LARA CROFT AND THE HOLY
levelset by Thierry Maynard a.k.a. Thierry Stoorne
walkthrough by Nina Croft with the assistance of Tom @ TRLE.net
IMPORTANT NOTE: If the Inventory and Statistics menus in the game scroll slowly, then you should delete the pictures in the folder Screens in root directory of the game. These menus are going to be black, but you won't have problems with scrolling any more.
COLOR LEGEND: red - kills, pink - hazards, orange - interactive items (pushables, breakables, switches), orange bold - secrets, green - supplies, green bold - weapon, blue bold - pick-ups (keys, puzzle items, tools)
Level 1: PARIS UNDER SNOW
TOXIC POOL AND DUCTS: At the beginning we see a helicopter hovering above a compound, and Lara that dropped out of it. When the level loads, directly behind Lara, you'll see a red keyhole; remember it and get out. In the outside alley the camera is fixed. First go left, to the end of the alley, shoot the electric box to break it, and pull the switch hidden inside to open a door nearby. Follow the alley to the other side and go through the open doorway to the left. Pull out the crate inside the room, go around and pick up the red key. Go back to the beginning, unlock the door, and enter the passage.
Crawl backwards into the crawlspace and drop into the shaft. Again crouch and crawl into a large room with toxic pool. As you enter, crawl backwards to the left, and drop down onto the slanted block. Bounce off immediately to land on another slanted block. Slide all the way, jump, make a curve to the right and land on the third slanted block. Immediatelly bounce off of it and make a sharp curve to the right, to land on the fence to the right. Slide down the fence and grab the central pillar. Climb around the corner to the left. Climb down the pillar until Lara's feet are few inches above the water. Backflip from the ladders to land onto the fence behind and immediately jump to grab the ceiling above. Monkey swing to the other side, until you can drop on the floor behind the fence.
Go to the far right corner and find an orange crate there. Push/pull it onto the metal tile on the left side of the room to raise the fence in the room with the toxic pool. The gate at the bottom of the ramp is closed, so you need to open it first. Climb on the orange immovable crate and jump diagonally to grab the ceiling. MS back to the room with toxic pool.
At the end drop on the cage below, jump and grab the ladder on the central pillar. Climb around the corner to the right, then down almost to the surface, and backflip onto another slanted cage. Bounce off immediately and grab the ceiling above. Monkey climb to the other side and drop into the opening with the switch. Use it to open another cage on the other side, jump to grab the ceiling, monkey swing to the end, drop on the cage and jump to grab the central pillar. Climb around the corner to the left, then almost to the bottom of the pillar. Back flip to land on the cage behind, bounce off and grab the ceiling above. While hanging from the ceiling turn around as if you'd want to go back to the safe room again. Monkey swing forwards, then right at the intersection, and drop inside the second open cage. Use the switch here to open the third cage near the entrance. Use the same maneuver to get back to the central pillar. This time climb around the corner to the right, back flip onto the third slanted cage, then grab the ceiling above, and monkey swing into the third open cage with a lever. Use it to open the door in the room with the movable crate, and return there.
MORE DUCTS: Go down the ramp behind the immovable orange crate, and through the doorway. In a small room beyond go up the stairs. Approximately half way up the stairs, turn around and run jump to grab the edge of the walkway. Go around the room to the end of the walkway, shoot the crates here and take Uzi clips hidden beneath. Return back to the floor level of the room. Now go up the stairs to the top. Turn around to face the entrance and the light bulb above it. Now turn diagonally to the left. Walk a bit down the stairs. Look up and notice a trapdoor on the ceiling. You have to jump to grab the edge of the walkway beneath this trapdoor. So run jump diagonally with a left curve to grab the edge and pull up on the walkway. Go to the right and jump to grab the trapdoor above to open it. Lara will drop to the floor, so you'll need to make that jump again to the open trapdoor. Once up, jump to grab the opening above, pull up and follow the passage to a big room with stairs.
Kill a Guardian of the light here and notice the door with a red box just to the right. You don't have the fuse yet, so go down the stairs. Notice a passage to the right, half way down the stairs, since you'll be back here later. Go to the floor level, pick up a SM from the far corner, and proceed through the central corridor. Once inside, look up and locate another ceiling trapdoor you can open. Then squeeze into the duct above and follow it to the outside area.
ALLEYS: Drop to the ground and enter the first alley. At the intersection go to the right and shoot one Guardian of the light here. Notice a red keyhole on the wall. Return to the alley and take the other way. At the end of the alley go right, kill two dogs and one Guardian of the light, and pick up the fuse he'll drop. Don't enter the building behind the Guardian yet. Instead, go through the open window directly opposite the entrance into the building, and turn left behind the first orange crate. At the end of this hallway jump up to grab and open the ceiling trapdoor above. Climb up into a side room and return to the big staircase. Go up the stairs, to the top level, and use the fuse in the box in front of the door to open it.
