AN
ADVENTURE
Levels by Paze & Hmkayfloh
NOTE: The compass
often shows the wrong directions. The given ones are the direction of the red
needle.
Level 1: Unexplored Ruins (Unerforschte Ruinen) by Hmkayfloh
Walkthrough by
manarch2
Right at the beginning
you slide down in front of a yet closed temple. Go right and then E around the
hills until you can jump into the SW corner to find a button. Push it and go
back to the bigger courtyard with several vases. A block has lowered N; go
inside the passage and press another button to reveal a rope. Jump onto the S
block and from there to the rope. Swing and jump to the column and pick up a
Little Medikit, then use the jumplever
on it. After watching the cutscene get back on the
floor.
SECRET 1: Again jump
to the rope and this time head E. Swing to the platforms there to achive a Large Medikit.
Go back S to the
beginning of the level. The temple is now open so head inside. Don’t go through
the passage yet, instead jump to the NW corner and face the W wall. Jump up and
grab the ledge there, then press Jump once more to get into the upper room. Take
the Torschlüssel off the pedestal and a Little Medikit in the SE corner. Get back down and this time go
through the E passage, avoiding some knifes. The next room has got many fire
traps, so watch out for them. Go on the right step and forward until you reach
the fires. Jump up when it goes out and quickly monkeyswing
above it; you have to overcome such a trap once more. After you’re at the other
side pick up the Flares left and use the key on the door which then opens. Run
and crawl into the next room. The water pool in the middle is deadly so watch
out for it. There are four levers in this room; pull all of them down and you
can jump inot the pool now. At the bottom open the N
underwater door and swim through the passage. Lara seems to have unlimited air
here.
At the end don’t use
the underwater levers yet but climb out of the water and throw a W wall lever.
A block in the pool lowers so swim through and at the end you find a Crowbar.
Run onto the darker tile and a door opens somewhere. Back in the pool swim near
the floor again and find the now open door. On the stairway watch out for
boulders – jump to the platform with a Little Medikit
– and go back again. On the left side you’ll find a button to press. This will
let one boulder fall deeper. Opposite of the burning bin you can see a
crawlspace so get through it and climb up all the way to the jumplever. After using it and falling
into the pool climb the ladder again and backflip
onto a high ledge. Run in the corridor and find a Little Medikit to your right. Go E then and climb down the blocks
and run to a pool area. After a cutscene
jump in the pool and swim E to find an underwater lever which opens the exit
door. Back in the bigger room jump to the upper floor (near a corner)
and from there to the floor lever (a boulder may be triggered so be careful).
Wait until the flame is out and push the lever to lower a block SE. Pry the
Golden Star off the wall and jump back in the pool.
Go back S through the
white area and exit these rooms. Downstairs jump in the water and arrive in the
main hall again. This time use the W underwater lever to open the nearby door
and swim through. Climb out SW and catch the wall ledge N. Shimmy right around
the corner and press Backward to get to the platform. Turn around and jump W to
grab the ledge and backflip on the highest floor.
Jump over the gab and use the jumplever on the first
left niche to open the S door. Push all three buttons on the S wall to open the
trapdoor; fall into another pool. There’s only one way out (W) so climb out
there. In an E niche there are Flares; run down the W stairway. Jump over the
flames when they go out and watch out for gift arrows. Pry off the Golden Star
and leave this room taking a SW Little Medikit with
you, which you should use because of the gift. Upstairs take the N path. Use
the right wall lever and go through the newly opened door into the pool again.
Swim back to the main hall and use the remaining S water lever. Run outside
when climbing out to see a cutscene.
Do never get on the floor
as it leads to instant death! Jump across the platforms until you see an E
opening. Jump there and get an Edelstein. Going back you have to drop from the
ledge and shimmy left until you can crawl and then run again (with a ledge
jump). Then jump to the S end of the room and use the Edelstein in a E niche. Run-jump over the dark pit and at the other side
you can see the two last stars in the pool, but as it isn’t dry yet you have to
do it yourself. Find a SE passage and climb there. At the end
get up the ladder and backflip onto a
platform. There are six levers in this room, five of them kill you, only the middle one on the right (W) wall makes the pool
dry. So – get the two Golden Stars and run and climb back to the room with the
levers because you otherwise couldn’t get out of the room. Pull the lever back
and leave this area. Back over the platforms and through the pool you are in
the main hall. Place all four Golden Stars in the receptacles and the E door
opens. Swim to it and slide down in the dark to make the level change.
Level 2: Inner Complex (Der innere Komplex) by Paze
Walkthrough by
manarch2 & DJ Full
A dark level. Ergo, two things to
remember:
1. To make some
light, hit Esc and things get brighter - sometimes this is better than a flare.
2. Break the old
habit - don't dare fire pistols to make light, as they have limited ammo!
