PURE HORROR

Level by MpGrill (January, 2009)

Walkthrough by Harry Laudie (his 500th!)

[Note] This level is ultra-dark. I do not know why authors think that a pitch-black level makes good gameplay. It is just annoying. Many flybys and cut scenes are basically useless to see anything. You are given only 150 flares but you really need about 15000 flares to really play the level. [End note]


Level 1: The Dark Rooms

You start in a very dark room. Go forward and south and open the door into the corridor. Go to the right and then around the corner. You can see two doors. Open the west door and enter the room. Go to the back wall and pick up a
small medipack. Exit and open the east wall door. Enter the room but the room only contains a fire. You can see ammo behind a wall grate. Exit back into the corridor.

Go south to a T-junction. To the left is the door to the basement. Go right and open another door. You enter another corridor. Go right and open the door at the end. Enter the dark room and see a closed gate in the north wall. Go to the north-east corner and pick up the binoculars off the floor. Also notice a fuse panel in the south-east corner. Exit the room and go south to a T-junction. To the right is a closed fence.

Go to the left and follow the corridor to a door marked "Exit. Open the door and go up the steps. You find a closed gate and a key lock. You can open the door to the north but grates close the corridor. However you can see the room from the loading screen. You can do nothing here now. But you now know where the key lock is located. Return down the steps. Follow the corridor and return through the door in the west wall.

Go straight to the end of the corridor and open another door. Go down the steps into the basement corridor. A
bat will follow you. You get a flyby that is too dark to be useful. Continue into the basement main corridors. The floors are flooded with water. You are at a T-junction. Go left to a T-junction. Go left and follow the corridor to another T-junction. Go left to the end and open the door. Follow the small corridor to a room with a fire. Go to the west wall behind the fire and pick up the pistols off the floor. You can pull back the dead guards but they have nothing. Notice a closed gate and a key lock in the east wall. That is the exit from this level. Now exit the room and return to the flooded corridors. You can shoot the bat if it bothers you.

Ahead is a dead end. Follow the corridor back to the T-junction. Go straight to another T-junction. Go left and reach another T-junction. The left is a dead-end. Go right to the end and open the door. Enter the room and you can find
pistol ammo and a small medipack on the floor. There is a closed gate in the east wall. Exit the room back into the flooded corridors. Go left, left, and straight and you should reach a dry area. Continue north and ignore the branch corridor. Go straight to the end and open another door.

You enter a room with grates for a floor and a ceiling. You can see a gate in the room above but you can do nothing here. Exit this room. Go left at a branch corridor and follow it to return to the basement entrance. Follow the steps up to where you started. Go straight through the open door and go to the right. Enter the room and shoot the fuse panel. You may need to shoot another
bat. Pull down the switch and get another flyby. It shows the exit door and the rest of the flyby is too dark to be useful. Exit the room and go straight and left. Follow the corridor through the door and up the steps. Go left through the door. Now the gate is open in the north wall. Be careful of the fires.

Go north and
two creatures attack. It was too dark to identify exactly but they look like large balls. I continued north to the end and open a door. You enter another corridor with many closed doors. When I returned into the first corridor, the creatures were gone.

Open the east wall door and enter the room. Go to the north-east corner and pick up a
small medipack off the floor. Exit back to the corridor. Open the west wall door and enter the room. Go to the north-west corner and pick up pistol ammo off the floor. Exit back to the corridor.

Go north to another T-junction. To the left is a dead-end. Go right and follow the corridor around a corner. You see more closed doors. Open the west wall door and enter the room. Pick up
red shotgun shells off the floor and exit the room back into the corridor.

Open the east wall door and enter the washroom. Go east towards the end and shoot a
swordsman. Go to the end of the room again and pick up pistol ammo off the floor. Get into the lower crawl space in the south wall. Crawl through and drop into a room. Use the floor lever to open the gate. Go through the tunnel and shimmy past the first swinging spike bag. Stand up and run off south-east onto a lower column at the east wall. Drop down onto the lower blocks to the west to reach the floor. Use the floor lever and get a cut scene of a gate rising near a fire. Climb the blocks and stand jump to grab the ledge. Shimmy past the second spike bag.

