Walkthrough by José, revised by the author.
[You can also find a Video walkthrough by JoeTheCrazyGamer here]
As it's a very long game and there are a lot of texts
to write, I decided to abbreviate some large words which repeated themselves a
lot to save time so, here are the codes:
N - S - E - W -
NW - NE - SW - SE => Cardinal points.
JS =>
Jumpswitch
UW =>
Underwater
sMP => Small medipack
MP => Large medipack
Begin in
a Venice courtyard with an opera background music. In
the NW corner is some normal shotgun ammo. Go up
the steps and a RJ to the red awning, then E to the next awning and up the
ladder. Use the ledges to go around the room and over the W balcony. Shoot the
window, enter, shoot the rat and pick up the Dining
Room Key at the end of the corridor. Go all the way back to the very
beginning, open the door, pick up the sMP from the table and push the button near the
window. This opens the window high up where you got the key. Go back there.
Go out
and find yourself in a very familiar place (if you've played TR2). Jump over
the awning, shoot the W window and go outside through the front opening. Jump
into the water and dive under the big W double doors. Push the small button to
open a door high where you came from and the big button to open the double
doors. From this safety position you can shoot the bad guy and the dog if you
want. Go to where they were, through the E corridor and turn right through the
long S corridor; at the end pick up a sMP; go back to the dock and enter the house to
the right. Pick up the flares and climb the
ladder; in the first floor there is normal shotgun ammo;
climb to the top and look for the door you opened with the small button. Enter
the small library and shoot the vase at the NE corner to pick up some uzi
clips.
Shoot the
SW window and take a RJ to the W awning, go S over the awnings and get uzi
clips on the white ledge. Jump into the S opening and light a flare to
discover a high CS. Enter and get secret #1: some uzi clips. Make your way to go back to the small
library you came from.
Go to the
bridge and notice that a glass wall to the right is broken. Use the binoculars
with light to spot a crevice down in the N building so, RJ over the roof,
slide, grab, drop and grab the crevice. Shimmy all the
way to the right till you can enter into a CS. At the other side, shoot the
rat, pick up the flares and go down the ladder
into the hole in NE corner. Once down you can pick up normal
shotgun ammo and a sMP
crawling under the blades; if you step on the tile at the end of the S
corridor, the N blade stops; go there and jump into the water hole. Use the UW
switch to open the big UW doors and go back up again through the hole to avoid
the moving spike wall. Once it have passed, dive again
and pick up the Storage Key behind the
opened doors and the Uzis at the end of the
room. Go all the way back to the wooden bridge where you first jumped to the
crevice and use the key to open the glass door.
Drop
down, crawl and use a flare to discover a moveable block in the N wall, push it
once and crawl to enter into the store room. Shoot the guy, drop to ground
floor and use the JS in the NE corner behind a blocks
to open the exit door. You can wait to shoot a dog entering the store and go
out to jump to the next level, but once in the second level the dog appears
again so avoid the dog and go through the door to level 2.
Kill the
dog and shoot the trashcan to get normal shotgun ammo.
Notice the N closed door, you'll be back here for a secret later. Enter the courtyard
with the fountain, shoot the dog and the guy and pick up the sMP he drops. Open the blue
door at NW corner and shoot the brown seat to get the shotgun,
you'll need it. Go out and to the other side at SW corner, open the brown door,
shoot the seat to get shotgun ammo and pick up uzi
clips at the background; push the button near the piano if you want to
hear some cool music.
Go out
and enter the nearby blue door to pick up a torch.
Go out and along the S wall taking the torch with you, turn right at the end
and down the steps. Leave the torch a moment to kill the guy who appears when
you open the door. Pick up a MP in the corner,
light the torch in the fireplace and go back to the fountain. Jump over the UW
ledges in the corners and light the four candlesticks to raise a block
somewhere. Throw the torch in a safe place (you'll need it) and enter through
either corridor in W wall. Pick up a sMP in the SW corner, climb the block and jump over either S
or N ledges to go E and pick up the Copper Key
in the E alcove.