Shoot a Guardian of the light when you enter the small storage, go around the boxes and proceed in the next room. Climb the counter, crawl to the right and pick up the LM. Then proceed through the passage to the left. Kill another Guardian of the light and take the Uzi clips he drops. Enter the last room. Now notice another fuse box next to the closed door. Pull the first orange crate out of the corner, then pull the second orange crate out of the alcove. Go around and take another fuse hidden beneath the second crate. Use the fuse to open the door and enter. Climb the crate to the left, shoot to break the crates ahead, and pick up the red key hidden beneath. Exit and open the floor trapdoor directly ahead. Climb down the ladder and go out to the alleys again.
Once there, go right, back to the red keyhole and use the new key there. Enter and go into the far right corner, where you'll find an SM on the floor. Now go around the pillar to the left, shoot the electric box on the wall and use the switch hidden inside to open another door nearby. Return back to the alleys, and go to the right, to end of the alley. Turn right, enter another storage, and go left. Shoot the barrel in the corner to find Uzi clips, and proceed through the door you've just opened.
MORE ALLEYS: As you enter, save your game, just in case. There is a Guardian of the light on one balcony here, armed with grenade launcher, so be careful. If Lara is on the ground, he can kill her with a grenade. So try not to be on the ground. You can climb on the wall to the right (when you enter), and kill the guardian from there (you won't be safe here, but he won't be able to kill you with a grenade). When he's down, you have to climb to that balcony and claim something from him. If you haven't done that already, climb the low wall in the middle of the alley and run jump onto the central pillar with a pyramid on top of it. Slide backwards and grab the edge of the pyramid. Shimmy to the right and around the corner. Now pull up, bounce off with roll and make a hard curve to the right, to land on the balcony. Pick up the red key the dead sniperist dropped. NOTE: There is a small bug here that is triggered in some cases. Sometimes Lara just won't land on the balcony with the red key, no matter how hard you try. There is a way around it, so don't panic. If this bug appears in your game, if Lara won't land on the balcony with the key, just jump (using the same technique) on the next balcony, and from there jump across to the first and claim the key.
Once you took the key, drop to the ground and once again climb on the low wall. This time take a diagonal standing jump to grab the edge of the wall to the right (if the balcony with the red key is on your left). Pull up and turn to the right. Jump into the alcove with a keyhole. Use the key here to open the fence and squeeze into the opening. Follow the duct until you are out in the open again.
BALCONIES: Take a diagonal run jump to land on the first balcony to the right. Go to the other end and side flip over the fence to land on the second balcony. Jump to the next one and drop to the lower balcony. Shoot the crates here and take the crowbar hidden under them. Jump over the fence to land on a roof across the alley, then drop to the ground. Return to the alley with the dead sniperist, and use the crowbar to pry open the door opposite the balconies (South). Proceed through the passage and up the ramp, and before you reach the exit, you'll see a beautiful flyby sequence showing you the next area of the level.
CATHEDRAL SQUARE: You can explore this large area and collect a lot of items here. But first take care of three guardians of light who will start shooting at you a few steps away. The one is patroling just around the pillar ahead. The second is shooting from the high balcony above the entrance. The third one is patrolling high above, on the top of the pillar. To kill him, you have to shoot at him from a distance.
Now, from the entrance southwards to the end of the street and climb the low crate against the wall. Climb to the upper crate and then on the stone pillar. Jump to the next pillar, and then run jump onto the ledge in the huge ring. Walk to the other side of the ledge and turn diagonally to the right. Run jump across the fence and claim the secret #1: Uzis from the alcove next to the crates. Now use the crates to climb to the balcony above. Go left and run jump onto the snowy roof. Cross the roofs diagonally to the right and run jump with curve to grab the edge of the big pillar where the third guardian was. Pick up the blue key he dropped. Run to the other side of this pillar and jump on the corner block to the right. Drop to the balcony here and claim the red key the second guardian dropped.
Don't drop to the ground here, to avoid backtracking. Turn Lara so the glass building is on her right. Go to the end of the balcony. Run jump across the fence onto the slanted roof and grab its edge. Shimmy to the right all the way, until Lara reaches the wall of the cathedral. Now hoist up, bounce off with roll and land on the roof above the cathedral entrance. Grab its edge and again shimmy all the way around to the other side. Drop to grab the jump switch here, which opens a door elsewhere. Drop to the ground and return back to the crates where you climbed earlier.
Once again, climb on the pillar and jump onto the ledge in the ring, then over the fence. Climb over the crates to the balcony above. This time go right and run jump to grab the edge of the roof. Pull up and jump over the low fence to the right. Use the blue key in the keyhole to open the trapdoor nearby and drop inside the room below.
