CHAMBERS OF FIRST IMPRESSIONS

 

Level by Bjorn Schrijen (May, 2008)

 

Walkthrough by Harry Laudie, and slightly revised by Phil Lambeth to cover the updated version released by the builder in 2010.

 

 

You start by dropping onto a slope and sliding down into a room. There are four holes near the side walls of the room. The holes contain:

 

North wall green hole - two large medipacks

 

North wall yellow hole - Crossbow

 

South wall red hole - Shotgun

 

South wall blue hole - Uzis

 

Pick one and spikes appear in the other three holes. I picked up the shotgun. Then go west up the steps and follow the corridor into a dark tunnel. Walk into the dark tunnel and you stop at a hole. You have a choice.

 

Route 1: Jump over the hole and get past the four scissor traps. Climb down a ladder and enter a dark cave.

 

Route 2: Drop into the hole and slide down a slope. Jump forward over a spike trap and grab a ledge. Go forward to run through a scissors trap and jump over a spike pit. Go forward to pull up into a dark cave.

 

Run up the slope and pick up flares at the east wall. You get a warning sound but nothing happens. Go up to the north-west corner and pick up Horseman's Gem #1 from the dark corner. In the updated version these gems are counted as secrets.  Enter a tunnel in the north wall. Sprint down the tunnel and you will catch fire. Drop into a pool of water to extinguish the fire. Pick up a small medipack from the bottom. Pull up and enter the next tunnel. Lara's theme music plays, falsely implying that all is now peaceful and serene. You will need full health for this next run. Run down the tunnel and get past two scissor traps before they're triggered. You also catch fire again. Stand at the end of the tunnel and use SHIFT and ALT to swan dive into a water hole in the bottom of a deep room. If you just run or jump off the edge, you will land on spikes. Make sure you're lined up straight before you jump. Pick up Horseman's Gem #2 where you land. There is a small medipack on the west ledge but the spikes protect it. Swim forward, pull up on the east ledge and a door opens for you.

 

Do not enter the door yet. Go to the middle of the south wall. Go to the end of a corridor and pick up a small medipack. Go north and jump around a plant. Go to the middle of the north wall. Go to the end of a corridor and pick up Horseman's Gem #3. Now return to the spike room and enter the open door in the east wall. Go down the wooden steps and emerge into a room with a large pool. Do not jump in, as the pool is a fake. It is not water but rather disguises a deep pit. However, it is solid in spots. Pick up crossbow normal ammo. From there, carefully walk over an invisible bridge over the deep pit. Go east, north, east, south, east, south, east, and north onto the wooden ledge.

 

Drop into the hole so that you slide backwards down a slope. Grab at the bottom, pull up and take a rolling back flip over a deep pit to grab another slope. Pull up and slide down a little. Jump forward over another deep pit to land on a ledge. Climb a long ladder on the north wall (divided into two shorter ladders in the updated version). Pull up into a room. Shoot the box at the south wall and pick up Horseman's Gem #4. The other two boxes are empty. Climb the north wall and hop onto a ledge. The camera view becomes fixed. Jump the ledges over the deadly floor with a running jump, a standing jump and a standing jump with grab. Go north on the last ledge and the camera view changes back to normal. Go to the bottom of the ledges and shoot a box near the west wall for a small medipack. Run up the steps to the top. Hop onto a block and grab the ceiling. Monkey swing to the east and across the gap. Go through a short tunnel into a room with four round columns.

 

Jump onto the central platform and pick up flares. I think that the idea is to go up the steps in the south-west corner and jump all the slopes around the room. This will trigger spikes. But there is a shortcut you can use without triggering the spikes. Go to the north-east corner and pull up onto a sloped block where you can stand. Stand jump west to grab the top of a slope. Pull up and slide down and jump forward to grab a ledge. Stand jump onto the roof over the round columns. Go east and pick up Horseman's Gem #5. Go back to the ledge and enter the west tunnel. You enter another room with four holes. The holes contain:

 

North wall green hole - laser sight and small medipack

 

North wall yellow hole - crossbow normal ammo and crossbow poison ammo

 

South wall red hole - red shotgun shells and blue shotgun shells

 

South wall blue hole - uzi ammo

 

Pick one and spikes appear in the other three holes. I picked up the shotgun shells. Then go west up the ramp and see three corridors. You have a choice, so save your game here if you wish to try them all.

