). Do
a safety drop down from the end of the passage and head down E, through the
gates you opening up for you (the gates down W will close on approach, so much
for a shortcut). Go to the SW and into the big opening, jump up to the open
gate W and go to the Beasts. Go R/R and into that gate to place the 2nd Cog
Wheel, get the next Ruby Crystal and it looks like you need one more Cog
Wheel.
3rd Cog Wheel.
Get out to the large
room again and head to the far SE corner, fro that low wall to the ledge and
into the opening, place the Crystal and go up once more.
Go N again, follow the
walkways to a gate that opens up and come to a room where sinister music
starts, go to the ladder NW and climb up, L a bit and back flip to have a
better look at the task ahead.
Burner Jumps.
Jump/grab back onto the
ladder, climb L on the burnerblock and pull up on the far corner, turn R and a
bit more than 90 degrees, hop back and grab the edge, shimmy L around the
corners to the wall and pull up there, now look across the room and from here
you can do a standjump/grab with a L curve to grab the corner of the opposite
burner in the next row *screenshot*. Shimmy R around to the wall again and repeat the same
jump but now to the other side, from the last burner you can shimmy to a corner
close to the ledge and jump to the pedestal with the 3rd Cog Wheel (Note from George: There is a much easier way, of
course. If you jump to either of the second burners and pull up, the first two
burners go out. You jump back to one of these extinguished burners and you can
do a straight running jump to the last burners).
The Corpses Hand.
Safety drop to the floor
below and head out the now opened gate W, go through the passage to that
familiar crossing, go L and drop down into the lower passage, head down E again
and into the large room, to the SW and up in the wide passage. Jump up the
slope to the shortcut and go R/R and into the Cog Wheel rooms. In the last room
is a place for the 3rd Wheel, a flyby shows a gate opening up. Go out and
straight S, climb down the blocks to the bottom of the pit and go E. Go into
the SE corner of the big room with the rock in the middle, in the E wall is a
crawlspace, pull up and crawl to the other end, drop into the small room with Secret #5, another Revolver.
Climb back out and E are
the gates you saw in the flyby before, go in to get the Corpses Hand. Spirits
will appear, so make your way back out and to the pit W, up the blocks and N through
the room with the Beasts, right and down to the wide passage, out and E to the
water, run NE to the Totem.
The 2nd Dragon Key.
Go S to the poor bloke
on the jetty and see the flames are off, place the Corpses Hand in his chest
cavity and watch the flyby…
Go NW and around the
corner to those automatic gates. Up the ramp and to the R on top, through the
place where you saw the Mutant running before, cross the now safe water and go
into the passage in the end, to the R of the hole in the middle is a pedestal
with the 2nd Dragon Key. Look L and down into the pit in the middle of
the room, see the opening below, just run in with a grab to land inside and
follow through to a Secret room, get Secret #6,
a MP, 3x Uzi Ammo, the Uzis themselves and Shotgun Ammo.
From the higher ledge in the middle of the room and facing the passage, you can
grab up to a passage above, go out through a secret door and go L, through the
opened gate and slide back down to the Tar Pit.
A Time
to be Born
Drop from the opening,
go to the bridge and head straight to the opposite S side.
Level 6 – A Time of Peace
Run into the next door
and come to a surrealistic environment, a huge Tar Pit and an island with
Totems ahead, go there first to get rid of a bunch of Sprits which will greet
you. Go back on the bridge a bit and look E from the bridge to spot the ½ MP
on the rock (hard to see), runjump/grab to it and jump back to the wooden
bridge. Continue to the S wall. Turn right and jump W and get the Emerald
Crystal. Make your way back to the wooden bridge and go to the Island in
the middle. Make your way over the rocks jutting out of the lake to the land W
and use the Crystal on the left side of the big gate.
W Entrance:
Go in and come to a deep
pit with a pool below, go to the W side and hop backwards from the edge, grab
the lower edge after sliding down, then drop/grab a crack in the wall. Go to
the middle of the wall and pull up into the CS, crawl to the end and drop into
another room, go to the room W and save.
