COMPLEX SIMPLICITY

Rescue The Princess

 

Level by Seilion

 

Walkthrough by Phil Lambeth, using notes provided by Tom.  A special thanks to Scottie for pointing out the location of the first and third secrets.


The opening screen informs you that "the princess needs your help!"  There's also a helpful summary of the new moves available to Lara, which you might want to jot down before you begin.  After falling down to a creek bed near a quaint village, shoot two dogs and head N along the little alley and hop up onto the sand box for the ROOF DOOR KEY.   Hop back down and look SE for a nearby grassy mound next to the rock wall.  Jump onto the grassy mound, and from there SE to a level portion of the rock wall.  Walk S as far as you can and take a running jump S onto a higher triangular flat surface.  From here take a tricky running jump S, curving to your left in midair so you'll land in a shallow hole for SECRET #1.  Pick up shotgun ammo and the SHOTGUN, then pull out W and slide down to the ground.

Go around the building and head SW, crossing the creek and passing a small hut.   Use your key at the larger house next door.   You hear the sound of a trap door opening, so climb onto the block at the corner of the nearby square.  Take a curved running jump toward the house and grab the roof.  Pull up and head over to your right.  Jump over the gap and take a standing jump S to the top of the roof.  You can see something on the rocky slope ahead, so take a running jump slightly to the left of it so you'll slide back and land on a flat surface.  Pick up the OCULAR PART 2 and jump back to the roof.

Walk toward the open trap door and use the ladder to enter the house.  Go to the W writing desk, crouch in front of it and pick up the CANALISATION KEY (who came up with that name?).  Turn around, shoot the container and the fence beyond it, and find the ladder on the other side.  Climb down into the sewer.

It can get confusing in here, so I'm just going to hit the high spots.  First, walk forward to the end of this walkway and shoot the container for some flares.  Then turn around and walk back the way you came.  Down in the water to your left you can see a closed iron gate.  Jump into the water and the gate opens when you near it.  Swim inside the passage to see another iron gate closing in your face (as does the first one behind you).  Pull the underwater lever and surface.  Pull out into the passage above as the gate ahead opens.  Exit to the walkway as the gate closes behind you.  Follow the walkway around the corner and see that a block has lowered in the water, allowing access to another underwater lever.  Jump into the water, pull the lever to open a gate elsewhere and pull out onto the walkway.  Return to the first gate, open it by jumping into the water near it, and enter the passage to find that the second iron gate is now open.  Swim further into the passage, turn right at the next gate and turn right again as the gate closes.  Loop around to the left and pull the underwater lever.

Get some air at the SW breathing hole and continue N along the passage.  Make a right turn, then a left turn and open the underwater door.  Go back for air if necessary, then return here, pull the underwater lever to raise a platform outside, then flip turn and swim N all the way to the end of the passage for SECRET #2.  Pick up two stashes of uzi ammo and the UZIS, then return to the sewers and pull out.  Exit the sewers via the SW ladder and climb up onto the roof.  Look down NE at the building near where you began the level, and you can see the raised platform.  Slide down, hop to the ground and shoot two dogs.  If you wish to take a little time to explore the area, you'll find a small medipack at the end of the alley near the NW corner of the church building, and some shotgun ammo in the water N near the large waterfall and rainbow. 

Go to the building with the raised platform, near a sheep pen where you see a lone ram prancing about.  Jump up to grab the edge of the platform and pull up.  Step forward and pick up the rather formidable-looking CROWBAR.  Get back down and return to the sewers.  Go N to the intersection and turn right.  Use your crowbar on the gate near the lowered block in the water.  Go through the crawl space in the passage and pull down the wall switch at the end to provide access to a crawl space in the sewer area.  Go back the way you came and you'll find the crawl space in the W wall. 

Enter and run along the grated flooring.  Loop around to the left at the end and insert the Canalisation Key in the keyhole.  A flyby shows a plug being inserted in the huge pit beyond the glass barrier to your left, causing the area to flood.  Go back to the sewer walkway through the crawl space and loop around to the left.  When you reach the flooded pit, jump into the water and locate the underwater level in the S wall.  Swim out through the opened gateway in the W wall and pull out W.  Go around and use the ladder in the S wall to climb up into the church.

Some church.  You're immediately attacked by three mace-wielding phantoms, so use those uzis to weaken them before finishing them off with your pistols.  Unfortunately, they don't leave anything behind when they die but a few grease spots.  When things are quiet again, go to the SW corner and look for a jumpswitch near a harp.  Activate it to open the main doors to the church.  Look for the Knight in Shining Armor near the rear of the church and push/pull it onto the grayish tile on the left side of the harp I just now mentioned.  A door opens across the room in the N wall, so go there and pick up a TORCH.