WAREHOUSE: Drop to the walkway and go right, to the opening in the fence. Jump across onto the orange crate, and take a run jump to grab the window ledge to the left. Pull up and take a SM from the window. Drop to the floor and find Uzi clips in the middle of the room. When you pick them up, Evil Plumber will appear, so kill him and take the fuse he drops. Climb back up to the roof, jump across the fence and then from this pyramid roof jump onto the ledge NE. Go to the right side and jump diagonally to the left, onto the ledge around the corner. Pick up another SM here and go for the second secret. Walk to the opposite end of the ledge and jump diagonally to the left to the ledge around the corner. Once again, jump from the other side of this ledge to the ledge around the corner. From here jump onto the roof and then on the pillar where you found the blue key. Once there, drop onto the corner ledge to the left, then crawl into the opening and take secret #2: two sets of Uzi clips. Drop to the ground near the entrance.
Now go for the door you opened with the jump switch earlier. Once again climb on top of the pillar near the ring. This time drop inside the fenced walkway and then go through the opening and into the alley below. The opened door is right here, so go through.
INNER YARD: When you enter this yard, you'll notice the camera is fixed in some parts of it. From the entrance go straight ahead and jump up to grab the broken staircase. Pull up then go up some flights of stairs to the top. Now turn to face N and jump across the fence to grab the crack in the wall and shimmy to the right until you can drop on a small ledge. Run jump over the fence onto the balcony. Drop from the edge to grab the lower balcony. Pull up and approach the keyhole. Use the red key here to open the door. Go through. Kill another Evil Plumber here and use the fuse in the box to open the exit door.
SEWERS: In the flyby you'll see a guardian in the next area, and a box high above on the ceiling. So enter cautiously to the pool room and shoot the guardian of the light from the distance. Jump into water, swim to the wooden crate where you can climb and run jump to grab the opposite walkway. Go right and pull onto the crate where the guardian was. Look at the ceiling above the slanted pillar. You have to use that jump switch to open the underwater tunner below. Jump towards the middle of the slope, roll before landing on it, bounce off and press Action to grab the switch. If you fail, climb back up and try again. Once you make it, the wooden box will fall into the water and roll down through the tunnel, breaking the fence. Swim down and follow the passage to the intersection. To the left a long swim awaits you, so first go to the right, then up, to take a deep breath. Now dive again and follow the tunnel to the next intersection. Swim to the left and along the twisted tunnel, and feed Lara with medipacks if necessary, to prevent her from drowning (it is possible to reach the surface without any losses, though).
TEST LAB: Climb out of the water near the Test Lab. Go right and around the room, find a switch and use it to open the trapdoor back in the Inner Yard. Just to the right of the switch there is a hole in the ground, and a passage leading all the way back to the Inner Yard, so remember this route, you'll need it for later. Also remember, up the stairs there is a door that needs certain item to be opened. For now, go to the Tech Lab through the doorway to the left of the switch.
In the room with toxic pool jump to grab either of the cage pillars and traverse to the other side of it. Back flip onto the ledge on the other side and go into the passage behind the middle cage. Follow the passage to the end, climb the low crate and pull into the duct above. Follow the crawlspace to an opening and climb down the ladder into a big room below. Find the pushable machine and push/pull it onto the metal tile directly opposite the ladder where you dropped. This will open the trapdoor on the other side of the pillar, so now you can use the other ladder to climb down to the lower level.
LASER TRAP: To the left of the ladder (NW) you'll find a switch that opens a door nearby. You'll also see some moving lasers, so save here just in case. Go to the SE corner and cautiously enter the hallway with lasers. Use the Look button to observe the cycles of two lasers in this passage. Wait for the lower laser to approach then jump over it. Immediately sprint forward and press Jump to make Lara roll under the upper laser which is approaching. Sprint into the corner. Save your game here and use the same technique to get through the second and then the third set of lasers. The third set of lasers is a bit trickier, since they are not synchronized as the first two, but basically the same technique is used to get past them. Once on the other side, go through the doorway you've just opened.
Use the crowbar to pry open the door ahead, and climb into the raised crawlspace directly ahead. Roll out on the other side, shoot the electric box and use the switch to open four doors around the room. Crawl back to the room and kill one Guardian of the light who comes from the left. Now enter the opening in the near right corner from the entrance. Crawl in the raised crawlspace, follow the duct to the opening and drop into the laser room behind the glass. Use the switch here to open the hatch nearby. Also pull the crate away from the wall, go around it and take Shotgun and some shells hidden beneath. Crawl back to the main room, go into the opening in the near left corner from the entrance and up through the duct here, to drop into the other laser room behind the glass. Use the switch here to open the door to another area. Return through the duct to the main room and enter the storage in the far left corner from the entrance, to pick up an LM lying on the floor. Now, return all the way through the laser trap and big room to the Test Lab, and then to the storage where you climbed out of the water.
ROOFTOPS: Jump in the water and follow the long UW tunnel all the way to the end, where you can surface and pull out of the water. Jump up to grab the slanted roof above and pull up. Bounce off, roll in mid-air and grab the edge of the next roof. Repeat the technique of jumping off the roofs until you reach the top level, which is flat. Take a running jump from there, with Action, to land inside the open window. Follow the passage to another courtyard, drop to the ground and go to the right, through the door you've just opened. As you enter the next room, take a notice of a high and closed alcove with a Red Cross on the wall.