MAIN HALL
Throw a jumpswitch on the N wall to open the door next to it. Pull
the block located on the right of the revealed corridor out of the wall. Push
it on the marked tile to open the door in the S wall, but don't go through it
yet. Throw the revealed switch to open the far door in the N wall, but also
don't go there yet. Climb the central block in the chamber and pull up on the
piece of floor on the top of the polerope. Now, the
whole part here requires some platforming. Hit the N jumpswitch (it opens the middle N door on the ground). From
the pedestal in the niche in the middle of the S wall, grab a torch and leave
it by the E block. Push that cube to set another torch on fire. Pick up the
dropped one and light it with the one on the wall. Throw the torch to the bottom, get on the cornice by the S wall and go E to spot a jumpswitch. Next to it, there is a broken pillar, so hop on
its nearest corner to avoid slipping off it and throw the lever from here
(opens the left S door on the ground). Fall down. Now pick up your dropped
torch and light another one, on the central pillar. This opens the middle S
door. Now you can choose any of the open portals.
LEFT S DOOR
HALL OF LEVERS: PART
1
When you enter the
passage, another door opens automatically (and closes behind you). Go across
the following room and stand on the ledge to watch a flyby welcoming you to the
Hall Of Levers.
Jump on the SW
cornice and throw a lever to see a cutscene showing
you something. From footsteps of its chitin legs
sounding in the black you can assume it's a giant scorpion that has awaken at
the bottom and now is lurking in the gloom. There are two ways to get down:
- the
fast one: use the N platforms to descend a little bit. Not a safe height yet -
drop SE onto a lower block losing some health and find a torch in the NE
alcove.
- the
safe one: get back to the ledge in front of the entrance, drop E (twice),
platform S and runjump/grab/drop from the E pole.
Catch the pillar on your left, shimmy around it, hop off the wall and grab the
N ledge. Pull up to find a torch.
Throw it down, get
back on the last block and grab the ladder on its E side to get down. Now you
can safety drop, but beware of the scorpion. Avoid it by jumping on any block.
Wait until the arachnid is anywhere else than close to you and stand in front
of any of the 3 levers (4th one is misplaced). If you throw the switch when the
scorpion is passing one of the spike squares, that should impale the enemy. If
you don't succeed, you have 2 other levers to try.
BUG WARNING - READ
CAREFULLY:
When the lever is
pulled, standing on:
- any
spike square
- between
the NW and NE levers
- the
tile on the E of the SW lever
opens a door behind the S blocks and
triggers a camera showing you the roof you're under. However, if you step on:
- any
square with a flame above it
- the
misplaced switch tile
- the
square on the W of it,
before you launch the camera, the
trigger for it DEACTIVATES and you're stuck. Also, if you save/load after you
open the door and stand on one of the spike squares, the trigger works again,
so the door closes. In this case, either load the
previous savegame, or save/load the actual progress
and step on the square again to re-open the portal.
I don't know why it
all happens, maybe it's a TREP bug or something. Never encountered such behaviour of
triggers before. Gotta report this somewhere
in the forum...
So, AFTER you make
sure you've seen the camera, pull the nearby skeleton for some flares and a
small medi. Climb the S blocks and hop through the
open door behind them to find a switch at the end of the passage. Throw it and
a camera shows you the same place as previously, allowing you to see a block
rise. Get back down, retrieve the torch you've dropped somewhere around and
light it by touching any of the flames with it. Go over the N block to find a
passage. Jump on the rocks on your left.
CATACOMBS
Going through them,
ignore the first part of the left wall - there's an illegal slope. I tried to
find something there, but it resulted in stucking
only. So go N, avoiding the small dark scorpions, and E
before the bright spot. Reach another place where the light shines
through the rocks and advance E, watching out for another illegal slopes and
the falling stone, to find SECRET 2 - a small medi.
Go back and follow the left wall to notice a gap between the sculpture piece
and the wall. Go through it to enter the chamber with eye of Horus symbol on
the wall. Pick up der Siegel (Seal) and don't mind the collapsing ceiling as it
is harmless... on the contrary with a giant scorpion falling down after it.
BUG WARNING:
Sometimes the
scorpion doesn't appear.
Grab the torch,
escape all the scorpions and return to the Hall Of Levers.
HALL OF LEVERS: PART
2
Grab the N side of
the right E pillar. Jump and grab several times, turn around and hop into the N
niche. Catch the neighbouring ledge and pull up to
climb the familiar ladder. Jump into the alcove where you found the torch and
runjump/grab the upper part of the same
pillar as previously. Shimmy right to move to the E side, turn around and do a
curved jump, turning left to land on the platform. Get on the platforms above, runjump the W pole and continue jumping in the same
direction to follow the platforms across the place. Drop on the SW block to
throw a switch to bring a rope on the NE. Slide the W slopes to get back to the
bottom. Return to the "torch alcove" following the same path as
previously and swing the rope on the lowest of the three platforms (you once
used to descend) and climb them back to the top. Get on the raised block at
last to reach a slot for der Siegel. Place it and, watching out for the
surrounding knives, grab 2 more Siegeln from the top
of the roof. Drop W to place them. Hear a thump. Actually,
nothing more to do here, so go back to the main hall.
MIDDLE S DOOR
SPIKE PIT
Face a thumper. Timing it, runjump/grab the block on the
other side of the pit. Shimmy left around, drop on the shelf and throw a
switch to hide the block. It's not necessary to grab the polerope
on your right - just stand on the edge and do a curved jump, turning left in
midair to land on the slope. Bounce, midroll and
continue bouncing, curving right until you are on the next block. From here,
jump onto a platform in the next room and runjump/grab
the following crack. Hop off the wall to catch the ladder and climb it to enter
the above-ground part of the complex.