Prepare
yourself for some action. This pick up releases a
bunch of enemies (one of them drops uzi ammo); go down and show them who dictate the rules
here. Pick up the torch again and go now to the door in front of the room where
you lightened the torch before and open it with the key. Light the fireplace
and see a door opening; go to the very beginning of the level and enter
crawling under the blades and standing up at the very NW corner to get secret #2: shotgun shells and grenade ammo. Go
back to the room with the fireplace.
Go up the
stairs and pick up the sMP
in an alcove, go outside to the balcony and continue through the corridor to
pull a switch at the end. A door under the clock tower opens. Before going down
there, return to the balcony and check the right side of it (facing the
fountain). You will see a space you can jump on, so do banana jump around the
corner and land on the stone bridge between buildings. From there, jump on the
flat roof further away to find secret #3: the
revolver. Now it is time to go down to a door under the clock tower.
Once inside, go up the stairs and to the right pick up some uzi ammo. Go
through either opening in the N wall and outside is a moveable block. Push it
over the S wooden tile first and then all the way W along the floor path while
hearing a TR theme and over another wooden tile at the far SW corner. Kill a
dog and a guy and pick up his shotgun shells.
Once the block is over the second blue tile, a small platform raises high in S
wall. Use the E ladder to go there and jump over the balcony to grab it and
pull up (there's nothing over the path around the room). Follow the path and go
S, passing a big double doors to your right; go around
the corner and locate a JS in the wall of the S building. Pull it to open the
big double doors and return there via the ladder and the small platform (the
first time I played, the platform was lowered, so I had to pull the block once
back and push it again over the tile to raise again the platform).
Shoot the
baddy who appears and drop through the hole to pick up
flares and uzi ammo. Pull
the switch to open the upper glass door and use the pole rope to go back up.
Angle Lara NW and take a RJ to grab the edge of the roof. Shimmy a long way to
the left and do a backflip with twist to grab the
edge of the balcony. Jump over the awnings, turn E and make a RJ to grab the JS
in the next balcony; turn around and pass the nearby open door in the corner to
finish this level.
LEVEL 3 - DOWNTOWN CHANNELS
Pick up
the flares in the left alcove and advance
through the streets to a small courtyard with a pool; shoot the baddy and get
his uzis; go further
to the first channel. This level is more complex than the previous and
no-lineal. Your goal is to get four keys to
finally enter into Lorenzo de Medici's manor. I'll try to describe
the most short route but you can do the tasks in any
order.
Turn left
(E) and swim to the NE corner. Enter through the UW opening and locate the UW
switch at right side; pull it and dive through the N tunnel; pull another UW
switch at the end, turn around and enter the right door; dive N and around the
corner to find secret #4: a MP; go
back and pull the last UW switch in the right alcove to open the final door and
be received for an agressive fish. Quickly take a
breath in the surface and dive again to the end of the E and W tunnels to pull
UW switches and open the exit trapdoor. In the SE corner you'll find uzi
clips at the bottom. Between the S bookcases there's an opening with the
Manor Key 4; pick it up and continue
diving through this tunnel up till you arrive into another flooded room.
Dive
again to the bottom and find an opening at the SE corner. Follow the passage
and pull the switch at the end to dry the previous room. Go back there and
begin a laborious ascension clockwise from the nearby left steps using the
ladders and the cracks in the walls till you reach the opening where you first
entered this room. Jump to the small ladder S and pull the switch in the niche
to open the exit door somewhere. Go down to the bottom of the room and enter
again through the CS and use the switch to flood the room again; dive and go to
the surface, the exit door is in the SW corner.
Slide to
ground floor and go S up the white steps. Use the button behind the pillar to
see a trapdoor opening somewhere (really in the front building, but behind the
fence). Jump into the water and swim N, and W a bit, get out of the water in
the small wooden dock and use the switch to open the door. Pick up the revolver ammo from the pedestal at SE corner and climb
the W ledge from the SW corner to push another button and see a glass door
opening somewhere.
Go out of
this room and swim a bit W and through the S channel (notice a door with a
keyhole to your right). You arrive to the place with the opened trapdoor so,
climb the ladder and pick up Manor Key 2.
Return to the water and swim always to the left till you arrive to a small dock
with two gondolas. Dive under the dock and pull the UW switch to see another
glass door opening somewhere. Swim through the E channel passing the entrance
which you first arrived to the channels and at the end and to the left there is
a small courtyard with the glass doors you opened before.