Go east to enter the room and see two closed gates in the side wall. Reach into the south wall reach-in hole and pick up a
large medipack. The north reach-in hole has nothing. Go east and pick up pistol ammo off the floor. Go east up the ramp. Enter the next room and a gate closes behind you. Go up the ramp and pick up the Second Floor Key. You get a cut scene of the gate opening behind you. Stand jump south to grab the edge of an upper tunnel. Pull up into the tunnel and go forward. Drop into a lower tunnel and follow it. Shoot a swordsman or run past him and go to the end of the tunnel. Drop backwards into a crawl space. You land in a water pool. There is a closed underwater gate in the south-east corner. Swim into the crawl space in the lower west wall.

Follow the underwater tunnel to another pool. Swim up and pull up onto the north ledge. Use the floor lever and get a cut scene of the underwater gate opening. Swim back and follow the new underwater tunnel. You pull up into a dark area with a low ceiling. Go north-west and follow the tunnel. Carefully get around the fire. Pick up
red shotgun shells for secret #1. Return to the room and go south through an open gate. You are back in the room with the fuse panel.

Exit the room and go south to a T-junction. Go left and through the door. Go up the steps and use the key to open the gate. Go up the steps and the gate opens as you approach. Enter the new corridor and the gate closes behind you. The north wall gate is closed. Go south and turn the corner. When you trigger the
Atlantean creature, turn around and run back. The north wall gate is open. Run inside the tunnel and the gate closes. You can turn around and watch as the creature hits the closed gate and disappears. Follow the tunnel to a set of teeth doors.

Get past the first set of teeth doors. You enter a maze with teeth door traps. Go left through the teeth doors. Use the floor lever and get a cut scene of teeth doors. Exit and enter a north tunnel. Go to the end and pick up
pistol ammo. Go back and enter an east wall branch tunnel. Get past another set of teeth doors. Follow the tunnel through an open gate. Enter a small room and use the floor lever to open the gate in the corner. Jump to grab the climbable wall with the open gate. Climb down to the bottom and drop into another room.

Use the floor lever to open the gate in the corner. Drop into the next room. You are in the room above the room with the grate ceiling that you saw in the basement. Go into the south-west corner alcove. You can see a water texture on the upper east wall. It means nothing. Go into the north-east corner and pull up into a north wall crawl space. Crawl through and drop into another room. You get a cut scene of a fence. Go east and follow the fences to the far side with a fire. Shoot a
bat and pick up red shotgun shells off the floor. Enter the north wall tunnel and follow the tunnel to a dark room.

Drop into the room and get a flyby of the room showing a hole in the ceiling. Go to the south-east corner and pick up the
shotgun off the floor next to the sofa. Go to the east side of the central column and pull down a jump switch. You get a cut scene of a gate opening. Enter the tunnel in the east wall. Shoot a swordsman and follow the tunnel to a small room. Enter the open gate and be careful of the teeth doors. Before you turn the corner, notice a wall ladder on the north wall above your head. Climb the wall ladder and pull up onto a ledge above the room that you left earlier.

There is a closed upper gate to your right. Follow the ledge in a clockwise direction. Go past a closed gate and pick up
pistol ammo from the floor. Follow the ledge past another two closed gates. Near the south-west corner, look up and see a jump switch on a column. Pull down that jump switch. Return on the ledge and enter the open gate in the north wall. You enter a room with a central skull tile. Save the game for a time run. Run over the tile and out the door. Go left and jump into an open gate in the south wall. It is near where you pulled up onto the ledge. The gate closes behind you. Follow the tunnel and drop into a large room.

