SNOWY
TRIAL REVISED
Level by
Sheevah
Walkthrough
by Phil Lambeth (with thanks to the builder for making several helpful
suggestions and for pointing out the location of two secrets I'd missed).
Begin
facing a full moon in an icy ravine with a fence to your left. A force field of some kind prevents you from
turning around and running north past the stalled Jeep, so run south toward the
palm tree. Turn right at the bend (note
the slightly darker square of ice near the tree) and hop up onto the snow mound
for some pistol ammo (which you can't
use yet, as you have no pistols in your holsters). Go back down and pick up the NOTE. It gives you a warning of enemies soon to
appear, which you'll have to engage without the assistance of any weapon.
Head into
the temple and have a look around.
There are flares on the central
structure. The yellow-orange water is
deadly. There's a closed trap door in
the ice to the SE, and you'll see three temples with locked doors around the
perimeter. Pull down the two wall
switches beneath the arctic fox faces on the columns on the east side of the
central structure. This releases a
quartet of wolves (two with each switch),
so hurry around to the other side and throw the third wall switch in the SE
column. Spikes are triggered that kill
the wolves without causing damage to you.
Pick up the WOODEN HANDLE and the
METAL BLADE left behind by the wolves,
combine them to form the SHOVEL, and
carry it with you back to where you entered the temple area.
Stand on
that darker square of ice you noted earlier and use the shovel to dig a hole in
it. You'll drop down into a
cavern. Go south through the opening
and turn right at the bend. Watch out
for the spike pits ahead as you approach a second cavern. Hop over the pits and go to the far west
wall. Jump up onto the block into the
opening and crawl through to the other side.
Release into the trench south and pick up the REVOLVER at the other end.
Crawl back out and go to another opening SE. Appoach it from the west side, as there's a nearby spike pit
south. Jump up to grab the edge of the
block and shimmy around the corner to your left. By some quirk you'll shimmy right through the block itself, which
makes it a lot easier to drop down on the other side. The builder has reminded me that in these TREP/NGLE levels,
you can enter a crawl space such as this one by using the up arrow. Once inside, hitting the jump key will cause
Lara to roll out the other side.
Therefore, it's not necessary to shimmy around the block as described
above.
Go to the
east wall and push the moveable block there all the way in to reveal a small
cave where you see a key that's protected by spikes. Turn around and go back through the passage you just created. There's another moveable block in the wall
to your left, so push it in as far as you can.
A passage to your left is revealed, so go that way and get the pistol ammo in the left alcove. Reverse roll and go to the opposite
alcove. Push the block there once, revealing
a new passage to your right. Go there
and pull the next block back once.
Reverse roll and make a counterclockwise circuit. Push in the first block as far as it will
go, revealing a passage to your right.
Step inside for SECRET #1 and a GOLDEN SKULL as you're applauded by the
builder. (A nice touch is that your
health bar becomes full each time you find a secret in this level.) Make a
clockwise circuit in the opposite direction and push the block west into the
secret alcove. Reverse roll, go back
and pull the SE block back once, then go around and pull it back once again,
this time west. Go around again and
find the revealed wall switch. Pull it
down to turn off the spikes, and go back there to claim the WATER TEMPLE KEY.
You can
now move the nearby block all the way into the NE passage. When you've done so, the trap door above
falls open. Climb up onto the block and
pull up out of the shaft into the temple area.
Your next destination, the Water Temple, is to your left (north). Go there and pause for the pistol ammo near the left side of the double
doors, then use your key in the receptacle on the right to gain access.
The
Water Temple
Go across
to the far wall and refrain for now from shooting the vases. Stand about three blocks from the NW corner
with your back against the north wall and draw your revolver. Combine it with the laser sight and look up
to see a hole in the ceiling behind the NW pillar. Shoot the swinging ball to open the gate in the nearby west
pool. Jump into the water and swim into
the opening. Fight the strong current
across to the east alcove and pick up the PISTOLS. Swim back out and brave the current once
again to pull two underwater levers, one on each side of the spikes in the
south wall. This opens the door in the
north wall, so flip turn and fight your way there.
Swim into
the short corridor, wade forward, then turn around to locate the pistol ammo on the pedestal in the SW
corner. (The SE pedestal is protected
by a blade trap.) Take a running jump
through the north opening and the giant nutcracker just beyond the portal
should miss you by a hair. Climb the
ladder to the upper walkway, back flip to the ledge and locate the moveable
block in the south wall. Push it
forward all the way as spikes start snapping nearby. Turn to face the spike passage, wait until the spikes nearest you
are up, then run (not sprint) across to the other side. You're met with applause from the builder as
you turn left to pick up the GOLDEN SKULL
for SECRET #2. The spikes have been disabled, so go back to
the previous room.