Breakledges.
Run over the breakledges
and go over to the door that will open for you and follow the crypt to a switch
at an opening overlooking the lava pool, the switch will open a door back at
the Tar Pit, blocks appear in the lava pool, so a short jump to the first block
and then to the bridge, go jump to the block near the exit E. Runjump/grab into
the E opening and head back through the CS. Drop down into that pool down in
the pit, climb out and shoot some Midgets. Go in N, along the right hand side
past a ladder on a pillar and look for a see-through part of the N wall, follow
through going right and jump down around the corner at the end to get Secret #8, another Uzi and 3x Uzi Ammo.
Go back to the room and go to the ladder on the pillar and an opening in the W
wall, that one is for later as you need a Gem. Climb the ladder, and almost at
the top a back flip. The gate opens and you’re back at a familiar place (the
pit). Go back out and jump to the Totem Island.
S Entrance:
Go behind the corpse and
over the bridge to the S door you opened. Follow the Crypt down to the W end
and go into the cave leading to a lava pool where you can see a Corpses Hand on
the other side (later) runjump to a ledge with a lever and throw that to get
blocks up in the Tar Pit. So return to the Tar Pit and to the Totem Island.
E side: Ruby Crystal.
From the Totem Island a
standjump to the first block E, runjump/grab to the next and runjump with grab
(short jump) to the last, standjump up S and find the Beast that was running
around here before, is nowhere in sight. Go to the SW corner of the place and
climb into the opening between those big pillars, climb up the ladder top the L
in the end and just follow the red light to a room with breakledges over what
seems to be a lavapool, if you fall through, you’re a goner…
Run along the R hand
side to the grating with the switch, throw the switch to open that gate E and
run over the breakledges to grab up to the ledge at the gate, go in and get the
Ruby Crystal.
Back to the W
Entrance, the Sapphire Crystal.
Jump to the exit and
follow back down to the ladder, go back to the blocks in the tar Pit and jump
back W to Totem Island. Go on over the W blocks to the W entrance and this time
just jump down into the pool below. Climb out and head to the dark room N and
go L in front of the pillar with the ladder to a room in the W wall, place the
Crystal to the R (an UW door in the pool behind you opens up). Get into the
water and swim into the NW corner and through the door you opened, swim through
the tunnel to a room where you can go up in the hole in the ceiling.
On a pillar in the room
is the unreachable Sapphire Crystal, go to the SW corner first to get some more
Flares and head to the NE corner and find the Skull cage (pushblock) E,
push it all the way and get into a room to the L, shoot 4 out of 5 vases,
leaving the one E opposite the entrance intact (Fire Dragon) and pick up Shotgun
Ammo and ½ MP.
Timed Runs.
Jump the slopes to the
switch and when you reach the last one a Timed trapdoor will come up under the
switch, slide down and throw the switch (time to spare). Sidejump to the sloped
side of the lavapool, keep jumping and aim back to the floor. Go back out to
the big cave with the Sapphire Crystal and over to the W side where a part of
the wall lowered. Go in and come to the next booby trapped switch.
Run over trigger tile
and jump avoiding spikes, another jump and pull the switch, turn around and
just wait. The lava turns into water so wade back. go straight over to the e
wall and now to the R of that black pillar, follow the passage up the ladders
and drop onto the pillar where you can pick up the Sapphire Crystal (a
trapdoor opens W of the pillar). Drop down and go to the trapdoor, safety drop
in and land in a very dark Crypt.
The Dark Crypt, the Torch
for the Emerald Crystal.
Light a flare and go SW,
into the next room where you’ll find Shotgun Ammo, then pick up a Torch
from the pedestal. Light your Torch on the wall-torch and drop it somewhere,
then go get another Shotgun from the pedestal and grab the burning
Torch. Go out to the dark Crypts NE, cross over to the N side and look L for
the wall-torch. Light it and go on to the N and L in the next room to light the
next wall-torch on N wall, go R and to the E and in the second room is the next
wall-torch to the R. Go L from the torch and to the S where the last wall-torch
is, to the R of the S gate. Leave the Torch.