THE ABOVE-GROUND PART
OF THE COMPLEX
Go through the portal
and follow the corridor. At the end turn around and climb the W ladder. At the
top you can see a jumplever block with spike holes.
Using it leads to death so don't mind it for now. Jump around the building
until you can spot a wall lever. Get there and SAVE before you throw the lever,
because when you pull it, you'll have 2 seconds to escape to a piece of floor
on your left, before the spikes activate. See the N door open automatically. Runjump/grab/pull up on the cornice in front of it and go
through to solve a pushable. Move the colored blocks
on the corresponding tiles. Move the green cube first, otherwise the beige
block will block the path for the green one. When the blocks are placed, the
spikes under the jumplever are deactivated; jump
there and use them. Climb down to the floor again and since a
S door has opened go through.
SAND CANYON
Jump on left or right
flat point in the slope. Jump to the middle S column and directly further S to
avoid being killed by knifes. Slide down the little ramp and running drop SW
holding Action to get to the wall lever. Throw it and slide down. Timing the blades
by the central pillar and watching out for an illegal slope below them, go to
the other side of the pit. Jump on the NE standable
sand, then runjump SE to land under the bars. Swing
to the jumpswitch. Throw it and slide back to the
bottom. Now you need to backflip on the slope on the
E of the central column and bounce to grab the (left) E side of the pillar. Hop
up several times, shimmy left around (not too far to avoid the blades), jump
off the wall and catch the ladder to backflip on the
top of the column. Now you can grab the pillar on the left of the swinging
axes, hop up twice and reach the cracks above the trap - hopping off the wall,
grabbing and following a now complete monkey swing leading to the first of
them. Grab it, shimmy around, hop off to grab the second crack, shimmy right,
hop off (you may need to curve this jump) to throw a jumpswitch
and, again, slide down to the very bottom. You know the way back, so... some time later... time the swinging axes, making haste, as
the floor under them is collapsible. On the other side, throw a switch and... oh, no... get back to the bottom
and use the pillar for the 3rd time. Nothing more to do here - get back on the
first platform, stand on its left or right side and - that requires some
precision - runjump/curve/grab/pull up back to the
corridor and in the patio you came from.
INSIDE AGAIN
Go across the central
blocks and jump in the N corridor to throw a switch at the end. Go in the new
trap room. You'd better crawl to pass it. Move 2 levers by the exit and the
axes are stopped. Pull 2 chains behind them. That opens the exit. Sprint into
the corridor behind it and hit Duck to roll under the spinning knives. Crawl to
the left corner at the end, don't release Duck and hit Draw to get closer to
the wall. Now you should make it without using a half life medi.
SAVE in this position and grab the crack above you. Shimmy to the middle of the
wall and hop off to throw a jumpswitch behind you. Fall/Duck. Turn around, crawl backwards and drop into the
pit. SAVE again, as there's another danger - slide down the slope and bounce
off it to jump over the hidden spikes. From the alcove in the NE corner, get a
small medi and some flares. Grab another small medi from the pit behind the S block. Throw a switch in
there, climb the SW ladder, shimmy around the corner and over the slope to get
back on the top. SAVE, again below the spinners. Climb the upper ladder but
don't pull up normal way. Release/hold Action to free your legs and immediately
hit Duck+Up to get on the top crouching. Get back
through the trap and SAVE. You've done your job here - backtrack all the way to
the spike pit. When you grab the crack above it, shimmy to the S side and place
yourself as far on the right as you can. Hop off curving left to land on the
platform. There's a raised trapdoor allowing you to return - you need to do a
right curving jump on it from the next block. Then, hop back through the
thumper and you've completed this part.
RIGHT S DOOR
THE BOSS??
Follow the passage to
drop in the pit with a lever switch. I couldn't find a function for this lever,
but I think it wasn't supposed to raise that bars on your right, as they don't
seem to be a door - there is more of them in the level and none of them opens.
However, looking through the bars you can see a guy with a rifle, standing at
the bottom of the bright hall.
LEFT N DOOR
TORCH YOU
Take the torch with
you. Going through the passage, you'll find another one on the wall. Light it
and jump across one of the two gaps (the left one is much easier). Light one
more torch and the door opens. With the torch still in your hand, slide down the revealed slope to wake up two mummies. Hop on
the block and SAVE before you set the torch above it on fire, as if you commite a mistake during the following task, you'll get
stuck. Do as follows, as fast as possible: light the torch, drop it on the
raising platform, pull the lever in the alcove, don't get back on the block or
another one falling down will crush you, hop on the raising platform, pick up
your torch, get through the open door and light the last torch on the block on
the left of the passage. A cube raises in front of the
exit, and some fragments of the slope are not so steep anymore. It means this
part is over and it was only a break before something bigger. Get out of here.