Exit the church through the front door and go back to the first building where you recently acquired the crowbar.  Enter the N doorway, squeeze in front of the sofa and use the hot flames to light the torch.  Back flip over the sofa and exit this room.  Return to the church and light the elaborate candlesticks you'll find in each of the four lower corners, together with a smaller fifth candlestick in the NW corner of the higher altar area.  When the last one has been lighted a block will rise on the other side of the cross from the jump switch you used earlier.  Go there and hang from the edge of the block facing S.  Hit the jump key to access the top of the cross.  Pull up, go across the top to the other horizontal beam and face E.  Take a running jump and grab the pole.  Swing around and jump off to land on the slate slab ahead.  Jump forward onto the wooden roof.

Note the wall switch in the corner and use it to locate the pillar that it raises and lowers.  Lower the pillar and go over to the other side to locate a moveable block.  Move it onto the trigger tile and use the wall switch to raise the pillar.  Climb up onto the nearby crate and take a running jump slightly NW and grab the edge of the lower crate.  Pull up and move the raised block to the other side of the row.  Now jump down and go to the N end of the wooden roof.  Jump to a companion slate slab and from there to the swingpole.  Swing around and release to land on the horizontal beam of the other cross in the altar area.  Turn around and locate the jump switch up and slightly to your left.  You can reach it with a curved running jump, so do that and activate it.

Ropes have been lowered from the high ceiling, so get back onto the wooden roof E (by starting with the raised block S of you) and jump to the second raised block.  Use it to access the first of two ropes.  From this height you can see a key on a ledge far across the room.  Turn a little to your left and jump to grab the second rope.  From there jump off W onto the ledge and pick up the SILVER KEY.  Run off the ledge either NW or SW onto a slope, slide down and grab the edge, and drop down to the floor.  There's a large medipack on the nearby pedestal, probably given by someone as an offering.  Shame on you for touching it. 

Exit the church and locate a keyhole on an interior bridge abutment just outside.  Insert the Silver Key to raise a block to your left.  Get up onto the block and take a running jump and grab W to the ledge supporting the statue of a horse and rider.  Shimmy to the right corner and pull up (if you pull up in the middle you'll fall back down).  Turn slightly to your right and take a standing jump to the top of the lower gray block.  From here you can jump down N into an enclosed area.  Locate and pick up OCULAR PART 1.  Climb the S block to get back out and return to the church.

Use the raised block and swingpole a third time to reach the wooden roof E.  Go across to the N end and locate the small pedestal against the wall.  Combine the two Ocular Parts to form the SMARAGD OCULAR and place it on the pedestal.  The front doors to the church close, while at the same time a door is opened down at the SW corner.  Get down to the floor and enter the opened doorway.  Save your game here and after each successful jump, because if you miss you won't be able to come back and try again.  Take a running jump to the SE corner.  Turn right and take a curved running jump to the SW corner.  Turn right again and take a curved running jump into the N alcove for SECRET #3.  Pick up the crossbow arrows and shotgun ammo, then slide down into the pit where you contact a brilliant shaft of light that transports you to an elevated area far above the village.  Don't pause to admire the scenery until you've dispatched an approaching vulture. 

Step forward to the S edge at the right corner and face the swingpole.  Take a standing jump slightly to the right and grab the swingpole.  As you jump off, use the right arrow key to bring you onto a flat area of the small island ahead.  Make routine jumps to the next two islands.  As you face the diamond-shaped island SE, note the ladder on the side of the larger facing pillar.  Take a running jump, with a slight curve to the left, and grab the edge of the diamond-shaped pillar.  Pull up and take a running jump S to the ladder.  Shift left around the corner and climb to the top of the pillar.  Pull up and jump W to the next pillar.  Take another jump W to the next pillar, but slide back down and grab the edge.  Release and grab the crack just below.  Shimmy left around two corners to the other side, all the way to the left corner.  Hit the down arrow to make Lara turn around and jump to the next island.  Grab the corner and pull up for a nice panoramic view.

Turn around and walk E to regain camera control.  You're close to your destination, but you're not there yet.  Take a running jump S to the smaller island on your left.  Turn to your right and carefully take a straight running jump W to the next island.  Finally, from the W corner take a running jump and grab W to the gray ledge ahead.  Don't stop to congratulate yourself as you pull up onto the main floating island, as you're already under attack by two archers.  One of them conveniently leaves behind his CROSSBOW when he dies.  Go N toward the creek and jump into the water.  Look around for some poison crossbow arrows and SECRET #4.  Wade out at a point directly opposite the statue of the horse and rider in the distance. 

Run all the way over to the SE corner of the island and locate the ornate gray tile.  Hang from the edge of the tile and release to grab a crack in the wall below.  Shimmy left past the obvious crawl space, and when you reach the end release to grab another crack.  Shimmy to the left and this time pull up into the crawl space when you reach it.  Use the jump key to make a flip into the room below and run forward to push the wall button.  A block is retracted somewhere, revealing a wall switch.  Get back out to the crawl space and shimmy to your right as far as you can go.  The previous crawl space is directly overhead, so hit the up arrow and jump up to it.  Pull up inside, and when you're able to stand, run forward and come to what appears to be (but isn't) a ladder off to your left.  Before proceeding, however, crawl to your right and locate a small medipack and shotgun ammo near the NW corner for SECRET #5.