Turn R from this one and
head straight W, in the second alcove to the L a gate has opened, go in and to
the end of the room where the Emerald Crystal is standing on a pedestal
(gate opens). Go back a bit and shoot the vases to get Uzis and Ammo.
Then leave this room and go R (E) out of the gate and just past the Corpse the
gate (SE) has opened. Go in and use the Crystal on the S wall, go through to
the next room and throw the SW switch, the room floods, roll and swim R and up
through a hole in the ceiling, up and N, to the next room, go L (W) there and
up in the hole (blue light) to reach a ledge in a Tar Pit.
Look NW and see 2 vases
on the opposite wall, shoot them with pistols while jumping up and a block will
rise S of the ledge. Save there and jump to the block, the next block goes up,
jump over the blocks to a last runjump to the last block at the corner of the
wall. Jump/grab to the ledge E and climb up, the gate opens. There is a switch
inside, use it to get one more block up in the Tar pit. Take running jump S
from the lower side of the ledge to the new block and from there to the ground
SW. Go to where you can jump the blocks back to the Totem Island go over the
blocks E to the E side.
E side: again.
Go over to the NE end
and standjump to a block from one step back of the edge, runjump to the next
and runjump into the passage between the pillars E, follow to a lava room where
you can place the Crystal to get a platform up in the lava, this one will allow
you to jump to those break ledges ahead, the path is quite clear, you have to
end up in the far L corner.
Lava Jumps. *Map*
Jump to the platform and
Save, standing back on the platform do a runjump and aim for the L side of the
1st break ledge. Standjump and curve L to get in position for the next
standjump (maybe you have to turn a bit more L, you have a moments time to do
that) go standjump the other ledges (turning L or R in the air) to the one
against the pillar L, here you might have to run forward a bit before you
standjump to the next ledge near the wall, standjump to the one against the
wall, turn R quick and standjump to the double ledge between the walls, do a
running jump with a sharp L curve and keep turning while you land, standjump to
the ledge against the pillar and run forward a bit once more so you can
standjump around the R hand corner to the next ledge.
Then to the one in the
middle between the 2 pillars and turn R, to standjump to the next, a running
jump from that one, L curved and then it’s running jumps into the opening in the
back wall. Go for the lever in the back and after throwing it you’ll see a gate
opening up at the Corpses Hand.
The Corpses Hand.
Go out the open gate to
the R and follow back to the Tar Pit. Go over the blocks to Totem Island and go
on to the W Entrance. Not up the steps this time, but to the SW corner and
runjump/grab to a block in the Tar Pit, runjump into the opening between the
pillars W and go follow to that gate that opened to the Corpses Hand.
(Optional:
A bit further away to the S is a pedestal with a Torch on it, that’s for a
Secret, so if you like go grab it first.) Of course you will have to get back to Totem Island
fast for obvious reasons, run back N a bit and turn R around the second pillar,
runjump down to that ledge in the Lava where you use the lever before. Jump up
SE and follow through up the slopes to where you can run over the bridge to the
Totem Island.*
Optional
for the Secret:
Jump with the Torch over
the blocks to the W side, go N and to the NE corner. Runjump around to that
green block and then up to the ledge NE, turn and runjump with a R curve onto
that slanted ledge, go to the flame and light the Torch. Go back the way you
did before and enter the Gates W.
Go in to the room with
the pit and go around to the back, through an opening in the W wall. Light the
wall torch there and go in to get Secret#8 , the Crossbow. Then collect the 4x Crossbow
Ammo in the previous room. Get back to the Totem Island.
*Continue:
Place the hand in the
chest cavity of the Corpse and the trapdoor behind Lara opens up, jump in and
swim S.
Level 7
– A Time to Heal
Climb out and enter the
opening S, the next door opens for you.
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). There
are 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
Emerald Crystal.
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 wait out the flyby. Then save, pull the switch
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 Emerald 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 onto the top, immediately jump sharp R from the top of the
ledge around the corner onto the ledge with Secret
#9, another Revolver. 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 Emerald 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 tiles
giving a hint as to which parts of the grated floor are safe. *Map*
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 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
Emerald Crystal.