MIDDLE N DOOR
SPIKES & TORCHES
At the end of the
corridor, you will find yourself on the edge. Grab the crack on your left,
shimmy around the wall and hop off to grab the platform. Pull up and SAVE. When
pushing the lever the NE door opens but you have to hurry as three spike traps
will come up. Turn immediately left and jump as early as possible holding
Action. If you landed safely run down into the new room. Here you also can see
the spike holes… Go to the central column and then E. Pull the timed lever,
then backflip with a mid-air turn and sprint-jump to
the door. Pick up the Torch there and light it N in the tunnel. Unfortunately
the spikes are activated now. Your task is to light all eight torches on the
central column. To realize this a block has lowered in
the SW corner, pull it out and all the way to a brown floor tile. A white
trapdoor near the lever has opened.
HIDDEN PLACE
Go to the very end of
the corridor and through the crawlspace. Find a skeleton and pull it off a
small medikit. Enter the N corridor to find take a
look at two inaccessible areas - a huge hall with an obelisk, and a hypostyle
leading to the far temple exit.
Get back to the
corridor and through the door closest to the trapdoor you came through. See 3
switches. Press left and right lever as fast as possible, then the middle one.
Timed run! Reverse roll, sprint back into the corridor
and through the second left door, which close behind you seconds later. Two new
levers - the left one deactivates the spikes up there and the right one lets
you out, but SAVE before you exit, as the floor in the
corridor is no more. Jump across the passage and grab a crack. Shimmy right,
jump off the wall and grab another crack. Shimmy left, jump off the wall and
grab the bars. Swing a little bit S and catch the third crack to shimmy right
and grab another set of bars. Swing back to the trapdoor and get outside. Some
spikes are off so it's easier to get back through the trap and into the N
alcove, where the torch is lit now. Take fire with you, hold Shift, as the
spikes supposed to be hidden are still here (must be a bug) and light the
torches surrounding the central block. That opens the door that led you here,
so get out, return on the spike platform, grab the rope now hanging in front of
the exit, shimmy down it and swing to land in the corridor leading back to main
hall.
RIGHT N DOOR
ROPES &
SPIKEBALLS
Sprint down the ramp
and avoid the spikeball chasing you by escaping to
the corridor on your right. The spikeball follows
you, so follow another ramp (no need to sprint) till you can runjump to catch the left rope. Spot a crack, glimmering in
the weak light of the torch. Super swing to grab its left side (it's important
- otherwise you'll fall). SAVE in front of the switch and press it. Timed run! Runjump SW through the hole on your left to land in front
of the door. Sprint down the ramp, as another spikeball
chases you and the next one approaches from the opposite slope. Hide in the
right alcove.
DARK BOUNCE
Watch the cutscene warning you there's something you should watch out
for, climb the block and face the two slopes with a deadly hole between them. Runjump as far
as possible on the left one to slide backwards and grab the ledge.
Shimmy right. Don't stop and you will make it to the place where you need to
pull up and bounce several times to go over the raised piece.
Again, grab the W ledge and shimmy right without stopping until you hit another
raised fragment. Pull up. Now you need to bounce off the slopes, curving right,
but watch out for some rolling balls - when you land on a trigger for them,
curve left to escape. Repeat it one more time and reach the safe platform. Pull
the lever and climb the ladder to get through the open door. SAVE before you
enter the next room. Stand on the square between the torch and the exit. Roll 3
times (to activate spikes, avoid them and get back before the trapdoor opens).
Grab the torch and jump into the E hole. Getting to the next room hides spikes
blocking the way out, but the door is still locked, so pull the chain to open
it. Light the torch with another one, take it back and jump curving left over
the open trapdoors. Bouncing off the slopes back towards the first platform,
SAVE when you land on the preultimate red part,
because getting on the next one triggers the remaining falling spikeball. Reach the platform. Light the torches to get out
and don't drop the one you have - it will help you see where squares begin and
end, as you're after a secret hidden in the dark now.
SPIKEBALL SECRET
Jump over the right
slope behind the exit. Roll on the third walkable
square and escape on the opposite ramp to avoid a spikeball.
Return to the previous ramp and SAVE on the fourth square. The fifth one
triggers one more spikeball and the first thing you
need to do now is to BELIEVE it's possible to survive, as all the miracles
require some faith to happen. Roll on the closest part of the mentioned square.
[Blue43: I tried a new technique: I tried to just hop back instead of rolling
and it seemed that gave me a quicker start and I was able to jump that curve
into the opening after the third attempt!] Run (don't sprint) down the ramp. In
a place where the angle of the ramp decreases, jump curving left (in some
cases, you may need to bounce off the right wall to shorten the jump). Land in
the alcove and roll before the spikeball smashes you.
Now WAIT until it returns and falls into the pit. Now you can safely reach the
top of the spikeball ramp for SECRET 3 - pull the
skeleton off a small medi and a pack of flares and
get them. Go up the opposite ramp and do a single super swing from the second
rope to return to the corridor leading back to the main hall.
BURIAL CHAMBER
When you complete all
the tasks behind the mission doors, all the torches but one catch fire and the
exit door opens, letting you in the burial chamber with a hammergod
statue surrounded by some guardian skellys. Pull the
lever behind this monument several times, time the blocks (a single sprint will
do it) and roll through the closing door to fall into the pit, what ends the
level.