BURNERS: Go left and up the ramp, to emerge in the room with two doors and a cross statue. Push/pull the statue onto both marked tiles to open one door. Go through. In the next room there are two closed gates and four levers protected with burners. When you reach the first pair of burners, turn around towards the entrance. See that jump switch above? Flip it to open the alcove with the Red Cross. Now return there and claim it (pry it off the wall) and return back to the burner room. Crawl into the alcove with a burner and turn Lara so that she faces the lever. When the burner goes off, stand up, use the lever and immediately crouch again. In this way use all four levers to open the gate with another pushable cross statue and three receptacles on the wall (the burners are now off). Push/pull the cross out of the room and straight ahead onto the marked tile in front of the second closed gate. This will open the other gate in the previous room. Return there (where the first cross is) and go right, into the passage and the room beyond.
CHURCH: Go left, find the pushable statue in the alcove, go around it and push it out into the corridor. Push/pull the statue along the left corridor, onto the marked tile, to lower the gate nearby. Pull up into the alcove and pry the Red Cross from the wall. Return to the entrance, take the other corridor, push/pull the second statue onto the marked tile near the second gate, pull up into that alcove and pry another Red Cross from the wall. Return to the burner room and use three red crosses in their receptacles, to open the gate near where the second movable cross is.
Slide down the ramp and land into a pool. Go right, shoot the stacked crates and take the Green Fuse hidden beneath them. Also, climb the crate nearby and take shotgun shells. Now swim into the tunnel on the left side of the pool and follow the UW passage back to the long and twisted UW passage you used before (now the gratings is raised). At the intersection swim straight ahead (not to the right) to emerge back in the Test Lab. Now go up the stairs and use the green fuse to open the door.
GLASS BUILDING: You've just entered the big glass building you saw from the outside (near the cathedral). Go around to the other side, enter a small room and open the ceiling trapdoor to the left. Squeeze into a duct above and drop on the other side. Turn to the right and pull up into another duct. You will emerge in a small computer room with stairs. Go out to the glass corridor (to the left of the computer), turn left and follow the passage to a LM. Pick it up and return to the computer room. Go up the stairs to the upper floor, shoot the electric box to break it and use the switch there to turn on the computer and the transporter (rotating rings inside the big ring outside).
Now you have to climb to the roof of the building. The stairs to the roof are in the same room with the electric box and the switch. Climb up to the roof, jump across to the balcony of the building ahead, drop on the lower balcony, then to the lowest, go left and run jump onto the ring ledge. Approach the rotating rings to be transported to the next level (thanks to Tom who pointed out this great shortcut).
Level 2: MEDIEVAL CASTLE FROM NOWHERE
RAMPARTS: You begin this level on a ring ledge where the transporter brought you. Walk to the end and jump across to the middle level of the building ahead. Go to the other side of the building, jump to grab one roof to the right of the pillar E, shimmy to the left and around the corner, hoist up, back flip with roll and land on the higher level of the building. Return back to the other side and from the jutting ledge jump to grab the edge of the ring and pull up on top of it. Turn around to face the building, run jump across onto the slanted roof, shimmy to the right and pull up on the flat part of the roof. Hang on the other side and shimmy along the roof edge to the right. Once the high walkway is behind Lara, pull up, and back flip onto it.
On this walkway turn to face W. In the centre of the big circular structure you'll see a medipack. You'll have to run jump diagonally with a curve to grab the edge of this ledge. Pull up and claim secret #1: LM. Jump back to the walkway.
Now turn to face S and jump over the fence to the rampart. This rampart goes around the perimeter and connects four corner towers. You'll have quite a work to do here later. For now, go right towards the tower, jump over the fence diagonally to the right and walk towards the next tower (all towers are locked at the moment). Near the end of this rampart turn right (East) and take a look at the courtyard below. Jump across the fence onto the pillar to the left of the ring. Turn to face N and hop back to grab the edge of the pillar. Drop to grab the jump switch below and open a door nearby. Drop to the ground.
Enter the building (ground level) and go to the other side (East). Enter the passage and go through the open doorway. Follow the passage to a shallow pool. To the left there is a closed gate, so go to the right. At the dead end, turn right and jump up to grab the ladder. Climb up and pull into a passage leading to a huge, well-lit room with a giant statue of a knight.
KNIGHT TEMPLAR ROOM: Find four pushable crosses in all corners of the room and push/pull them to the marked floor tiles between the burners. Once all four are in place, the knight templar statue will explode and reveal a chain. Pull the chain to open the trapdoor near the entance. Hang from the edge of the opening facing the entrance and drop down onto the slanted block. Slide down and drop into the water below. Swim down and take the key from one of the skeletons.