Swimming for the 3rd
Emerald 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 in the NW corner, jump
over the water to the S and get a MP SE. 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 into the second room, swim straight to the end and just R around the
corner is the 3rd Emerald Crystal on the tile in the green light.
The 4th Emerald
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 Emerald 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 to the floor below, you’ll
find a pedestal and a receptacle here. 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 NE
(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.
The 3rd Dragon Key.
Just run onto the
slanted E side and slide a bit, then jump curving R or L and a grab at the last
moment to land on the lower platform of the E tower, go around to the E side
and drop down the hole again. Place the Gold Crystal on the back of that pillar
and get the 3rd Dragon 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.
A Time
to be Born
Go and jump to the
bridge to go E to where you can enter the crypts again, go up E and then R to
the S, L to the E again and follow up past where you got the Flares before and
in the E room at the end you can now place all 3 Dragon Keys between the
pillars, the Golden Door opens.
Deep Dive.
Go in and follow to a
large Pit, just run in and land in the water, swim down S and through the
opening to a large UW room with many alcoves, swim SW and up to get out of the
water and find a MP on the W ledge. Jump to the S and in the SW corner
into a small corridor and the gate opens. Go through the opening to a wide cave
and prepare for battle.
The Boss.
A Big Guardian Guy
is wandering about in the room below, Save, pull out the Shotgun and run up
close, shoot him a couple of times (twice will do most of the time) and run
away. He should drop right behind you.
The Scroll of
Ephesians.
In this large room are 4
switches you have to pull, one S wall R of the gate, one N wall R, one SE
corner facing W one in the NW corner facing E and a trapdoor will open up
somewhere. Go NE and find a passage S under the entrance ledges, follow to the
end where you can drop down through the open trapdoor, get the Scroll of
Ephesians and climb the golden block to get back out of here. In the big
room a golden block raised along the N side. Climb up to the ledge under the
rooms entrance E and go to the NW corner of the ledges, runjump to a walkway
along the N wall go to the other end and runjump to the ledge NW with a R
curve, climb the block and grab up to the overhead MS. Follow the MS all the
way around corners to the NW corner and drop against the W wall, turn R and
runjump/grab to the CS in the N wall, follow in to a dark cave.
The Torch.
Look SE for the Torch,
light it in the opposite alcove W and go to the N, there’s a Fire Dragon
here. Next to that golden block N is an alcove with a standing lamp. Light that
and the block lowers, revealing the Scroll’s receptacle, place the scroll and
watch the end flyby. With the Guardians gone the gate will open up. Return to
the large cave and follow the guide through the open gate.
Level 8 – A Time to Kill (part 1)
Follow through and come
to a shallow pool in a cave, go SW and climb to the opening, 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.
The Crystal of Light.
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. Use the
Jumpswitch on the E wall next to the entrance. Then open the Crowbar door and
get a Torch from the pedestal, light the Torch and ignite the corpse behind the
Crowbar door. Climb down the trapdoor and follow through. In the next room are
4 fire spitting dragons, go around to the back and step onto the ledge to get
the Crystal of Light. You will probably burn so get into the water fast
and roll. Go back and climb the ladder up through the trapdoor. Climb up E and
go to the trapdoor you opened in the garden NE. Go in and the climb down the
ladder or safety drop into the shallow water below, go N and pull the corpse
away for Secret #10, Grenade Gun
and Ammo. Go S and use the Gem on the door in the end.
Level 9
– A Time to Love
Follow in to where
another door opens and you’ll come to a large lava cave.
The Large Lava Cave.
Runjump around those
rocks SW, landing on a flat ledge and climb down to one level above the Lava. Go
to the S end and runjump over to the ledge of the big pillar E. Hop around the
R hand corner and once more to the S side, from the tip of that rock a runjump
with a last moments grab to the ledge S. Head to the W side and runjump/grab
the rock W, shimmy along the edge to the R and pull up on the ledge. Turn R and
jump over to the blue light.
To the Top.