Jump
across to the upper walkway and go over to the west wall. There's a pushblock there, so pull it back
twice. You can climb onto pushblocks in
TREP levels, so do so and hop down the other side into the revealed alcove in
the west wall. Pull down the wall
switch there after picking up the revolver ammo. This opens the grate higher up in the west
wall, so go back to the block, climb up onto it and take a slightly angled
standing jump and grab to the crack in the wall. Shimmy to the right until you can pull up into the crawl
space. Crawl forward into a small room,
pause to pick up the small medi-pack in
the corner and then pull down the wall switch.
The door
to your left remains closed, but a cut scene shows a jump switch somewhere
outside. At the same time a wraith is released, so quickly crawl back out and
drop into the water to extinguish the wraith.
Swim through the SE tunnel, pick up the pistol
ammo near the end and pull the underwater lever to open the door
behind you. Flip turn and swim up into
the east pool in the Water Temple. Pull
out, run across to the west pool, jump in and use the east opening to access
the lower pool with the strong current.
Fight your way to the north opening and return to the large pool area
(remembering that giant nutcracker just beyond the portal).
Climb the
ladder to the upper walkway, and you can see that jump switch high up in the NW
corner. Go to the west wall and climb
that block again. Jump to the crack in
the wall, and this time keep shimmying to the right past the crawl space and
around a couple of corners until you're over the jump switch. Release and grab again immediately to
activate the jump switch. The door in
the room beyond the crawl space is now open, so return via the SE tunnel (as
described above) and this time you find a demigod
waiting for you on the upper walkway.
Dispatch him, pick up the revolver ammo
he drops, then use the crawl space in the west wall to access the open
alcove. As you enter you hear the sound
of something happening outside. Pick up
the BOWL OF WATER and crawl back.
Drop down
onto the ledge that was just now lowered from the wall. Safety drop from there to the pool below,
which has been turned to a solid sheet of ice.
Note the giant nutcracker at the intersection of the lower walkways and
run over to the SE corner. Pull down
the wall switch to open the timed door in the west wall. Turn to your right and sprint across the ice
to enter the alcove before the door closes.
Once you're safely inside the door stays open. Pull and push the giant urn to the intersection of the lower
walkways. The hammers swing downward to
shatter the urn and reveal the EARTH TEMPLE KEY.
Leave via
the south doorway, past the still-active hammers, and swim through the
underwater room with the strong current back to the Water Temple where another demigod lurks.
Kill him and pick up the revolver ammo
he drops. Use your pistols to shoot the
vases near the north wall and find the pistol ammo
hidden by one of them. Exit the Water
Temple and find two wolves waiting
outside. Kill them and proceed south to
the Earth Temple. Use your key to gain
admittance.
The
Earth Temple
When Lara
enters the Earth Temple for the first time, note that her health bar is
maximized when she steps on the stairs. The steaming mud trenches along the
east and west walls will drain Lara's health, so avoid them. Go around the central platform and take the flares from the pedestal to the right of the
south doorway. (The shotgun ammo on the other pedestal is protected by a blade
trap.) Shoot the little spider that comes through the doorway, then enter,
turn right and slide down the right side of the slope, jumping over the two
swinging blades as necessary, and land in some muddy but safe water. Take the SHOTGUN
from the skeleton that obviously has no further need of it, then grab the
nearby shotgun ammo. Swim east, turn right and pull up onto a
central ledge that spans a large room supported by a number of brick
columns. As you run along the ledge,
bits of the ceiling will break loose and fall down on you, so be careful. A bat
and a little spider will also show up as
you explore this area.
There are
several cages in this area that need to be lowered, and the decor gives an
obvious hint that the use of a torch will be necessary. Jump back into the water on the south side
and look for the flares at the east
end. Climb back up onto the central
ledge and locate the crawl space up in the east wall, a little to your right,
and take an angled standing jump and grab to the wall just beneath it. Climb up the wall and enter the crawl
space. Pull down the wall switch at the
other end to drain the area below.
Go back
and safety drop from the crawl space.
Pull up onto the central ledge and hop down on the north side. Locate the wide hole in the floor and safety
drop to the lower level. Time a run
past the activated spikes and climb up the ladder at the other end. Approach the central pedestal in the upper
room and take a TORCH. Don't pull down the wall switch in the east
wall yet, but turn around and toss the torch down the shaft. Climb down after it, pick it up, run past
the spikes and drop the torch on the grate at the far end.