BIG POOL ROOM WITH SPIKE TRAPS: Get out of the water by pulling onto a slanted block, then bounce off backwards to land on the transluscent block in the middle. Now you have to climb to the top of this room, using the slanted blocks which are only safe at the moment. Bare in mind that all flat blocks here are trapped with spikes, so avoid them for now. On the lowest transluscent block turn to face W and jump with Action onto the solid block there. Stand against the wall, jump up to grab the slanted top, hoist up, back flip and roll in mid-air to land on the slanted block facing downhill. Slide to the edge, jump off with a hard curve to the right, to land on the right side of the pyramid block, facing downhill. Bounce off from the edge with a hard curve to the left to land on the left slanted block against the wall. Bounce off of it to land on the opposite slanted block, bounce off again to the first one and grab the walkway above (it may take a lot more tries to grab that walkway, so be patient).
Pull up on the walkway and use the lever on the wall to deactivate the spikes. Drop in the water below, climb once more to the slanted block and back flip onto the middle ledge. Again jump onto the solid block on the W, hoist up on the slanted top and back flip with roll to land on the slanted block facing downhill. Slide and jump on the left side of the pyramid block facing downhill. Jump off of it and grab the flat block with retracted spikes. It's safe now, so pull up and use another lever here to open the door nearby and change the geometry of the room. In the following flyby you'll see a pendulum and the door it will open.
Now save your game and pull out your guns. Jump diagonally with twist (roll) to land on the rightmost slanted block facing downhill. Keep jump button pressed and shoot, hopefully breaking the pendulum to pieces. Keep jumping from one block to another, until you can land in the doorway that opened when you shot the pendulum (if you have failed, reload the save and try again). Follow the passage and notice two gates with closed gates, one protected with swords, the other with receptacle next to it. You can unlock the third door with the key you obtained from the pool, and open the nearby gate, as well as the UW gate in the pool below. Jump into water and swim through the UW passage, timing your swim through three sets of UW spikes. In a small pool pick up some shells from the far left corner and pull out of the water here.
UNDERWATER MAZE: Pull the chain here to open one sword of the gate you've just passed, as well as the UW trapdoor at the bottom of the pool. Swim down and through the opening. At the first intersection swim left and follow the passage to the next intersection. Turn right here, then right again at the next junction. Follow the tunnel to another pool where you will find an SM, and where you can surface and climb out of the water. Pull the chain here to open the second sword on the gate and another door in the UW maze. Swim back to the intersection, turn left, then again left at the next intersection. Swim to the other end, then at the intersection swim forward and take the Blue Gem from the bottom. Swim back to the intersection, then left, and into the first pool. Swim into the passage E and back to the big pool where you came from.
Climb on the slanted block and back flip onto the flat block in the middle of the pool. Once again jump over to the solid block W, hoist up on the slanted top and back flip with roll to land on the slanted block above. Slide and jump on the central slanted block. Bounce off from one block to another to finally grab the opening and pull up. Follow the corridor to the second locked gate and use the gem on the pedestal to open it. Enter the next area.
FLOATING LEDGES: Jump to the floating ledges and kill two Flying Skulls which will attack here. Be carefull not to fall over the edge, because below is the abyss. Jump from one ledge to another and use two chains in the corners to open remaining two swords on the gate, and to open two cages nearby. Jump across to the nearest ledge. Turn towards the entrance and look up for two open cages, to the left and to the right. Take a diagonal running jump with Action to land inside each of them, and use two levers inside to open the upper cage with the third chain. Run jump back to the floating ledges and jump across to the N side. Turn your back to the entrance and look up. You'll see a high platform with a cage. Stand on the transluscent block beneath it and jump up to grab the edge. Pull up, take the key from the pedestal and pull the chain to open the door elsewhere.
Now it gets interesting You have triggered a boulder in the big wheel nearby, and its rolling causes the floating platforms to turn on and off alternately. So save your game here, in case you miss one of the following jumps. Stand so the pedestal is in front of you and the entrance door behind. Grab the edge and hang. Watch the cycle of the ledges. When the ledge directly beneath Lara is about to reappear, drop onto it, back flip onto the ledge behind you with roll in mid-air, and run to jump and land in the doorway. Return to the door protected with swords and unlock it with the key. Jump into the pool and swim into another area.
HUGE RED CROSS: In the following flyby you'll see the big castle and its distinctive mark: a huge red cross. Use the blocks to climb up to the walkway above. Once up, take a look at the slanted pillar sticking out of the water. On the lower side of that pillar there is a jump switch. There are two ways to reach this switch, but the main goal of both ways is for Lara to land on that pillar facing uphill. You can run to the end of the jutting ledge to the left of the pillar (if the red cross is behind Lara), and take a diagonal run jump onto the pillar, with the twist in mid-air and Action, to make Lara land facing uphill. The other way is much more easier. Go onto the ledge to the right of the slanted pillar and turn diagonally to the left to face it. Take a diagonal run jump with Action to land on the pillar facing uphill. Slide backwards and grab the edge. Drop to grab the jump switch below, and open the door above the pool W. Go through the door.