Level 3: Temple Surroundings (Tempelumgebung) by
Paze
Walkthrough by DJ
Full
A dark level. Thus, two things to
remember:
1. To make some
light, hit Esc and things get brighter - sometimes this is better than a flare.
2. Break the old
habit - don't dare fire pistols to make light, as they have limited ammo!
GETTING IN
Another situation
when it's better to hit Esc than to light a flare. Reverse roll and go under
the building to fight the first bat (3 shots are enough). Now, 3 switches to throw. The first one: find a slope on the SW, backflip on it and bounce off to get on the pillar, then runjump NE on the roof to press the switch (activates some
spikes).
SHORTCUT: From the NW
corner of the roof, runjump (with Action) the
platform for 50 pistol ammo.
INTENDED WAY: Go
between the W portal and the pillar on its left, around this column to find a
ramp you need to jump on and get on the E block. Jump on the following platform
to grab 50 pistol ammo.
Second lever: Go
between the W portal and the pillar on its right, hop on the block (don't fall
in the spike pit on the right of it) and on the N roof. Hold Walk and step
among the activated spikes (it seems that lever on the previous roof was to DEactivate them, I think). Third switch: on the other side
of this roof. Press it and don't hop back - a ball falls. Get down and through
the open gate.
TORCH GATE
Kill 3 more bats. For
a secret, sprint down the ramp and wait behind the trapdoors for them to open
and for the boulders to fall through them. Follow the balls, safety dropping
into the pit. Hop on the polerope, turn around and backflip with a midair roll to land on the hidden platform,
what confirms finding SECRET 4. Pull the skeleton off 2 packs of ammo - one of
them for rifle, another one for pistols. Press the wall fragment to reopen the
trapdoors. Grab the pole once again, turn around and backflip
with a midroll to land under the ladder. Climb it
back to the bottom of the ramp. Go through the diagonal passage to find a rock
(a reference point). On the left of the rock, you'll find a corridor with a jumpswitch on the right wall, a switch in the niche at the
end and a ladder near the latter lever. Press both switches and climb the
ladder, 3 clicks higher than the nearby cave ledge is. Release/hold Action to
free your legs and shimmy to the opening ledge. Pull up to throw another
switch. Two torches are lit now. On the right of the rock, there is a spike
pit. Jump over it to land on the middle triangular flat surface. Jump on the
next one and into the niche to throw a switch. 3 torches are lit.
SHORTCUT: Slide
backwards down the nearest slope, hit Action but don't grab the ledge to land
in the lower passage. Drop to the spike-free fragment of the pit and find a
small medi among the spikes. Climb the ladder to
return to the corridor, in front of the open door. Go through it, climb the
next ladder and get back to the bottom of the ramp.
INTENDED WAY: Get
back on the rock and to the bottom of the ramp. Find the open door on your left
and drop to the lower passage behind it. At the end, drop to the spike-free
fragment of the pit and find a small medi among the
spikes. Climb the ladder to return to the corridor and get back to the bottom
of the ramp.
Return to the place
you started the game from and hop into the pit. Grab flares from the NW corner
and press the switch in the SW one to light the last torch. The door behind the
torches opens so you can go through.
GETTING OUT OF THE
POOL
Follow the side
triangular flat fragments to jump around the pit. Jump across the pool and go
left around the block to fall into the hole. Land in the water and collect a
small medi from there. Pull up to the E and jump over
the rocks, into the bigger pool. There is an evacuation path through the
darkness above. Even if things seem to be pretty hopeless - as it's too deep
for you to grab the ladder - when you swim into the NW part of the pool, a
camera shows you a crack on the rock (you can't see it, but you can assume
something's up there indeed). Pull up on the triangular bank. From there, jump
into the SW niche. Walk into the spikes and turn around. For not to lose health
when jumping out of here, you need to know the walkjump
move, requiring less space than the normal one. Hold Walk, then, still among
the spikes, add Jump and release Walk when leaving the spikes, so Lara jumps.
Curve this jump right to be able to grab the crack the last camera indicated.
Jump to grab the upper bar and hop off the wall to grab the opposite crack.
Shimmy right to land on the platform and jump on the next two. Runjump/grab the
ladder. Climb to the top.
ANOTHER BUG WARNING
You may ask:
"Why does she have to jump around, if it's enough to follow the first bar
and grab the ladder?" So I explain: as soon as Lara moves from the bar to
the ladder, a bug teleports her to the left side and locks her there, so she is
able only to drop back to the pool.
SAVE. Slide backwards
down the slope behind the blocks and roll at the bottom. The spikes are about
to appear! Avoiding them, runjump/grab
the jumpswitch. Fall down and behold the
moment of another backtrack.
SKELETON CAVE
Again on the top of
the ladder, jump on the block, turn left and see an opening. Go through it and
reverse roll to safety drop to the bottom of the pit. There is a jumpswitch in a niche in the middle of the E wall - throw
it to deactivate some spikes. To get out, hop on a flat part
of the SW slope, then over the gap and finally towards the ledge to grab it.