Go south-east and then jump over some south boxes. Pick up the
crowbar off the floor. Return to the entrance tunnel. Now go south-west and jump over some south boxes. Shoot the fuse panel on the south wall. Pull down exit gate switch #1. Go to the south-west corner and pull up into a south wall crawl space. Crawl south and then east to stand up. Continue east and drop into a hole into a lower room. Go west and shoot the fuse panel. Pull down switch #2 and get a very dark cut scene that may be a gate opening somewhere. Return to the hole and pull up on the west ledge. Crawl back into the room with the many boxes. Return back through the entrance tunnel to the ledge. If the gate is still closed, return to the room and reset exit gate switch #1 in the corner. The author refers to a switch that must be used two times. Switch #1 may be that switch.

Follow the ledge clockwise to find an upper open gate in the west wall. Follow the tunnel to a room where you have been before to get a key. Go across the room to enter the open gate in the north wall. Go to the back of the tunnel. Pick up the
Uzi's for secret #2. Go back the way you came and return to the ledge. There is still a closed gate in the east wall. You may also see a cross-like receptacle in the middle of the columns in the room. You have to return here after the next level. Go the south wall and climb down into the tunnel with the teeth doors again.

Go south and open the door. You enter another corridor. Cross the corridor and open the door in the south wall. Enter the room and the camera view changes to show you the blue angel statue in the room. Pick up a
large medipack from the floor and exit back to the corridor. Go east to a T-junction. Go north and open the west wall door. Follow the toilets to the back of the washroom and pick up red shotgun shells. Return to the corridor. Open the door in the east wall and shoot the barricade. You can see a face on the floor but nothing else. Stand on the north side of the mouth and use the crowbar like a broken floor lever. You hear a siren. Shoot the barricades that have magically appeared in front of the door again and return to the corridor.

The corridor is a blood red color. You have to shoot
three flying sea hags. Return to the room with the blue angel statue again. Go into the south-east corner and pick up red shotgun shells for secret #3. Do not enter the north tunnel. It is now a fire trap. Go east to the T-junction again.

Go south and enter the open door in the east wall. Run up the steps and open a door. You enter a small room where the camera view changes. Save the game in case you get a bug. Go to the south-east corner and pick up the
Underground Key. The room color changes. Go behind the bed and use the floor lever. Go down the steps into the corridor. Open the west wall door and enter the tunnel. It may seem like a maze but it is not. Follow the tunnel to a hole. Climb down a wall ladder down to the bottom. Pull up into a higher west tunnel. You should see knife blades. This was a bug mentioned in the forum. Two knife blades have stopped. I used a side jump over the third knife blade. Continue in the tunnel and go through an open gate.

Continue and enter a room in the basement. Exit out the south door onto the flooded floor. Go straight and left and follow the corridor to a T-Junction. Take the right side branch. Go straight and follow the corridor back to the room where you found the pistols. Go to the west wall and use the key in the key lock to open the gate. Enter the tunnel and run forward and the level changes.

Level 2: The Underground

This level is also inhumanly dark. You start in a tunnel that finished the last level. Go forward and enter a corridor. There is a closed gate in front of you. The south branch is a dead end. Go north and stop before a sand pit. Stand jump west onto a platform. If you fall into the pit, you can get back onto the ledge at this point below you. Continue to jump the ledges and watch out for the gaps. On the last platform, use the floor lever. You get a cut scene of Lara on the platform. Do not drop down yet.

Go to the east edge of the platform. Run and jump north-east to land on the top of a sand hill. Enter a lower crawl space in the east wall. You enter a dark cave. Follow the cave to the left and drop into a tunnel. Follow the tunnel to a large dark room. There are piles of boxes in the room. Shoot the boxes and search the debris for the
Underground Key and red shotgun shells. Use the key in the key lock on the south wall to open the gate.

Follow the tunnel to a room. A gate opens in the west wall. That is the exit for later. Push in the south-east moveable box #1 twice. Go west and north to push moveable box #2 out onto the ledge. Go onto the ledge and pull box #2 to the east. Pull back box #1 and enter the room again to push box #1 onto the ledge and onto a fancy tile. Go outside again and pick up
Uzi ammo between the boxes for secret #4. Move box #1 and box #2 to the west. Enter the room again. Pull the right moveable box #3 back once. Push it to the west. The left moveable box #4 is not used. Enter the new room behind the boxes and use a floor lever. You get a ultra-black cut scene of who knows where.