Crawl back to the open area and go out S to the crawl space.  Shimmy right to the end of the crack and jump up to grab the gray tile.  Pull up to the main island and find that a mounted knight is waiting to do battle with you.  Dislodge him from his horse by shooting him in the chest (always as he is coming around you to your right, so that you hit him on his right side).  When he finally engages you on foot, continue to pour lead into his chest while keeping him away from his horse (so he won't remount) and from the edge of the island (so you won't fall off).  When he's finally dead, pick up the BAR that he leaves behind.

Go back to the ornate gray tile at the SE corner of the island and use the crack to return to the first crawl space.  Continue to the end, drop to grab the second crack, and shimmy left past the second crawl space to the end.  Jump up to grab a third crack in the wall and shimmy left until you can pull up into a new crawl space.  Crawl forward until you can stand.  When you step onto the raised E platform, you trigger an interesting blade gauntlet.  It's pretty easy to run past it to your left, however.  Pull the wall switch in the NE alcove and scoot back past the blade gauntlet (a little more difficult going in the other direction).  Get back to the outer cracks in the wall and shimmy right with appropriate drops and jumps until you reach the first cave area to the far right.

The central pillar has disappeared, so vault up to claim the green CRYSTAL.  Get back outside and shimmy right to jump up to the main island.  Locate the pedestal NE of the horse and rider statue, combine the Crystal and the Bar to form the SCEPTER, and use it by standing in front of the pedestal facing N.  A tightrope is extended to a floating platform on the W side of the island, so go there and very, very carefully use the tightrope to cross over to the platform.  When you reach it a structure magically appears in front of you.  Stay put and deal with a vulture before proceeding.  When the coast is clear, use the tightrope to proceed W to the structure.

When you get there, take a running jump and grab the swingpole.  If you have trouble reaching it, as I did, try a curved running jump to give yourself a little extra boost.  Swing around, release and land on a little veranda.  Go to the SW edge and take a running jump, curved to the right, to grab the edge of the gray block.  Pull up and climb higher.  Jump across to the nearest support roof and make your way E.  Jump to the ice block on your right and walk out to the high SE corner.  Take a running jump and grab E to the gray platform.  Pull up and face the crack in the pillar ahead.  Jump NE to it, grab the crack and shimmy right around one corner.  Jump up to grab the top of the pillar and pull up.  Run W across the bridge to the floating castle.  Unfortunately, you need a key to gain entrance.

Go to the left side of the castle, side flip left onto the slope, slide down and grab the edge, and shimmy left until you can pull up into an alcove.  Stand left and use the action and up arrow keys to grab the crack in the wall above.  Shimmy right, pull up into the alcove and pick up the CASTLE GATE KEY.  Go back the same way you got here and pull up at the corner.  Use the key to open the castle door and go inside.  The door behind you closes while the one in front of you opens upon your approach.  Shoot the container in the niche to your right for the SHOTGUN (about time).

Reverse roll and head S down the passage.  In the next room two phantoms float up to attack you.  Again, all they leave behind when they die are two grease spots.  Note the depression in the floor just in front of the lamp, then locate the large medipack near the SW lampstand.  Go up the W ramp and loop around to your right.  Take the CAN AND CUP from the pedestal at the end and go back to the end of the opposite balcony.  Light a flare, then jump over the railing and grab the crack in the pillar.  Shimmy left around two corners and jump up to activate the jump switch.  Draw a weapon on your way down, which will cause you to ditch your flare and hit the floor in an upright position (thanks to dmdibl's review for this tip).  Turn to your right and run toward the timed opening in the floor.

Jump into the water and swim W and up the shaft.  Pull out S, away from the obvious spike traps, and draw a weapon to deal with two phantoms.  There are other spike traps in the area, so I found it most efficient to take refuge in the alcove already occupied by a suit of armor, with my back to the wall, so the phantoms couldn't push me onto a spiked tile.  The containers in the alcoves are all empty.  Pull down the wall switch in the SW alcove to raise a pillar in the center of the room.  Get onto the raised surface to the left of the barrel and pull up to the top of the pillar.  Turn around and take a running jump SW to grab the edge of the upper floor.  Pull up onto the ramparts.  With the wind whistling in your ears, head to the S opening and drop down through the hole in the glass ceiling.  There are no spike traps in here, and the containers you find in this room are also empty.  Activate the jump switch in the SE alcove  to open a timed trap door to your right.  No need for the flare trick here, simply reverse roll immediately upon hitting the ground, turn left and take a running jump into the timed opening. 

Swim down the shaft and pick up the DISH.  You're immediately transported back to the large room next to the first timed trap door.   Combine the Can and Cup with the Dish to form the COMPLETE DISH, then walk up the ramp toward the translucent green hut.   Stand in front of the figure inside and offer her your prize.  Nothing happens, so reverse roll, run down the ramp and approach the funny little stick figure near the E wall.  Make your offer a second time and watch the concluding flyby.  Mission accomplished, and a "complete dish" she is indeed!