Pull up and go back through the opening to runjump on
the polerope. Climb it and backflip
on the shelf. This is the place with the spikes you've deactivated, but the
trap is still fully-working in front of the entrances, so don't go there. Face
two skeletons. Escape them N till you can go right into the corridor. On the
junction, go left. Behind the next corner, do several steps ahead, roll and
throw a jumpswitch above the exit. If, when pulling
the lever, the skellys stand below you, roll as soon
as you fall to avoid their swords. Go through the open gate and jump on the
platform. Don't touch weird red objects like this one in front of you - I don't
know what they are, but they suck Lara's life out. Skeletons are good jumpers
as well, so they follow you - draw the "shotgun" switch to Spezial Ammo and throw the skellys
off ledge. Jump on the SW rock for some flares. Hop back on the central platform, go right around the killer something and into the
N passage, where you need to turn left as soon as you enter. SAVE and follow
the corridor until you see a ramp, roll to activate the ball and avoid it by
sprinting out of the passage. Go up the now safe ramp.
DEEP ILLEGAL
Try to watch a cutscene. The whole following part of the game takes place
above an illegal slope. From the "balcony", runjump NE to land on the top of the column. Ignore
the timed switch for now. The pillar you're standing on is actually a ladder.
Grab it, shimmy around and descend on the next platform. See the next ladder
and repeat the last instruction. Grab the third ladder and descend to get in
the niche. Press the wall fragment to lower some kind of a wooden blockade.
Climb the ladder almost to the top and jump with midroll
to return to the last platform. Shimmy around the other ladder and climb as
high as you can, but DON'T pull up. Jump off the ladder with a midroll to grab the opposite ledge. Pull up and go around
the last ladder to backflip with midroll
for the last time and finally grab the ledge of unlocked balcony. Pull up and
SAVE before you pick up die Sonnenscheibe (Sun Disc),
because as soon as you grab the artifact, you'll have 2 seconds to get on the neighbouring square and avoid the spikes emerging from
around the pedestal. Jump on the pillar with the switch you've previously
ignored above it. Throw it. Timed run!... or rather:
timed slide! Safety drop on the part of the slope on your right and slide down
it and - depending on the phase of the spike at the end - bounce off either to
grab the ledge and pull up, or just to land in the following passage.
BUG WARNING:
Go through the door
and DON'T stop. Otherwise, you'll be stuck.
MISTY PIT
Know the mist at the
bottom of the pit is deadly. Also remember: generally, getting off the two E
platforms triggers timed spikes. Jumping back on these platforms deactivates
the traps. Getting off any W platform launches permanent spikes, so don't try
to return on these two unless you have pulled a certain lever. Now, when you
know how this place works, you can:
- use the timed
spikes to your advantage, as they can kill the bats
- platform
to any switch and throw all of them to make the W spikes timed and open the SW
exit. Before you get through it, go for a secret.
SECRET HALL
Pull up on the block
on the right of the switch and hop (Action recommended) on the one in the
closest corner. Go through the passage to find yourself in the destroyed hall.
Follow the flat parts of the collapsed floor to jump across all the pits and
grab SECRET 5 - a small medi - from the pedestal on
the other side of the hall. Enter the nearby passage and move the block to
reveal a switch behind it. Press this lever and go back to the spike platforms
room.
Time the W spikes
(you can't deactivate them by landing on their platform) and stand in front of
the exit. Two bats fly out of the cave. Like previously, don't waste ammo but
just wait for bats to kill themselves. Get in the cave.
SHINY MUSHROOMS CAVE
Go right around the
invisible trap and go down the ladder in the pit. At the bottom, pick up flares
from the left of the steps and go upstairs to use der Sonnenscheibe.
And throw the 2 side switches. Go back up the ladder and through the portal on
your right. Some more bats to eliminate. Go around the
green blocks. There is a huge dead wolf behind them. It bleeds when shot, but You can’t do anything more with it – for now, it’s just an
ex-wolf. Go in the W corridors, on the junction go towards the torch and pass
it by. Follow the passage to the huge, dark cavern filled with some ancient
constructions. There is a jumpswitch under one of the
“windows”. You can see it from the central platform, facing ESE
. And you need to find the way to it. Find some flares in the NE corner.
Runjump/grab the ledge of the S block
and pull up. Runjump on the W platform and continue
in the same direction to jump/grab the opening ledge. Get in, between the far
pillars and jump into the SW niche for SECRET 6 – a large medi.
Go back through the pillar platform onto the previous one and runjump/grab the SE jumpswitch.
There is nothing among the pillars next to it (and a bug on the nearby green
block), so don’t go up there. The NW cage is open – pull the lever inside it.
This raises the wooden bars in the previous cave and opens the SW exit - follow
the corridor behind it. Before you enter the crawlspace, turn around and throw
a switch on the left of the passage you've just left. Pulling it raises a gate
on the other side of the pit in the first cave and resurrects that wolf which
you’ve already met. Crawl through the hole and kill the enemy behind the exit
(7 shots are enough). Again, watch out for the red sponge-like thingies on your
way to the raised gate. There are several ways to pass them by, but getting on
the E green block
and runjumping
N is definitely the safest one. Jump across the pit (watch out for the sponges
on your right) and go up the ramp behind the gate, avoiding a skeleton on your
way to the courtyard.