Exit these rooms and enter the open gate in the west wall. Follow the tunnel and climb the blocks. Follow the tunnel again and a gate opens in the north-east corner. Exit the gate and you are back at the start of the level. Enter the tunnel again and go to the corner. Look above you head to the south and see a ladder. That is for later but remember where it is located. Exit the tunnel and go north to the edge of the sand pit. Safety drop into the pit. Pull up into the west wall tunnel between the wall torches. Follow the tunnel to a room with columns. Go to the right and back flip onto the corner slope. Jump forward to grab a grate. Pull up onto the grate and go north. Use the floor lever and the gate opens in the east wall.

You enter another dark room and see moveable boxes. Notice a fancy tile on the floor as you enter the room. Pull back any moveable box and place it on the fancy tile. You get a flyby of a large cross and a floor lever. However the entranceway is blocked. Pull back the south-west corner box and pull up through a hole in the ceiling grate. Go east and north to walk under a box on the ceiling grate. You get a cut scene of an open gate near a red floor. There is no exit from this room. Drop down to the room below and push the box out of the entranceway. Return to the room with a floor lever. Go to any corner and drop into the room below. Exit out the east tunnel to the sand pit.

Go to the south-east corner and pull up onto the sand. Stand jump to grab the upper west ledge. Pull up and jump to the east ledge. Exit this area and return to the tunnel with the wall ladder in the corner. Jump up to grab the ladder by your fingernails. Climb the ladder and back flip onto a higher ledge. Use the floor lever and get another dark cut scene. Turn around and go east to the wall. Then go north to the wall and shoot the boxes. Pick up
pistol ammo off the floor.

Go back and walk onto a west platform near the middle of the room. Notice that the cross from the cut scene is in the middle of the sand pit. I could not run and jump to grab the next west ledge. I jumped onto the top of the cross and then used a stand jump to grab the west ledge. Pull up and continue to go to the north wall. Go left and through an open gate. Follow the tunnel to the red floor from the cut scene. The floor is a fire trap. Jump up to grab the ceiling and monkey swing over the deadly floor.

Go through the open gate. Follow the tunnel to an area with fire traps on the floor and swinging lamps. Be careful of the swinging lamps. They can swing into the wall and you cannot see them. Jump the gaps in the floor. Go south, west, and north to a floor lever. Use the floor lever and get a cut scene of Lara in the corner. Run and jump to the north-east and you can see the open gate. If you stay near a wall, the lamps cannot hit you. Do a final stand jump over a fire trap and into the open gate.

Follow the tunnel to a room with a deadly floor. Shoot the two boxes on the side platforms. Jump there to pick up
red shotgun shells and a large medipack. You can shoot the throne to reveal a key. If you try to get the key, a spike ball falls and kills you. A note from the author in the TRLE forum states that the key is not needed. Run and jump north-east into a hole in the deadly floor. Go one tile west and jump up to grab the ceiling. Monkey swing straight to the south wall. Turn left for one tile and release. You land on a safe tile.

Enter the tunnel and go left, right, right, straight, right, and left to find the crawl space exit. Crawl east and stand up. Go east through a second crawl space. In the second stand up tunnel, pull up to the north into a dark room. Go north into the corner and pull up into a dark crawl space. Crawl around the alcove and pick up
Uzi ammo for secret #5. Drop down again into the room. Go to the east wall and then north to reach another room. You can hear a grandfather clock ticking at the north wall. Go there and go west into an alcove behind the sofa. Pick up the revolver for secret #6. Go to the south-west corner. Follow the west tunnel to another room.