Follow the passage up to
a climbwall (ladder) and go up to where you can backflip into a passage. Follow
through to where you can drop down into an opening, safety drop and slide to
grab the edge of the rock. Shimmy R to the end and pull up to backflip to a
ledge behind. Go S and just around the R hand corner is a receptacle for a
Ruby. Go L into the passage to a Tile in front of a Lava pool and you’re about
to do a Timed Run.
Timed Burner Run. *screenshot*
Standjump (no grab)
around the R hand corner onto the corner of the burner block turn around and
see the other (L) burner is off now, so standjump back into the entrance and
jump to the L burner (the lower burners go off), then stand on the most NW tip
of the block and face SE. Save and runjump to the first of the lower burner
blocks. Turning L a bit a running jump to the next and then a R curved jump to
the 3rd. The last one is a standjump and grab to land inside the opened gate
(or at least grab the edge).
The Emerald Crystal.
Go on in and go R to the
SW corner and find the Emerald Crystal and some Shotgun Ammo near
by (heavily Guarded btw). Go back and jump the extinguished Burner blocks back
to the Large Lava Cave. Go L and place the Crystal to open the nearby gate.
There’s a
nice pickup here (no Secret), it’s the Shotgun Ammo W in the cave, hop
onto the receptacle block, jump to the green rock W and then jump W around the
left corner. Go over the grey ledges to the Ammo, return the same way and at
the green rock near the receptacle block you have to hop onto the lowest corner
of it and then jump/grab back to the receptacle block.
Lava Lake with the
Hanging Bridges.
Go into the opened gate
and straight to the crossing of the bridges where you can already see the Ruby
Crystaldown in the S but you can’t reach it from here. Go R (W) and look
down to the R (N) before entering the passage, there’s an opening in the wall
below, standjump/grab down from the bridge to land in the passage and follow to
a Lava room with break ledges.
Break Ledges and
Sloped Blocks.
Stand on the edge and do
simple hops over the ledges, from the last you have to jump and curve slightly
R to slide forward from the sloped block, stay on the R hand side while
slide/jumping and curve R to the R hand block then curve L again and finally
jump to a ledge with a switch that will change the position of the blocks. Now
you can jump all the way back, start by jumping to the L side of the first
block and curve L when you come to the block L, then curve back R and keep
slide/jumping on the L hand side as there will be another one of those side
blocks in the other end, finally come to a ledge S.
Turn NW and runjump/grab
to the opening behind the pillar, go jump N and then L around the corner, look
up N and spot the grated ceiling, standjump/grab and swing into the room L.
Drop at the wall and run forward to climb the ledge with the switch, pull the
switch (This switch will open the gate E on the hanging bridges) Look up SE
behind the pillar and jump to where the block went down, jump to the next and
go up S, follow to a hole in the floor. Do a safety drop (drop from the L side
of the opening) into a lower passage. Turn R from landing and go down the
passage to the bridge. Go over to the E side and into that opened gate, Save at
the Change Pit.
The Change Pit/Room.
Here’s a nice one for
you…As long as you are on the ledge you’re on, the central pillar will be flat,
but as soon as you jump to it, it will change shape and gets sloped. So you better
go to one of the sides so you can do a long runjump to the far corner, to land
on the down sloped other side and jump to the ledge E and as soon as you go
into the next room you’ll see it changes too.
The Emerald Crystal. *screenshot*
Go L and stand on a
Marked tile in the L corner, turn around and see the room changed back. Go step
one tile E and then turn S jump over two Death face Tiles (don’t touch them)
and turn L to hop E over the Death face Tile, go into that room and to the back
where the Emerald Crystal waits on a pedestal, jump to the pillar and
get it. Go back to the change pit and runjump to one of the far sloped corners,
so you can jump back W, go over the bridge (you can see a new passage opened
near the Ruby Crystal) to the W passage and up the steps to place the Crystal
and open the gate, go out into a new lava room with hanging bridge.
The Ruby Crystal.