AT THE TEMPLE
ENTRANCE
SAVE. You need to
press the side pieces of wall, but remember to start with the right one or they
won't open a trapdoor for you. I highly recommend to throw
these two before you reveal the bosses!
TWO OF A KIND
Time for fight! Get
on the central platform to light the torches and wake up two hammergods. Throw the 2 jumpswitches
in the alcoves where the enemies come from. TIP: do it before they fall on the
floor (it takes them some time). The side spikes are gone and the jumpswitches behind them are accessible - lure the hammergods away of the E lever first and press it, then do
this with the W one (you need to grab the crack on the right of it and shimmy
left to place yourself above the switch). Catch the crack again, shimmy left as
far as possible, hop to catch the upper crack and shimmy right until you can
pull up on the platform. Get on the next one, turn around and follow the monkey
swing to the end. Drop next to the giant fireplace and go through the passage
behind it. On the junction, SAVE and go right to enter the speedrun
chamber. Here, everything happens 2 times faster than normally. Pick up 120 x
MP 53 Normale Ammo and climb the ladder in the SE
corner to exit. Safety drop back to the corridor and continue through it to
find a switch in the next chamber. It raises the bars on your right, so go
behind them to time the far right flame and throw a lever behind it. Watchin the
flyby, try to spot something on the left of the exit. You can't, but you
know something important is there. Indeed, the army of skeletons has arisen
from beneath. Time the flame again an go through the
raised bars on the left of the previous lever to find yourself on the balcony. Runjump S to
find another Sonnenscheibe vital for finding a
secret. Turn around and spot a jumpswitch. Unfortunately,
it's too far to grab it. Be patient, pass by the skeletons and hammergods and backtrack up there to throw the lever. Now
the temple door is open.
HIDDEN PASSAGE
Don't enter the
temple yet. Hop into the W pit and grab a small medikit.
Watching out for skeletons possibly fallen in, and for the illegal slope in the
left corridor, follow that passage to find an open trapdoor near the locked
door. The trapdoor is the one opened by those switches you've pressed before
the fight started. Drop into the hole and find a switch at the end. Throw it to
open the door next to the trapdoor. In the revealed passage, there is a slot
for your Sonnenscheibe - use the item and proceed
through another open door to find yourself on the ledge. Climb the ladder on your
left for 240 x MP 53 Normale Ammo. Grab the E ledge
of the platform you're on and descend one click. Backflip with midroll
to grab the opposite ladder and get on the next platform for 120 more assault
rifle ammo. Hang on the N ledge and hop off the wall to land on the
opposite platform (lower). There is a SECRET 7 (a small medi
and another pair of assault rifle clips) on the far E niche. Jump in this
direction, curving right to land on the cornice. From there, jump SE over the
hidden knives to claim your reward. Picking up the medi
is safe. To get the ammo without a health loss, walk to the pickup square to
trigger the knives. This way, they'll push you away of their own range. When
the trap deactivates, grab the bullets. Now you need to get back to the
courtyard. Face W and climb the ladder on your left (NOT this one next to the
last pickup). Get 240 more bullets from the top and drop SW on the familiar
platform. Runjump/grab/pull up on the ledge in front of the exit. Now you can
return through the underground corridor, bypass all the enemies once again and
slide down the slope behind the temple entrance to infiltrate the Inner Circle.
Level 4: Inner Circle (Der innere Ring) by hmkayfloh
Walkthrough by DJ
Full
FERNGLAS (BINOCULARS)
HERE! YIPEE!!
SHALLOW WATERS...
After the slide, grab
some flares from next to the pillar. So you've made it inside. You need a new
weapon here. Go left and into the nearest passage beginning between two
torches, for a revolver and a laser sight for it.
Enter the N passage
to throw a switch. The huge gate opens, so you can grab some flares from the
revealed room and press the switch at the far wall to launch some timed spikes
behind you. A single sprint solves them. Pull the last switch back to its
previous position to open the exit.
Approach the ladder
behind the SW corner of the pool. Now you have enough ammo for killing bats, so
wipe out two of them and climb the ladder. There are 2 raising blocks on your
left. As you can see, they are already raised, so you need to lower them by
shooting a ballswitch on your right (either combine
your revolver with laser sight and snipe the ball, or target it with your
rifle, what works as well) to reveal some more flares and a wall switch. Press
it and descend back to the pool room.
Get in the S corridor
to throw a switch, what opens the gate. Behind it, move 2 vases on marked tiles
and pick up some flares from between the railings. Throw the lever that locked
you in once again to free yourself.
Now all doors
blocking the passage in the W wall are open. SAVE and go up the ramp a little
bit, reverse roll to activate a boulder, sprint out of the corridor and hide on
the side to save Lara's life.
...AND INTRODUCING
SOME CRASHED BADDIES
Sprint up the ramp
and hide on the side to avoid the next rolling ball. Continue to the end of the
passage to watch a cutscene and SAVE before you kill
a guy - probably a sinister minion of unknown evil
corporation that wants to find the artifact Lara is after and use its
power to achieve world domination. I advised you to save because of the pickup
the enemy drops. It's der Siegelstein (Seal stone) -
an item which is crucial for finishing the game, and I had to replay 3/4 of
this level because it vanished in the pillar object and I missed it. So get it
and hop in the pool, swim into the passage and ahead on the junction to reach a
dry place, where you need to throw a switch behind the railing. Timed swim!