Take the
left (W) door first; climb the ladder and RJ over the channel to the next
building. Watch the flyby: there is a moveable block over a bookcase and you
have to move it over a marked tile with the same texture at the other side of
the path. There are two switches too to help you in this task which raise or
lower blocks near the obstacle in the middle of the path to can move the block
through; one switch is in the E opening under the double doors jumping over the
channel waters, another is in a ledge in the opposite side of the room (W) and
you'll have to monkeyswing to reach it. There are
some goodies in this big library: shotgun shells
in a corner on the floor and uzi clips in a corner high. Also some faces of the
bookcases are climbable so, make your way to put the block over the marked tile
and the high double doors open. Go there and pick up Manor Key 1. Jump into the water N and return to the small
courtyard.
Climb
this time to the E opened door and go down the opening in the floor to shoot
the thug and pick up his shotgun shells if you
want. Return up. Follow the path always over the high ledges till you see a
switch, pull it to open a door below. Drop down, pick up the revolver ammo behind the ladder and enter the door to
get the Copper Key. Go outside and right
returning to the channels. Do you remember the door with the keylock near the place where you got the Manor Key 2? Go
there and open that door (swim E, S, W and S; on the way you can pick up some flares behind a pillar in the middle of the channel).
Go up the
stairs and shoot the enemies, one of them lets you the Golden Key; use it in the keyhole near the window
and go outside. Slide the E side of the roof and jump with a right curve over
the small wooden ledge, from here to the awning and shimmy to the left, at the
end backflip onto the balcony. At the other side take
a RJ to pull the JS which raises a block near the place where you used the gold
key. Go there and pull the switch to open the double doors at your left.
Climb the
S wooden beam and push the button at the end to open the next doors, go down
and shoot the thug. In the new room move the block over the marked tile to
raise a trapdoor in the fireplace; go there and push the block to the end and
another to the left to get another Copper Key.
Pull the NW block once to the N to discover a button behind it. Push it to
raise a block in the fireplace room which allows you access to the N beam; jump
there and use the switch to open the trapdoor under your feet, but also opens a
hidden door you can't see. Go to the small room and move the block out of the
tile to open the trapdoor in the fireplace; go there and down the ladder: the
door was opened by that switch. Enter and get a very
useful pickups for the next level, secret #5:
grenade ammo and the grenade gun. Climb up.
Use the
key near the glass door in the small room to open it. Outside
RJ over the small N ledge and E to go into another building. Shoot the
guy and from the W opening spot the Manor Key 3
in the building at the other side of the channel. RJ there and pick it up; jump
into the water and swim W till the end to enter into an arched doorway where
you can use the four keys to open the final door. Enter, shoot the thug and go
into the hole in the floor to the next level.
LEVEL 4 - TEMPLAR ARCHIVES
Fall into
the pool in a big cave. Go out of the water and shoot the NE seat to pick up wideshot shotgun ammo. Climb the ledges in the SW corner to
reach the top of the roof over the big doors, climb the E ladder and run to the
small alcove avoiding the boulder to get secret
#6: revolver ammo. Go back to the cave taking care of the next
boulder. Climb now the rocks in the SE corner (backflip
over the slope, slide, jump and grab) and follow the passage to pull the switch
which opens the big doors. Go there and slide down the ramp to a recess with a
CS at your left (for later). Continue sliding and avoiding the pit traps to the
very bottom.
Jump over
the middle block and pick up the lasersight
to open the doors. Facing W jump and grab the edge of an upper passage; pick up
the MP at the end and wait to a boulder falling;
jump over the boulder several times from either side and return to the previous
room.
[HERE YOU HAVE 2 OPTIONS. You have to collect 2 Souls of Templars. One is through the S door and other through the N
door. Which one you will get first is up to you - Wasp].
SOUL OF TEMPLAR #1:
Go
through the S room first and prepare yourself for some action. Run to pass the spikes
and fall at the end, slide the ramp and run over the breakable tiles trying to
avoid the swinging spike bags; the next gray tiles are timed spike traps so
proceed quickly without stop: near the end jump over the first grey tile and do
a sidejump left, standing jump ahead, sidejump right, standing jump ahead over a slope and a
final jump over another slope; inmediately turn right
and do a RJ to the NW safe tile.
