THE TEMPLAR ARCHIVES

Levels by Wasp

 

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

RJ => Running jump

sMP => Small medipack

MP => Large medipack

CS => Crawlspace

 

Many thanks to the author to revised the walkthrough and give us the location of one of the secrets and add some useful and interesting comments.

 

LEVEL 1 - BACK TO THE ROOTS

 

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.

 

LEVEL 2 - PIAZZA LA FONTANA

 

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 :))))