Go over to the other
side (up R you can see a Corpses hand) and slide down a slope, a flyby kicks in
and shows that Mutant running off again. Go on and come to a passage with Fire
Breathing Statues, stand L or R of the middle so you will just jump past one
and runjump over as the one flame is off, go on to another Fire pit and finally
come to the Crystal. First have a look to the L of it and spot that opening in
the wall I mentioned.
Go get the Ruby
Crystal after you saved and run L, jump/grab to the opening and go up fast
(keep an eye on the health), run up the steps and go R after the door opened
for you, through the red passage to the hanging bridge and to the crossing, L
and out to the Large Lava Cave, just to the R there is that statue to get rid
of the 4 Spirits.
Go N to that receptacle
for the Ruby Crystal on the ledge up L, place the Crystal and turn around, look
L to where the block lowered and jump into that new opening to use the switch. The
flyby will show the gate across the cave opening up. Go stand on the ledge
close the Big central pillar in the cave and runjump/grab to it, pull up where
possible and look over the top to the NW to spot a small flat ledge standjump
over the top, and then a standjump with grab (or you’ll go too far) to the NW
corner. Get Secret #11, a ½ MP. Check
the health and safety drop from the N side of that ledge to the one below,
runjump to the lowest ledge straight W and climb up to the R, go N and to the
L, stand facing S and backflip to the sloped rock, jump and grab the higher
pillar, climb up further and get over to the open gate. Follow in and the level
changes.
Level
10 – A Time to Hate
Step into the room and a
flyby shows that Mutant again, get the Revolver from a pedestal on the
left and step into the opened gate.
Deadly Sand and
Burning Ledges Puzzle.
The sand in the next
cave is deadly hot, there are safe normal ledges and burner ledges (look at the
texture) along the way and in addition some deadly ledges that have to be
avoided.
Take a step back from
the entrance, stand right and hop back to runjump to the first ledge, turn L
and runjump (grab) to the opening with the lever S. Use it and it is the first
of four to open a trapdoor in the middle of the room (next to the burner ledge)
and each lever will stop a burner ledge). Runjump out to the ledge NW (maybe
shoot that Creature from there), then do runjumps over the ledges to the N
lever, grab to get into the opening at the last jump. Jump back out and jump to
that ledge L (E) first and get the Shotgun Ammo before you go in a
westerly direction along the N side.
Cross over to the SW
(some Beasts will appear in this area, just let them get close first and shoot
them with the Shotgun). Get the Shotgun Ammo on the way and also some Revolver
Ammo on a ledge W. Now go to a grey ledge next to a gate W and this one
triggers the burner at the NW lever off, only problem is, it’s Timed…
Stand on the corner
close to the gate and face E, runjump to the far R side of the ledge straight
ahead, not to the one the Ammo was on or the burner will start again, turn L
fast and runjump (curved L) to the burner ledge, quickly standjump and grab
(curved L) into the opening with the 3rd lever. Go all the way back around the
N side and over to the ledge at the trapdoor, now go into the passage for the
last lever to open the trapdoor. Turn and jump straight N, stand back on the
ledge at the trapdoor, run in and grab the ladder. Go climb down as far as
possible and then drop to the block. This is the place you saw the Mutant running
to…
The Torch.
Drop down and go into
the NE corner to find the Torch. Light it at the burner ledge W
(careful) and go light 4 wall-torches around the room, at the 4th, you better
arm yourself and start hopping back while shooting the Mutants, don’t
waste Ammo shooting while they pound on their chest (they cannot not be harmed
then), just wait it out till they come for you again.
Now go check out all the
cages,
S cage: MP and 1st
Ruby Crystal.
E cage: 2nd Ruby
Crystal and Shotgun Ammo.
N cage: 3rd Ruby
Crystal and Shotgun Ammo.
W cage: 4th Ruby
Crystal and Shotgun ammo.
The Crystals can be
placed at the base of the central pillar and you’ll get screenshots of the gate
in the Room with the deadly sand, go up the pillar and from the NE corner where
the floor is a little higher, you can grab up to the raised block on top, climb
the N wall and don’t pull up onto the sand, but hang right and backflip to the
ledge, make your way over to the gate W and runjump/grab in.