 

Route 1 - south green corridor: Follow the twisting corridor to a ledge over a large lake. Shoot a skeleton into the lake (assuming you have the shotgun) .

 

Route 2 - middle yellow corridor: Weave your way through a spike-trapped corridor to a ledge over a large lake. Pause before each row to trigger the spikes, and continue over the safe areas.  At the end, shoot a skeleton into the lake.

 

Route 3 - north red corridor: Bounce between slopes to get over a spike trap. Bounce between slopes again to get over a second spike trap. You reach a ledge over a large lake. There is no skeleton, so arguably this is the easiest choice.

 

Drop into the large lake. Swim to the south-east corner. Pull up onto a platform to pick up Horseman's Gem #6. Dive back into the water. Swim to the south-west corner. Pick up Horseman's Gem #7 from behind a column in that corner. Swim to the north-west corner. Pick up Horseman's Gem #8 from behind a column in that corner. Now swim east and pull up onto a platform. Run and jump to grab a platform to the south. Pull up onto the platform. Make a hard corner-to-corner jump to the platform to the north-west. Hop back from the corner and jump straight up one time. Take your running jump, holding down the jump key without using grab. Repeat to get to the next platform to the north-west. Go west to climb the ledge.

 

You are in front of a temple. Go to the north-west corner. Pick up Horseman's Gem #9 near the north wall near the corner plant. Go to the south-west corner. Go north and jump onto the temple ledge with the columns and pick up Horseman's Gem #10. Go to the front of the temple and enter the doorway. Follow the high wall around to the back wall. Go east into an opening and drop into a deep shaft. You land in water. Swim to the north-west corner and pick up Horseman's Gem #11 by the west wall. Swim south and notice a closed underwater door in the west wall and another closed underwater door in the far south wall. Surface anywhere to pull up on any ledge and shoot a skeleton into the water.

 

You are in a large room with high walls. Go to the south-east corner and pick up Horseman's Gem #12 from the floor in the dark corner. Go west and into the water. Swim on the surface and go west. Pull up into a dark alcove to the south. Pull down the jump switch on the south wall. Dive back into the water. Swim to the south-west corner and through the open underwater door. Find a hole in the ceiling. Pull up into a dark room and pull down the jump switch on the north wall. Dive back into the water and swim through the open underwater door in the west wall. Swim up and surface in a large room.

 

To the west is a long slope. There are a few sections where you can stand. Go south and stand jump onto the first section to the west. Use stand jumps to get up the sections of the slope. At the top stand jump into a top corridor. Go north and stand jump again on another slope with sections where you can stand. In one section you may have to run and jump to make the next section. At the top, go east and see a multi-colored floor. Follow the path and slide down a long slope.

 

You land on a platform and a demigod starts to shoot at you. Run and jump onto the ledge to the east. Go south and run and jump onto the ledge underneath the slope. Open the sarcophagus for Horseman's Gem #13 and pick up Horseman's Gem #14 next to the sarcophagus. Now run and jump north back onto that east ledge. You can stand there and shoot the demigod. Or go north and jump onto the platform and shoot the demigod up close. Either way, pick up the crowbar from the dead body. Go east and run and jump to grab a dark block on the east platform. Pull up and search the platform for Horseman's Gem #15. Jump back to the demigod platform.

 

Jump into the alcove in the middle of the north wall. Use the crowbar to open the door. Step inside the door. Run up the slope and the level ends.

 

03-jun-2008