Go north-east and shoot
two dogs that sneak up from behind. Go east to find two beds. Go south into a dark alcove and pick up revolver ammo. Go to the north-west corner and go north into the next room. Go straight north and go left behind the sofa for the next room. There is another grandfather clock. There are also two moveable pedestals at the north wall. On the floor you can see two tiles with a triangle symbol. Move the pedestals onto those tiles. When you move a pedestal onto the east triangle symbol, you get another flyby of the dark rooms. Turn around and there is a hole behind you. Drop into the hole and follow the tunnel to the east.

Light a flare and stay near the right side wall. When you see a right side branch tunnel, go to the right. Follow that tunnel to the end. Make a quick left and right turn and you should slide down a slope and fall into a water trench. Go east and wade past any side tunnels. Go to the end of the trench and pull up into an upper north side alcove. Pick up
revolver ammo for secret #7. Get down and return west to the tunnel branches. To the south is a dead-end. Go north and just follow the tunnel to a higher dry ledge. Save the game before you pull up. Pull up and the camera view changes. Turn to the left and run down the tunnel to avoid the wheel blade. Run down the tunnel and into a dark room. A gate closes behind you and you hear a beating heart. There are two exit routes from this room.

Go to the north-west room and then go west to jump over a pipe. You can see a closed gate to the north. Carefully go north just past the fence and onto a bridge over a deep pit. The light from the binoculars is useful here. Look west and see a ledge and a climbable wall. Run and jump to grab the wall and climb down into the pit. Save the game before you turn around and jump down to the floor lever. The pit bottom has illegal slopes and you cannot get back out. Use the floor lever and climb up the wall ladder back onto the ledge. Run and jump back to the bridge over the pit. Go north and enter the open gate.

Wait at the door and shoot the
flying sea hag that appears. You enter another collection of very dark rooms. Go to the south-west corner and go west into the next dark room. Continue west into another dark room. Go to the north-west and jump over a pipe. Go west and enter a room with a bed. The camera view changes to overhead. Go to the south side of the bed and pick up a shotgun off the floor. Shoot the flying sea hag that appears.

There are two closed gates in the south wall behind the columns. Face north and see three columns. Go to the far right north wall column. Climb up the wall ladder on the west side. Pull up into a dark alcove and use a floor lever. You get a black cut scene of a gate. Climb back down to the floor. There is an open gate in the west wall behind the middle column. Go there and save the game before you enter the dark tunnel. Enter the tunnel and run to the left. You can see a wheel blade following you. Run left into another alcove for safety. Notice the skull tile, which is a trigger to open a gate at the other end of the tunnel. Go south and use the entrance and the next south alcove for safety. A gate is open in the west wall. Save again as you see another wheel blade.

Go west and step on another skull tile. You get another cut scene of the wheel blade. Exit here and when it is safe, run north to the end of the tunnel. Turn right through an open gate. Step on another skull tile. You get a cut scene of the bars of a gate. Use the safety alcoves again to get past the wheel blades. Return to the room with the bed. Go to the south wall and see that the two gates are open.

Enter the left gate and pull back a moveable box. Exit and enter the right gate. You are in the tunnel with the moveable box. There are two skull tiles in this tunnel. One skull tile at each end. Push the box west onto a skull tile. Pull it back and place the box on the east skull tile. You get a cut scene of a gate opening. Go to the opening you pulled the box from. Go south and east into a dark room. You get a cut scene of the room with the bed. Go to the north-west corner and pick up the
Underground Key from the floor.

Return to the room with the bed. Go to the north-east corner and use the crowbar on the broken floor lever. You get a cut scene of the tunnels in the south wall. Return there and go south in the tunnel. Pick up a
large medipack that has appeared for secret #8. Return to the room with the bed. Go behind the north wall columns and pick up pistol ammo off the floor. I do not know if it appeared or I just missed it earlier. Go east to exit this room. Go north-east to the next room. Go north to a room. Go to the south-east and exit back onto the bridge across the pit. Go south-east, east, and south-east to return to the room where you started.

Now go to the north-east corner and jump over a pipe. Go north and crawl under a north pipe. Go to the west and pick up
red shotgun shells. Crawl back and go to the south-east corner. Just follow the floor and shoot a flying sea hag. Go to the north-east corner and enter another room. Go north and pick up pistol ammo. Jump over the pipe and go south-east to exit this room. Continue south-east and go to the south wall. Use the key in the key lock to open the gate.