Go back,
up the ladder, and now throw the wall switch.
A cut scene shows a cage lowering outside. What it doesn't show is another cage being raised in the trench
down below. Go back there, climb to the
top of the cage, pick up the torch and hop up to the dry canal bed. Hop up from there to the central ledge and
go around to the west end. Light the
torch in the alcove where the cage in the cut scene was lowered. (The other wall torches are too high for you
to reach.) Drop the torch momentarily
to pick up the shotgun ammo, then jump
back to the central ledge on the other side and find the brazier in the south
doorway near the middle of the wall.
Light it, and the gate beyond will lift.
Depending
on the state of your health, you can either go for the next secret now, or wait
until you've completed the segment described in the next paragraph. Go to where you see the torch symbol
emblazoned on the pillar at the west end of the central ledge. Take a standing jump SW to the ledge
separating the dry canal bed from the muddy water. Take another standing jump SW into the window that's seemingly
blocked by an iron grate. However, it's
a phantom, so enter the alcove and pick up the GOLDEN
SKULL for SECRET #3 while
the builder applauds.
Enter the
opening in the middle of the south wall and shoot the spider that drops down from the ceiling. Turn the corner to find yorself in a cell
block littered with skeletons. Go to
the switch in the west wall. When you
pull it, the door to the adjacent NW cell is opened and a skeleton is awakened. Either lure it back to the entrance and use your shotgun to blast
it into the canal bed, or stand your ground and use your combined revolver and
laser sight (try to use one round only, to conserve your precious ammo) to
shoot off the skeleton's head and make it forget all about you. Throw the second switch in the NW cell, which
awakens a second skeleton that you can
disable or dispatch as you choose. The
NE cell is now open, so go there and throw the wall switch. Then head to the SW cell and pull down the
fourth and final wall switch. A cut
scene shows one of the cages lowering.
At some point a bat, a little spider and a third skeleton
will show up to attack you. After
you've dealt with them, shoot the pots in the cells for some pistol and shotgun
ammo and a small medi-pack. Retrieve your torch and go back to the
drained canal area.
Go
directly across to the lowered cage in the north wall and light the
brazier. The door beyond opens, so drop
your torch, go inside and jump into the mud pool for a small medi-pack. Pull out, run over the trigger tile in the
NW corner to open the timed door above, then run quickly up the ramp and dash
into the small room to take the BOWL OF EARTH
from the pedestal. Reverse roll and get
outside fast before the clock runs down, the door closes and you're fried to a
crisp. Go down the ramp, back to the central
ledge outside and shoot a bat or two
before locating and picking up your torch.
There's still one more cage to lower in this area, so light the brazier
near the SE corner in the south wall.
The gate beyond lifts, as you've come to expect, so enter and watch the
cage surrounding the spikes slowly descend.
Run past the spikes and pick up the revolver
ammo as the cage rises behind you to cut off any escape.
Save your
game here, as things will happen rather quickly in the next few moments. All of the steps ahead are delayed spike
traps, so arm yourself with the combined revolver and laser sight and run up
quickly into the next area. Boulders
immediately start rolling back and forth in front of you, and a timer at the
top of your screen provides a clue that something very bad is likely to happen
in the next few seconds. Indeed, if you
simply stand there and do nothing (spikes behind you, boulders in front of
you), more boulders will descend from above when the clock runs out and squash
you flat. However, don't panic, as you
have plenty of time to do what you need to do.
Draw a bead on the suspended boulder across the room up in the NE corner
and shoot it. It rolls down and causes
the other boulders to settle in the central lava channel. Then simply run across either ramp to the
other side. Pull the switch in the
south wall and enter the tunnel after the door opens. (You can see a similar closed door across the room on the west
side where the boulders are clustered, but don't worry about that one right
now.) Locate some pistol ammo in the first alcove behind the lamp,
then continue around the corner.
When you
turn the corner you'll activate a trio of teeth doors situated about a block
apart, so time a run just a bit past the first one, stop, and continue until
you're past all three. You then come to
what seems like a dead end, but the block there can be pushed forward to reveal
a connecting corridor. Don't pause to
pick up the shotgun ammo, however, as a
boulder is on its way down toward you from the right. Hop back, and after the boulder passes you can safely collect the
ammo. Go up the ramp to your right, but
turn around before you reach the top, as there's another boulder poised just
around the corner. Hop back up the ramp
until you hear the boulder being triggered, then run back down and turn left
into the passage while the boulder rumbles by.
Go all the way up the ramp and turn left to see a closed door you'll
need to find a way to open.