Use the monkey swing to reach the center ledge where
the revolver is and combine it with the sight to
shoot a ball behind an E crevice. Grab the monkey swing again and return to the
previous ledge, climb the raised block and simply duck to avoid the boulder.
Run over the breakable tiles timing the spike bag and grab the ladder at the
end; climb and take a RJ to pull the E JS, slide and jump back with twist to
grab the ladder at your back, climb and enter the new open door.
Now
prepare yourself for a tricky run along the spikes corridor; I did it so: begin
to run (without sprint) when the first set of spikes are up and do a jump when
running in the first part of the corridor, avoid the swinging spike bag and
another jump when running in the second part of the corridor, finally jump
without stop over the safe ledge at the end. Pick up the first Soul Of Templar and use
the passage above to return to the initial room through the spikes corridor.
SOUL OF TEMPLAR #2:
Go now
through the N room. Crawl under the spike bag and take a RJ over the fire pit.
Blast the skeleton and notice the octagonal door to your left, open the blue
doors and arrive to a water area with many ledges. Go left and jump onto the N
platform; position Lara in the very NE corner and take a RJ with a right curve
around the corner to land/grab the NE platform (this
is a shortcut NOT intended by me, normal way is along the left wall through
many ledges and blasting some skellies. Well, I guess
everybody is just a human and can miss something, even after 2 weeks of
beta-tests - WASP:); drop into the rectangular
hole in the floor and use the lever there to open a door above. Jump and go up
through the hole, up the blue steps and jump SW to the upper ledge. Look S to
see the door you've opened, go there and get the Crest
Of Order; this releases a fire wraith so
it's time to take a swim. Once the wraith is gone climb
quickly out of the water and shoot the agressive
fish. Explore the pool if you want to pick up shotgun
ammo over the nearby ledge, more shotgun ammo
in the far SW corner and a MP over a ledge in
the N wall. Go to the SE corner to climb up to the beginning ledge and return
again to the place near the opened door.
Use the
wooden bridge now and at the end turn left and jump
over the skeleton. In the corner do a tricky RJ from the left side of the
column to grab the W ledge and get secret #7: a
MP. Return jumping to the column and this time jump to the E gray
ledge and from here a RJ with left curve to land over the S ledge with the
switch. Pull it to open the N doors, use the crack in the pillar to go back,
shoot the skeleton and go there.
Kill the
dog and shoot the E window to enter into the caves. Advance and use the safe
ledges to cross the first lava area; for the second, RJ and grab the W edge,
shimmy to the left, stand up, jump back and jump again with a left curve to
land over the flat ledge. Continue and get the Sigil
Of Order from the pedestal. Behind the
block in the NW corner you can pick up revolver ammo.
Drop through the hole in the floor and make your way back to the octagonal door
you had seen near the entrance of the water room.
Once
there, combine the Crest of Order and Sigil of Order into the Seal Of Order to open
the door. Take one of the torches and make your
way back to the place where you picked up the Sigil of Order, lighting the
torch in the room behind the blue doors where you shot the dog. (In the second
lava pit you'll have to jump from slope to slope with right or left curves to
get the other side). The purpose of the author was to make you jump over the
ledges around the room in a clockwise direction triggering some skeletons and
surpassing a spike trap but as I said you can avoid this by taking a RJ right
from the first ledges. Either way and once there, light the
big candlestick in the corner to open the doors.
Shoot the
seat to get more shotgun ammo, grab the crack in
the NE corner and shimmy all the way right till the end. Enter the CS and pass
the scissors. At the T junction with the spike trap go right and down the
stairs (beware of the pit and the scissors). In the room with the shallow water
at the end pull the switch in the right corner to open the door at the other
side of the spikes. Return there, go down the stairs, jump another spike pit,
kill the bat in the new room and pull the lever to raise some trapdoors in the
room where you came from. Go back there and move the right block over those
trapdoors and on the marked blue tile to the left to raise a block in the room
with shallow water. Use it to go up, pick up the revolver
and shoot the ball in the N CS to open the S door.