You enter a washroom. Follow the floor and pick up a
large medipack. Just follow the floor to reach a floor lever. Save the game. Use the floor lever and get a cut scene of bloody walls and a creature. There is also sound of a siren and a beating heart. I could not kill the creature. Not enough ammo. I reloaded a save game and used the floor lever again. This time I ran to the entrance of the washroom. It was blocked so I ran back to the floor lever. The south wall behind the floor lever was open. I never did shoot the creature. Slide down the slope and land in a dark room. Go south and east to pick up Uzi ammo near pipes in the floor. Continue south to a grandfather clock. Turn around and shoot a flying sea hag. This is a dead-end.

Go north to where you entered this room. Go behind the pipe in the north-east corner and pull up into an upper east wall crawl space. Crawl to the end and drop down. A camera view shows that you are between two fences. Go east and turn to the south. Shoot a
Yeti and continue between the fences. Turn the next corner and there is a gap in the fence. Enter the gap and go north to pick up red shotgun shells for secret #9. Return through the gap and continue east between the fences.

You enter a small dark room. Enter a crawl space in the south wall. Stand up in another dark room. Run around the pipe and you trigger a flyby of a cross and a fire pit. Go south-west and hop up into a dark room. Some music and singing starts. Save the game. Shoot three stacks of boxes and pick up
revolver ammo and a small medipack. Go south towards the opening and a female demon attacks you with a sword. Shoot her and pick up the Underground Key from the dead body

The female demon may stay in the south room and not enter the room with the boxes. Go there and shoot her for the key. However, if she does enter the room with the boxes, do not run south into the other room. A gate closes and traps her outside. You cannot shoot her for the key and you are stuck. Just reload and try again.

Go south and enter the room from the cut scene. Go south-west and enter a lower crawl space in the east wall. Pick up
revolver ammo, pistol ammo, and two red shotgun shells as secret #10. Get out and climb the south wall ladder. Pull up onto the platform and pick up pistol ammo. Go south and use the crowbar to pry the Dark Cross from the wall. Grab the ceiling grate and monkey swing north to drop into a tunnel. Go forward to enter a room with a tree. Use the key in the north wall key lock to open the gate. Follow the tunnel to a small room. Continue north through another tunnel and the level changes.

Level 1: The Dark Rooms Again

You start in the tunnel from the last level. Go forward and enter a very large pipe. To the south you can see a rotating wheel. Go north to the end and pull up onto a ledge. Shoot the barricade and enter the room. Go to the north-east corner and pick
pistol ammo off the floor. This is a dead-end. Exit and go south and shoot a swordsman. Go to rotating wheel. You can squeeze by the wheel at the left wall where the wheel is moving downwards. Continue south to another rotating wheel and squeeze past it also.

There is a wheel support behind the wheel. You can run south to the end and enter a side tunnel to the west. Enter another large tunnel and run north to see an
Atlantean creature stuck at a rotating wheel. Then run back to the wheel support behind the wheel. Stand at the west wall and stand jump to grab the wheel support. Shimmy to the left and around the corner. Climb up the wheel support and pull up into a room. Go to the south-west corner and get backwards into a crawl space. Climb down a ladder and drop into a tunnel.

Follow the tunnel to a small room. Run north-west across the room and enter a short tunnel. Pull up onto a block and go through an open gate. Drop down onto a ledge in a room where you have been before. Go counter clockwise to the south ledge. Stand jump north to grab a column. Pull up and then pull up to another north column. Pick up
red shotgun shells and drop down on the north side. Turn around and place the Dark Cross in the receptacle. There is music and a pole has appeared on the top of the column.

Hop up onto the top and climb the pole. Back flip into a higher room. Enter the tunnel in the west wall. You can see light at the end of the tunnel. Probably the only light that this dark level has. Run up the tunnel and the level ends.