Go down
the ramp and turn into the second alcove on your right. Pick up the pistol
ammo and push the block forward twice. Climb up on the block, turn around and take a standing jump and
grab to activate the timed jump switch.
The door at the top of the ramp opens briefly, so hop down and get up
there as fast as you can. When you're
safely inside the next room, the door stays open. Take the pistol ammo from
the plinth near the north wall, then go back to that open wooden structure near
the entrance. Draw your pistols and
shatter all four sides, and the door in the west wall opens. Go to the alcove and pull back the urn three
times, so that it comes to rest in the space formerly enclosed by the wooden
structure. The urn magically floats
upward to the level of the ledges above.
Jump up to grab the edge of an invisible tile that supports the urn,
shimmy to your right and pull up onto the ledges. Push and pull the urn to the NE corner, shooting a bat along the way, and once again the urn will be
drawn upward to the next level. Jump
up, grab the invisible tile, shimmy left and pull up. Push and pull the urn to the opposite NW tile, after shooting
another bat, and the door behind you
opens. Shoot two little spiders that drop down from the ceiling, then go
inside and take the FIRE TEMPLE KEY from
the pedestal.
Get back
down to the floor, exit this room and run all the way down the ramp. Around the corner, where the boulder has
dropped into a hole, you can jump over for a small
medi-pack. Return past the
teeth doors to the rolling boulder room.
The door in the west wall is now open, and when you enter the other door
at the end of the short passage also opens when you approach it. A skeleton
is awakened on the central ledge when you get back there, so deposit it in the
canal bed with a couple of blasts from your shotgun and then pick up your
lighted torch. Go across to the other
side and light the brazier in the north alcove. When the gate beyond lifts, toss the torch aside (you no longer
need it) and make your way through the winding corridor, being mindful of the
large chunks of debris falling from the ceiling. Climb the ladder at the other
end and step forward. You'll hear the
sound of a gate lifting to your right in the connecting corrider ahead. Shoot a bat
and return to the Earth Temple. Deal with
another bat on your way outside, where a
couple of wolves are waiting for
you. Head east to the Fire Temple and
use your key to get inside.
The
Fire Temple
As soon
as you cross the threshold the door closes behind you. A flyby carries you through the spacious
interior, ending with a close-up view of your next goal, the Bowl of Fire. Note for later the gated mirror room off to
your right, then go east past the archways into a larger room featuring a
central lava pool. The room with the
floor switches to your left appears to be blocked by a glass wall, but there's
a missing panel in the far left side.
Go in (the color scheme changes) and note two rows of floor switches
facing each other, five in one row and four in the other. When I played the game, nothing bad happened
when I pushed the switches at random.
However, the builder says that pushing any but the three correct
switches should kill Lara in short order.
The proper way to proceed is by standing outside the switch room
and looking at the symbols beneath the transparent floor. The three switches directly above the fire
symbols are the ones you should push.
Unfortunately, when you step inside the room to get a better angle, the
symbols change along with the color.
Here are the right switches to push (counting from left to right):
North
row: 1 and 4
South
row: 3 only
The gate
on the other side of the Fire Temple (in the south wall) opens, so go there,
noting the receptacle to your right along the way, and enter the corridor. Go past a closed gate inside and pull up to
your left. Slide a short distance and
jump off two slopes, and on the third slope allow Lara to slide down to the
tile. Jump forward before it crumbles,
slide down the other side to the next tile and take a standing jump and grab to
a safe block. Pull up, hop down the
other side, turn left and save your game.
Take a running jump to about the middle of the breaktile, turn left and
take a standing jump west to the next tile and a running jump to the third
one. Side flip left into the alcove and
pick up the revolver ammo. Stand at the edge of the alcove and look
NW. There's a partially obscured
swinging ball up in the ceiling, so shoot it with your combined revolver and
laser sight to make a rope drop down before you. Use it to swing over to the west opening and pick up the CARTOUCHE.
The gate
ahead lifts when you land, and a demigod
is alerted outside at the same time, so draw a suitable weapon and prepare to
engage it upon returning to the Fire Temple.
When it's dead, place the Cartouche in the nearby receptacle you noted
earlier. A pole appears not far away
near the archways, so climb it facing south and back flip to the ledge. This alerts a harpy,
so get rid of it before proceeding. (If
you safety drop to the floor and run around a bit, you may be fortunate enough
to have it become preoccupied with a wall.
If so, it'll be a lot easier to kill.
Then simply climb back up the pole and proceed.)