The Corpses Hand.
Follow the path down to
a lava pit, runjump to the L or R hand sloped ledge in the pit and shoot the
vase to be able to runjump to that ledge, go on to where you overlook one of
the rooms with the hanging bridges, the place you have to go is straight
across, use the overhead MS and go all the way to where you see the electric
rays. Drop at the pedestal and get the Corpses Hand. Go down the ledges
in the next room, jump over the black block to the W.
Switch Puzzle.
Jump around to the other
side and follow the ledges along the lava in the next room to a switch SW, it
looks timed at first try, but it’s not. There are trigger Tiles on the same
ledge that will drop the gate shut before you reach it, so pull, turn L and
runjump over the lava, go L and runjump back, straight to the gate. Get in and
straight to the switch ahead in the W wall. There are 2 closed doors one L and
one R and a gate in the far NE corner of this corridor.
Save in front of the
switch as this one IS Timed, not too tight though. Pull/roll and run out sharp
R and around the corner to get into that L door from the switch, inside to the
R hand room and throw the lever (opens gate NE), step on the trigger Tile N and
the exit opens up. Go out and L to that NE gate and to a switch on the E wall
(to the L is a door you will come out later), the switch will raise blocks in
the big lava room with the hanging bridge. Go out and make your way back E to
where you got the Corpses Hand, notice the pillar in the middle of the big Lava
pool isn’t burning anymore. Check your health and use the MS to go over to that
marked Tile on the L hand side. Drop down to the pillar and safety drop to that
green ledge below, jump over the ledges to the opening NE and runjump in.
Corpse Caves, Lasersight and the Emerald
Crystal.*
Optional
for a Secret:
Turn around on the
higher ledge in that first room, grab up to the ladder and go up. Shoot a
Mutant in the next room and a vase to get the Shotgun. Go around the corner and
drop down into a passage, get Secret #12, the Crossbow Ammo and go out SW the door will
open up and you’re back at the Lava pool, get down from the pillar and enter
the same opening again.
*Continue:
Follow through to the
end and go R, use the ceiling to swing over the corpse to the room with the Lasersight.
The gate N opens, go use the monkeyswing and come to a large room, to the R is Revolver
Ammo. Go N a bit and find a closed gate, look in the pit and shoot the lone
Mutant. The gate will open up, go in and use the switch, return to the pit and
walk out onto the ledge W, look for a Ball (#1) you can shoot far W where the
gate opened. Go back S into the Corpse Caves, in the room where the Lasersight
was a new gate opened up S, shoot the Ball (#2) and go out to the crossing W.
Head straight into the gate W and throw the lever in the next room, turn R and
go in to shoot the next Ball (#3). Turn around and go in S, throw the lever and
see another Ball become available. Head back N, then E to the crossing and go
back to the first room S, look out over the pit and shoot the Ball (#4).
Now the E gate in the
second room opened up. Head back in and R into the gate to the Emerald
Crystal. Go back and straight into the gate E, follow through to where a
door opens up, go R and then L twice, out of the gate and into the opened gate
across the Lava, place the Crystal and go out to the Gates S.
Level
11 – A Time of War
Watch those Spirits
having fun and then go NW to a box of Flares, the gate opens up, go in
and pick up Crossbow Ammo and the Crossbow.
Go N and into that
passage, go over a wooden bridge and to an open gate, runjump across to the
block with the switch, throw it, it is the first one for some gates further on.
Drop down and take care
of the Creature (Crossbow+ Explosives), Head down N and further down the
slope there is another switch N. Go down through the open gates and end up at a
huge underground lake with enemies which will be triggered one by one.
NE is some Crossbow
Ammo and SE a MP. Go over the bridge to where it goes L and jump
from the bridge (not over the small fence) to the block W and keep jumping to
the lever there on the wall. Jump back to the bridge and continue S, the gates
are open.
Climb up the rock to the
right before you enter and do a curved jump around the corner for a MP
and at the other side is some Crossbow Ammo to find. Go in and shoot the
Creatures and opposite the golden receptacle look NE and jump there to
get into crawlspace (you have to standjump onto the lowest corner of the rock
holding the forward key *Map* .