Prepare to fight the Iron Knight. This enemy is hard to kill, and he can scorch Lara with just one bolt from his magic sword. The easiest way to kill this badass is to run out to the pool, jump to safety and kill him from safety. Use your pistols, since it takes a lot of ammo to bring him down. Once he's dead, use the lever opposite the closed door to raise a trapdoor outside near the red cross. Notice the red cross receptacles on the wall, indicating that you'll have to find one red cross in order to open that door. For now, get out to the pool area and once more climb onto the walkway above. Jump diagonally from the walkway to the raised trapdoor and from there run jump onto the ledge in front of the big red cross.
Turn left and run jump onto the ledge near the wall. Use binoculars to locate an opening in the wall. Jump inside and turn around to face the opening and the pool. Hop back inside and as soon as you hear the thunder of the boulder, run towards the opening and jump across onto the ledge, to avoid the rolling boulder smashing Lara. Now jump back into the opening, go to the end, back flip onto the slope and grab the opening above. Pull up and enter the upper level of the big Red Cross courtyard. Kill three flying skulls here, two on the right and one on the left.
Go right to the intersection. Turn left here and take a diagonal run jump to grab the ladder to the left (jump over the fence). Climb on top of the column, slide, jump to land on the next column, jump off of it onto the third slanted pillar, then jump to grab the flat pillar and pull up. Walk to the E edge of the pillar and run jump to grab the edge of the roof. Shimmy to the left and around the corner, where you can drop on the ledge below. Go around the corner, find a skeleton on the floor, pull it away and take the shells hidden beneath it. Now go N and jump diagonally onto the rampard to the left. Notice the barred windows with a red cross on the floor, with spike trap and a certain useful item on it. You'll be back there later. For now, go to the other side of this rampard, and jump to grab the roof. Shimmy to the right so that the pillar is behind Lara. Hoist up and back flip to land on that pillar. Turn around and save your game before you proceed.
SPIKE TRAP: Now, it is not easy to get across to the other side of this trap. You have to time your jump onto the first spiked ledge so that Lara lands on it when the spikes have just retracted. Stand in the back right corner of the first ledge and turn diagonally to the left, so that Lara doesn't face the spiked ledge directly. When the spikes are about to pop up, run and steer to the right a little, then jump and make a curve to the right, so that Lara lands at the nearer edge of the spiked trap, exactly when the spikes retract. Run forward immediately and jump onto the next safe ledge. Save your game here again (if you try to jump directly onto the spiked ledge with a straight running jump, you won't have space for running before the jump to the safe ledge, and Lara won't reach it from a standing jump).
Now stand on the left side of the safe ledge and walk back to the end of it. When the spikes on the next ledge are about to pop up, run and jump onto it, then steer sharply to the right and jump to land on the balcony to the right of the tower ahead. Before sliding down into the red cross room, take a good look inside. You have to slide down the ramp and jump onto the higher ledge above the cross. Find the lever here and use it to deactivate the spikes down on the cross. Drop down and pick up the Blue Gem. Avoid the black floor around the cross because it is lethal. Jump across to the checkered ledge and go out of the room. Kill another nasty Iron Knight and cautiously proceed to the next room with another deadly floor and the red cross with spikes in the middle. Jump onto the safe part of the cross, then diagonally to the next, and then into the opening where you can exit to the rampard. Climb on the low wall to the left, turn to face the big cross outside and take a diagonal running jump to the left, onto the adjacent rampard. Continue hoping from one block to another, until you can jump to grab the opening above the closed gate to the left. Hoist up.
Drop on the floor on the other side and pick up an LM from the floor. Kill a flying skull that will attack you, collect some shells from the corner and use the corner block to reach the ledge from where you can jump back into the opening above the gate. Turn to face the room and diagonally to the right. Run jump with a curve to grab the jutting block and hoist up. Pull up onto the upper ledge and take a running jump with a curve to grab the window above the gate. Before going out, take a running jump (no Action) to land on the other corner ledge where you'll find the Revolver. Run jump back into the window. Carefully jump onto the jutting ledge outside to the right. Notice two receptacles here. Turn to face E and a bit to the left. Run jump with a hard curve to the right to clear the wall and land on the ledge behind it (this is called a banana jump). Go to the other end, side flip onto the slope to land on it facing downhill and jump off of it to land on the high ledge above the red cross room. Use the lever here to deactivate the spikes below, drop onto the cross and take another Blue Gem. Jump across the deadly floor, go out and make your way back to the two receptacles high above on the tower. Place two gems here to open a door at the bottom of the huge red cross outside.
Drop from the pedestal onto the pillar below, and then to the ground. You are now at the walkway where you entered earlier. Go right, to the central structure with four pillars and a ladder. This time don't use the ladder, but jump diagonally to the left across the hole and go all the way to the end of the ledge jutting towards the huge cross. Take a running jump to land on the ledge below the cross and you're in front of the door you've just opened.