Go to the
north edge of the ledge, stand at the NE corner and take a running jump to the
translucent tile (which is stable along with all the others). Proceed in a clockwise direction until you
reach the switch in the east wall. When
you pull it down, a grate is opened in a crawl space high up in the east
wall. At the same time the translucent
tiles that spiral around the room become infected with intermittent flame
blowers, making them much more difficult to navigate. However, you can safety drop to the floor from here and
completely bypass the three tiles along the north wall. Climb the pole and back flip to the ledge as
you did earlier, but this time jump up and grab the tile to which the pole is
attached. Pull up and face SE. Wait until the flames subside and take a
standing jump to the near corner of the tile.
If necessary, step back quickly before the flames return.
Square
up, hop back, grab the edge of the tile and shimmy around to the other (east)
side. Pull up, turn around and take a
standing jump with grab to the next tile.
Shimmy around to the far side as before and pull up. Take a standing jump with grab to the last
tile, pull up in the left corner and take a slightly angled running jump and
grab to the crawl space. Pull up and
crawl inside. In the next room there's
a closed door to your right for later and a nearby wall switch. When you throw the latter (save your game
first), a fire wraith is summoned as a
cut scene shows a gate lifting in the cage that houses the Bowl of Fire. Quickly go to the hole in the corner, turn
to face the crawl space, and hop backward so you'll slide down the slope facing
forward. About halfway down, jump off
the slope and grab the jump switch. The
lava pool in the Fire Temple is converted to clear water, so run past the demigod and jump into the pool to douse the
wraith. Pull the underwater lever to
gain access to the next secret, then pull out of the pool to dispose of the
demigod.
Climb the
pole, make your way along the tiles as before to the crawl space in the east
wall, and crawl inside to find that the door to your right is now open. Enter the alcove and take the GOLDEN SKULL from the plinth for SECRET #4.
Use the slope to slide back down to the Fire Temple floor and climb up
the pole once again. Back flip to the
ledge, and now you're going to have to navigate those tiles along the north
wall. Walk out to the NE corner of the
ledge and take a running jump to the nearest tile when the flames are
down. Square up, hop back and grab the
edge, and shimmy around to the NE corner.
Pull up, turn around and take a standing jump and grab to the next
tile. Shimmy to your left and pull up
facing the suspended cage. When the
flames go down, take a running jump and grab to the doorway. Pull up inside the
cage, step forward and take the BOWL OF FIRE
from the pedestal. The gate to the
mirror room has lifted, so safety drop to the floor and go there. When you pass under the archway another harpy flies out to the attack, so pause to kill it.
Inside
the mirror room are steady flame blowers and deadly floor tiles. Go halfway down the central path, turn left
and run between the pillars to the east wall.
Turn left and throw the wall switch in the corner. Go back to the midway point between the
pillars, return to the central path and turn left. The flame blowers are off, so run to the mirror, turn left and go
pick up the BINOCULARS. Reverse roll, go to the other side and pull
down the wall switch to open a trap door.
Return to the central path, turn left, and at the midway point between
the pillars run to the west wall. Turn
right and run until you're stopped by an invisible block. Pull up onto it, step forward and pull up
into an upper room. Push the floor
lever in the corner, and a cut scene shows the three cages lowering at the
temple stairs outside. Take a TORCH from the pedestal and hop down through the
hole. Return cautiously to the central
path (the flame tiles are still active) and turn to face the mirror. Use your binoculars to spy out the main room
outside. You can barely make out a
floor crawl space next to one of the large vases against the far wall. Go there, crawl into the space near the left
vase and turn around to drop into the hole.
Pick up the GOLDEN SKULL for SECRET #5 and a final
round of applause.
Crawl
back out, go get the torch wherever you dropped it and light it with one of the
candles near the entrance (stand on the lower step). Then go light four candles on similar candlesticks (two on either
side of the arches). The door at the
entrance is now open, so toss the torch and head outside.
A cut
scene shows a boulder dropping down to block one of the switches you used at
the beginning of the level, followed by a comic parade of four Arctic Ahmets, waddling along in single file,
which makes you want to reach for your big guns. However, all of your weapons have been stripped away. Run forward and jump across the deadly
yellow-orange water to the central structure where the ahmets won't
follow. From here you're going to have
to jump over to each pedestal in turn and place the Bowl of Water, Bowl of
Earth and Bowl of Fire on their appropriate pedestal, beating a hasty retreat each time back to the central
structure. When the third bowl has been
placed, you'll experience a minor earthquake, after which you'll find that the
formerly deadly water is now quite clear and safe.
Say
goodbye to the ahmets, jump into the water and locate the hole at the east end
as Lara's theme music plays. Swim
forward through the tunnel until you hit the finish trigger.