This is a hard one. Reverse roll (it's faster than midrolling
in this case), jump over the fence into the pool, swim back to the previous one
and sprint through the gate before it shuts. When you're behind, the gate opens
again. The jeep ride is unlocked, but you haven't got vehicle keys yet.
Approach the car... and realize you actually don't need to look for them, as
the jeep is wrecked. So enter the accessed might-have-been racetrack on foot
and throw 2 switches behind the corner to open the exit and kill another baddy
(don't let him launch a grenade!).
GETTING DEN
SIEGELSTEIN #2
Go N, then through
the passage on the left to eliminate 2 more thugs, and upstairs, to annihilate
the last 3 of them. Climb the polerope and backflip on the upper floor. At the end of this corridor,
there is a spike pit. You need to jump diagonally to the right side of the
passage to grab the monkey swing. Follow it across the trap. Throw a switch and
watch the trapdoor under the polerope open. Swing back and safety drop to the middle floor to kill a bat.
Slide down the pole to drop into the flooded cellar. Flounder to the dry piece
of floor and throw 2 jumpswitches above it. Climb the
polerope back to the middle room, go downstairs,
through the passage, ahead on the junction and notice the raised block is now
hidden so you can throw a lever behind it to see you've dried the pool. From
the shatter crate on the left of the switch, collect den Siegelstein
and some Revolver Ammo.
GETTING DEN
SIEGELSTEIN #3
Hop in the dry pool
and follow the no more underwater passage. Go right on the junction, collect a
small medi from below the ladder and climb to the
top. Some spikes to time, so SAVE. Backflip on the
slope, bounce off to land on the first spikes square and DON'T stop but runjump over the flame emitter on the safe block
immediately. Time the next set of spikes, jump over the following flame
emitter, time the third spikes and runjump
in the side niche for another Siegelstein.
WAIT!
There is a secret
above you! Pull up into the upper room for 50 pistol ammo. This is SECRET 8 -
the last one. And the main gameplay thread is
approaching end as well. Time the remaining spikes/flames the same way as the
previous. Go upstairs, through the following passage and face the place you
know from the load screen.
DER INNERE RING
Throw a jumpswitch on the pillar. This opens the side doors.
Behind the E portal, place die Siegelsteine in
the receptacles behind it. The door opens and
lets you in the lava part, full of slopes - slide and bounce off them all to
grab the ladder. You don't have to pull up - climbing as high as possible,
hanging with your legs free and shimmying around the corner to drop on the rock
is enough. Runjump on the next ladder. Shimmy around and hop off with a midroll to grab the next one. Shimmy to the opposite side
and put your legs back on the ladder. Get on the left side of this wall. Climb to get high enough (but not too much) and backflip/midroll to bounce off the slope. Land
on the rock. It seems there's nothing to find here, but it's not true.
You're right beneath a monkey swing trigger. In this moment of the game I
didn't know what to do, and dmdibl said the word
"monkey". Even if he didn't mean THIS one, he made me think about
monkeys, so I managed to find the trigger, so thank you dmdibl.
Grab it to reveal a switch in the passage on the W of the receptacle room.
Follow the ceiling back to the exit and don't throw the mentioned switch yet -
it'll be a little bit faster if you collect one more Siegelstein
first. It is hidden in the basement behind the S passage leading into the pit.
Get down there. To get the item, you need to raise the door. Pull up to the
outside, grab revolver ammo from the shatter crate and throw 3 switches to
reveal den Siegelstein in the basement you've just
left. Watching out for a skeleton, grab the item and hop on the rope. Climb it
and swing to get out. Now throw the switch you've revealed by grabbing the
monkey swing in the lava part. Get back to the jumpswitch
pillar room.
The W portal leads to
two more receptacles. Place die Siegelsteine in them
and go in the pool room. Jumping up, kill 2 snakes in the water before they go
buggy, what makes you unable to get rid of them. Jump in and throw an
underwater lever in the S niche.
BUG WARNING
The underwater bars
you've just removed are also buggy and won't work if you reload progress saved
after this moment. So don't save now and during the whole behind-the-bars part.
Go through the
removed bars and exit to some dry piece of floor. Behind the crawlspace, grab
the monkey swing. (This is the ceiling trigger that made me assume there is a
similar one in the lava part. So if you've already read the lava part
description, you know how I managed to deal with that one.) The door in the
passage on the E of the last receptacle room is open. Go back into the pool,
out through the railings and press the wall switch behind the mentioned portal.
Now the double door
in the pillar room is open. The passage behind it leads to the adventure
conclusion. The torches are lit, the skeletons attack, and you can grab the artifact
- Erdelement (Earth Element). Ignore the pedestal
with a small medipack - it's a trap. If you want to,
snipe the skeletons' skulls with your revolver. After you finish your business
here, go through the S corridor to watch Lara, followed by the army of
skeletons willing to eviscerate her, escape, probably into the next part of the
game, which - according to the 1st episode release date, and to the final
"Fortsetzung folgt"
("To be continued") writing - should be played and described soon.