CORNER TOWERS: Climb up the ladder in the corner and follow the passage to the opening in the castle wall. Drop on the ledge below and turn left. Run jump with Action into the lower opening in the wall. Follow the passage to another ladder. Climb up and notice one jump switch on the wall. Once up in the first tower, jump diagonally across the shaft with the ladder and turn to face it. Run off the edge and grab the switch to open two doors of the tower and the two adjacent corner towers. Exit S and climb the wall on the left. Jump onto the ledge E and run jump onto the walkway N (left). Go into the corner (right) to find another jump switch. Pull it and see in a flyby the corner tower with a secret inside. You need to pull one more jump switch to open that tower. For now, return to the corner tower you came from, and go S, to the next tower. From here you can get back to the big open area with pool and huge red cross (needed for later) or to the room with floating transluscent ledges above the pool (in case you forgot something there). Climb down the ladder just to find another jump switch behind one of the collumns in this shallow pool. This is the switch that opens one corner tower upstairs, containing the secret. Climb back up to the tower. Jump over the hole in the ground and exit the tower, heading for the next (W).
Drop through the hole inside this corner tower and enter a dark room with central pillar. Climb on the low block against the pillar and turn Lara to face the pillar. Sidestep all the way to the left and stand against the pillar. Now pivot Lara so that she faces NW. Stand jump from here to grab the edge of the opening above. Hoist up, use the lever in this upper room to open the gate in the central tower outside and return to the corner tower where you dropped. Leave N and go into the last corner tower, which is now open. Claim secret #2: LM, shotgun shells and revolver ammo. Exit S and climb the block to the left. Here you jumped over the fence at the beginning of the level (onto the pillar with jump switch). Do that once again. Drop to the ground, and once again, make your way back to the top of the ring.
CENTRAL TOWER: From the top of the ring jump to grab the roof of the building. Shimmy to the right and pull up on the flat ledge. Hang on the other side of this ledge and shimmy all around the building to the right. Previously you back flipped from here onto the walkway to the right, but this time go all the way around the building and back flip onto the similar walkway on the other side (left side, when Lara is standing on the ring and facing the building). Once on the walkway, go W to the end, and turn left to face the central tower. Standing close to the wall on the right, jump to grab the back side of the sloped block ahead. Pull up, slide, jump and make a curve to the right, to land on the wall. Turn to face the central tower and jump onto the flat ledge next to it.
Stand on the left edge of this block and face SE. Run jump on the other side of the roof and keep Jump button pressed. Lara will jump from one roof to another and back. While she is jumping forward, press Right cursor to make a curve in mid-air. Lara will be closer and closer to the alcove on the right. Once she is close enough to jump into it, bounce off the roof (facing forward), make a curve to the right and press Action to make her land inside the alcove. Pull the chain in the tower to open a gate elsewhere. Drop to the floor below the roof. Make your way back to the top of the ring, then jump on the roof, traverse to the right and pull up on the ledge. Drop to hang on the other side and traverse along the roof edge until you can pull up and back flip on the walkway behind (like you did the first time).
While standing on this walkway turn to face S. Run jump over the fence and then jump on the higher ground and go right. Take a diagonal running jump onto the wall to the right, and from there run jump to grab the opening E. Pull up into the building, go around the pillar and pry the red cross with your crowbar. Now you have to return all the way back to the open area with the pool and the huge red cross. The shortest route to there is through the opening in the nearest corner tower. Once you climb down the ladder, dive through the hole in NE corner and swim forward to a larger pool. Swim through the tunnel in the far left corner and use the UW lever to open the UW gate nearby. Continue swimming through the tunnel, and at the intersection, swim forward, until you reach the surface. Pull up and you're back at the Huge Cross again.
TEMPLAR ROOM: Go west, and pull up in the doorway where you fought the first Iron Knight. Place the red cross in the receptacle to open the gate and enter the beautiful checkered room. In far left and right corners you'll find two pushable statues of templars. Push/pull them onto the marked floor tiles to open the trapdoor on the ceiling. Also, two Iron Knights will emerge in the room, so save here and kill them both, taking care not to caught fire or to be scorched by their power bolts. Once they're dead, go to the right side of the room (from the entrance) and jump up to grab the ladder in the ceiling opening. Pull up and take the key from the pedestal. Drop to the floor and go to the left side of the room. Jump up to grab the ladder in the second opening, pull up and use the key in the keyhole to open the exit door. Drop down to the floor and leave the room.
CORRIDORS: Enter the passage beyond the door and follow it to the broad ramp going down. If you look up, you'll notice two boulders waiting to fall and smash you. So run down the ramp and jump over the pit to get out of their way. Enter the next room and dive into the water. Swim down into the large pool, find a UW lever in the NE corner to open the gate, and swim through the tunnel. Pull out of the water in a small balcony, go around to the other side and squeeze into an opening in the corner. Crawl down the tunnel, then drop in the shallow pool ahead. Go left and pull up into the crawlspace. This will lead you to the big room with pillars and checkered floor which you could see before through the fence. Go left and through the doorway. At the intersection go to the right and enter cautiously the next room.