In the
next room climb the S wall to the top avoiding the cracks and stand up in the
last but one tile to the right. Go through the passage and at the end pick up
the Shiny Key from the pedestal. You are
now at the beginning of this level. Safety drop down and go to the W doors,
slide to the recess and now you can go through the CS to the left. Cross the
bridge, shoot the glass and use the key to open the door.
In this
room there's a moveable block to your left and a bridge with some open and
closed platforms. At the other side of the bridge there is a small room with a switch which raise the lowered platforms and lower the
raised platforms at the same time. So jump over the ledges to
this small room and use the switch to raise the first platforms, move the block
over them and onto the safe stone ledge and come back to the switch to raise
the next platforms. Continue doing so several times till the block is in
the other side of the bridge; put it over the marked tile in the small room and
the nearby trapdoor opens and you can collect the second Soul Of Templar.
Return
all the way back to the place when you got the lasersight
and place the Souls in its receptacles to open the trapdoor; enter and advance
to the last level.
LEVEL 5 - INNER TOMB
Finally
you arrive to the temple where the sword is, but there are still a lot of tasks
to reach it. Swim into the lake and go out of the water in front of the
building. Run to its right side and around the corners to find a JS in the S
wall. Pulling it open a trapdoor in the middle of the lake, so dive in and
judge the spikes to get the Shiny Key.
Swim out and kill the reptile; this time go to the
left side of the building and use the key. Enter and a grated door opens for
you but also closes behind you. Run up the ramp and stop at the switch in the
recess; pulling that switch reopens the door but also releases a boulder so,
quickly turn right and sprint to the open door; now you can go up the ramp to
the very end. Jump to the other side and kill three reptiles; retrieve the Star Of David and
approach the N exit. Grab the monkeyswing and at the
end pull a JS to open the temple doors.
Enter and
pick up shotgun shells from the sarcophagus,
place the star in the N wall to open the next doors. Enter and from the
crossroad go left (S) and jump over the right fence to get the torch. Go back to the crossroad and this time N. Stop
near the sarcophagus and open it to get uzi clips. Open
the opposite doors and go in taking the torch with you, jumping over the pits
and light it at the end. Go back all the way to the doors and light four wall
sconces, first two in the N wall at the end of the passage and last another two
in the far S wall at the end of the other passage; the nearby E doors open.
Leave the
torch, shoot the glasses and jump into the water. Swim to the very end of the
passage and pull the UW switch there. Don't you lose time and swim back to the
beginning of the swimming through the left open door and up to take a breath.
Dive through the UW opening in E wall to get grenade
ammo and go back. Dive now into either UW opening in the SW corner and
pull the UW switch to open the door. Enter and at the end of the tunnel pull
another UW switch; go back and enter the opened left door to find a last UW
switch in this blue UW room. Now you can go back to the main room for air and
locate the raised block at the NE corner. From this block jump to pull the JS
in E wall. It seems that nothing happens, but go out
of this room and dive all the way around where you pulled the first UW lever
and the N door is open.
Pick up
the Key of Hugo in the middle of the
blue structure, dive through either opening in N wall and pick up shotgun shells. Abandon this room climbing the ledge
in the NW corner. Use the lever to open the big double doors and go out; a
camera shows you two knights approaching.
[NOTE: you can go for a secret first, but this trigger
the knights and when you want go through the door to better lead with them, the
flyby starts and they will kill you easily]
Dispatch
them and go back to the room you came from. Climb the rocks in the NE corner
and use the W ladder to go up. Move the block all around the room and place it over
the blue tile at the entrance; the S door opens and you get secret #8: shotgun shells and revolver ammo.
Go down and out; in front of you the W double doors are opened too. Get uzi
clips from the blue sarcophagus, shoot the knight in the next room, pick
up the sMP from one of
the seats and crawl through either arch to pick up the Shiny Key at the other side. Go back to the
crossroad, continue S to the end and turn right to use your Shiny Key.