Jump up to grab the
monkeyswing at the end of the crawlspace, and into an open gate. Get the Ruby
Crystal, pick up a MP and some Crossbow Ammo on your way out.
At the bridge go R and climb up to the Crystal receptacle, the gate opens. Climb
the ladder and in the next room on the L are Crossbow Ammo and a small
medipack and E next to the gate are two switches. A block lowers SW with
another switch.
Go through the passage
and meet the guide in the Lava room, jump to the ledge W to get some Crossbow
Ammo and a small medipack. Better jump back to the guide, as he has
to ignite the lava E. Follow him and let him disable the Spikes on the steps
first, then go get the Sapphire Crystal. Go back to the lava room and
use it there to turn the Lava into water.
Get the Gold Crystal
out of the water and go back N, up the passage and out W, down to the ground
and S into the entrance between the rocks, follow to the end and use the
Crystal in the receptacle. Go in and the level changes.
Level 12 – A Time to Dance
The Huge Lava Room..
Runjump to an iron
walkway on the pillar NW, and runjump/grab N to another iron platform on the R
hand side of the 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 (you can also shimmy around
the corner, pull up and backflip to the tile in the lava lake, then sidejump R
into the opening) 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 do
a standjump to the one on the S wall, turn L and standjump 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. Walk back to the middle of the ledge and face the
pillar E. Runjump onto that pillar, 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 around 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 onto a Trigger tile on the ledge E and a Demigod will
open fire from down in the lava pit (you have to shoot him 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). Go into the gate…
The Ruby Crystal.
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 receptacle on
the pillar there and also a tree with blue rays on top, then head to the pool W
and dive in. Find openings in the central structure, there are 4 Trigger 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 Ruby Crystal in the tunnel below, carefully drop into
the opening next to the Face tile and swim straight down to the Ruby Crystal
(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
Spirits will die one by one. Then use the Crystal in the receptacle 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 floor N. There is a small medipack around the second L corner.
Then go into the central
opening and face a Timed Burner pillar, runjump 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 wall torches.
Mystic Room, the
Emerald Crystal.
In the entrance is a
receptacle for a Crystal, 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
Crystal you’re after (best is to just standjump through the ceiling of the cage
and pick up the Emerald Crystal). 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 next Emerald
Crystal.
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 Ammo. Follow the ledge to the W, runjump
to the extinguished 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. 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 Emerald Crystal it will leave
behind and go down the ladder to use it, 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) and turn around. Jump to the next part of the bridge SW and
climb the ladder (L), shimmy around the corner, descend and around the corner L
and get up at the ledge under the bridge. 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 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 #13, Crossbow Ammo.
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 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.
A Corpses Hand.
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, Revolver and Shotgun
Ammo. In the last room is the Corpses Hand on a pedestal. A big
trapdoor opens in the room S, go to that big opening in the floor and hop in.
A Time
to Kill (part 2)
Swim through the gate
opening up and up in the next pool. You are back at the Castle. Place the
Corpses Hands in the statues at the door.
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. Look N there and throw the N switch (raise and lower
pillars in the room S). Hop E over the hole to go and find the E switch
in the end of the passage 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 the Torch from
the pillar behind you and go W, then L into the room S and look for the lowered
(like the other raising pillar) pillar L along the S wall SE, throw the Torch
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 and go to the W end past the block with the Jumpswitch,
there’s a higher 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 Key.
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 Key, 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 Key.
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 Jump
switch. 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 Jump switch 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 some Torches,
take one 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
Key (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 is a Crossbow
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 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 Target 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 #14,
a Revolver. 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 Key.
Stay on this floor and
head over to the open SE doors, go in again and safety drop into that hole in
the floor, 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 Key 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
Tile 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. 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 Key.
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 Key from the middle of the bottom, you have to navigate in the right
position to get it (the Dragon Head only appears once you’ve killed the demigod
and jumped into the pool), 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 Dragon
Keys.
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.
21-03-2007