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!