Run up
the stairs and shoot the bat, you arrive to a room with a shallow pool and a
small bridge. Safety drop down and shoot a small grate in the SW corner; at the
other side kill the reptile and pull the lever to raise a block outside. Use
that block to reach the S ledge, go E to the end, shoot the bat and pull the JS
in the E wall to raise another block. Go back W and use the new raised block to
reach the N room. Kill the reptile and push the moveable block onto the E tile;
a door opens below near the pool. Notice the brown boulder into the cage;
you'll be back here soon. Pick up the shotgun shells
and go there. Enter in a big room with some pools and many ledges.
Go to the
other side of the room (N) and enter in a small room with black pillars. Jump
from pillar to pillar till you reach the pillar in the E wall. Look for the JS
in the N wall and pull it to raise a block in the big room. Go out of this room
and all the way S and up the very S ramp turn left to jump over the E back and
white ledge. From here face N and make your way jumping over the ledges till you
reach the raised blue block near the N wall. Use it to climb to the upper
ledges and go through the opening in the N wall over the red
cross; use the lever here to raise another block at the other side of
the big room (S) near the narrow blue ramp. Go there and climb to the upper
ledges. Locate the JS in the S wall over the E ledge to raise a block in the
room with the boulder in the cage. Make your way to go there, jump over the
block, pull the switch and watch the cutscene.
Return to the room where the boulder
caused impact and see that it have changed. Jump over the sloped ledge in N
wall and from here jump to the pillar in E wall; then a RJ to the pillar in S
wall and position Lara on the NW corner of this pillar. Do a standing jump left
to grab the edge of the central deformed pillar, pull up and backflip to land on the upper ledge. Go around the room to
the N and climb jumping to the most high ledge in the
center of the N wall; from here do a RJ W to reach the opening in the high NW
corner.
In the
next lava room jump over the lower ledge; turn around and run off the ledge to
land into the small niche in the SW corner to get secret
#9: the grenade gun (this can also be done
using safe drop bug from the higher ledge - Wasp). Jump back to the
ledge and RJ to the next N ledge, go to the other side (E) and position Lara
near the E opening facing NW, do a RJ with a hard right curve to grab the next
ledge N. Jump over the fence and use the slope to jump backwards facing N,
slide, jump forward and grab the block with the switch. Pull the switch to move
the nearby sarcophagus and discover an opening in the corner. Enter and follow
to a new area with another building.
Don't go
to ground floor, walk to the tile between the two columns and to the next;
position Lara in the NE corner of this tile and take a RJ to the pillar near
the wall (no grab). From here a RJ to the arch over the doors; walk W and
another RJ to the gray rock ledge in W wall. Into the cave shoot the reptile
and go to the NW corner near the slope; use the slope to jump backwards facing
S, slide, jump forward and grab the edge of the upper ledge; RJ N and another
RJ to grab the edge of the roof. Shoot the bat, go to the other side of the
roof and take a RJ to reach the triangular opening in E wall; crawl in and jump
over the small lava tile. The tile with the circular picture triggers a boulder
so step on it facing S, run and jump back to the opening you came from. Return
and follow the path to finally reach the top of the entrance of this cave; use
the switch here to open the chapel doors.
Safety
drop down, shoot the knights and enter the chapel, go through the right passage
and pick up the Key of Lorenzo in the
next room. A lot of enemies appear; fight them if you want, if not you can run
and escape from this place and they won't follow you. Return to the lava room,
climb the block with the switch and use the monkeyswing
to land on the small fenced ledge in E wall. Position Lara in the NE corner and
take a RJ with a hard curve to the left and grab the next ledge (run against
the W side of the fence and turn left when jumping). Enter into the E opening,
jump with grab over the spike pit and at the end shoot the glass window and
drop into a familiar room. Return to the crossroads and this time go W and use
the keys to open the big doors.
Cross the
bridge and follow the path to the big tomb (this is
actually the tomb with the gravestones of 9 great founders of the Knights
Templar - all the names are the real names of real founders, including the
father-founder Hugo The Payens - French knight who
lived in Jerusalem and have sworn to protect it from Muslims - that’s how the Templars order started - Wasp:) and further on to the room where Excalibur is (behind the W wall, shooting a
glass door). Pick it up and take a last RJ over the N fence from the ledge
behind the column, go through the opening and up to the sunlight to finish this
fantastic adventure.
Finished
09/11/2007.
©
Copyrights Jose Boo & Wasp :))))