THREE HYDRAS: The next enemy is similar to TR5 gargoyle heads, except that this one is mobile and poisonous. If Hydras bite Lara, use a medipack as an antidote. Shoot as mad and jump around to kill it easily (Revolver is the best weapon here if you have ammo). When they are dead, enter the passage to the left of the entrance and pick up Uzi clips from the window. Return to the room with dead hydras and find a pushable cross. Push/pull it onto both marked floor tile to open the door. Before you enter the next room, pick up a secret here: Climb on the ledge to the left of the entrance and turn to face across the room. Run jump to grab the ledge on the opposite side. Pull up and claim the secret #3: Uzi clips, and drop down to the floor.
LAVA ROOM: Enter the room with lava pool. Approach the pool and turn diagonally to the right. Jump onto the sloped side of the pool and keep Jump button pressed all the time. Lara will bounce off the two slanted sides of the pool back and forth. When she jumps forwards, press Left cursor key to make the curve in mid-air. Keep doing that until Lara lands on the flat ledge. Save your game here. Turn to face the higher block across the pool and jump on top of it. Turn Lara's back to the pool and side flip to the right onto the slanted block. Keep Jump button pressed and make curves to the right whenever Lara jumps forward. You'll end up on the other side, on another flat block. Climb into the alcove and use the switch to open the trapdoor above.
Pull up into the room with four Templar statues. Pull them on the marked floor tiles to open the gate. Enter the room beyond and take the key from the pedestal. This will activate another transporter. Return to the previous room to finish the level.
Level 3: FORGOTTEN CATACOMBS
There's nothing in the pool so jump from the pool ledge on the floor and go SE. Climb on the broken column and on the higher block. Hang from the edge and traverse to the right for the long ledge along the wall, and hoist up where the ceiling is high enough. Take the medipack and crawl to the other end of the wall ledge. Drop into the pit and pull the switch to open the exit door. Climb back out and drop on the floor. Make your way to the exit.
FLOODED ROOM: Jump into water and swim to the central column in the pool. Find a UW lever attached to it and pull it to open UW door. Swim throgh the passage to emerge in big flooded room with two closed gates. You cannot open the first one, so swim to the end of the room, picking up some flares on the block along the left wall. Lara can open the next closed door, so do it and swim down this tunnel (you can breath air at the top of this big room if you need it). Follow the twisted passage to another big pool. When you enter this pool, make a U-turn to th righ and climb out of the water on a small ledge.
WATERFALL ROOM: Climb on top of the ledge to the right. Jump diagonally on the long ledge and go towards the other end of the room. Climb the ladder here and drop on the ledge to the right. Turn around to face N and run jump to grab the ledge ahead. Hoist up and turn SE. Run jump to grab the crack on the broken pillar and shimmy to the left around the corner. Make sure Lara's health is 100% and drop to grab the jump switch below. Drop to the flooe of the room. Now the gate at the upper level is open. Once again climb up the ladder and drop to the right. Side flip onto the ledge on the left and enter the next room.
BOULDER ROOM: Go up the rightmost ramp and jump on the left, on the higher ground. Go up the middle ramp until you reach a pit with ladders. Jump over it diagonally to the right, turn to face the ramp below and save. Look up above this ramp to see a boulder waiting for you. Sprint down the ramp, and when you trigger the boulder, jump with a curve to land on the higher ramp, where you'll be safe. Watch in the flyby boulder falling to the ledge at the floor level and then into the pool, opening the door down in the big room.
Exit the boulder room for now the way you came and jump diagonally to the right to reach the big ledge, and head NE. Jump diagonally to a small ledge next to the pillar and then to another small ledge next to the wall. Turn to face south side flip on the long slide against the wall. Slide all the way down and jump to grab the pole sticking out of the water. Turn to the other side of the pole and back flip from it to land on another slide. Slide down to a flat ledge. Save your game here as the next jump might get pretty tricky.
Turn to face the pole sticking out of the sloped block, and face it squarely. Run jump to grab it. Now you have to jump from the pole onto the ledge in front of the door the boulder opened earlier. If the first technique doesn't work for you, try the second one: 1) Slide all the way to the bottom of the pole, and face the near outer corner of the doorway. Turn to the right exactly nine times (just press and hold Right cursor button and count Lara's lateral moves on the pole). Back flip from the pole to land on the doorway. If Lara constantly hits the wall instead of landing onto the doorway, try this: 2) Slide all the way to the bottom of the pole and face the near outer corner of the doorway. Now climb up the pole exactly four times and turn Lara to the right nine times. From here back flip to land on the doorway. Enter and drop from one block to another, until you hit the ledge over the big lava pool.
LAVA ROOM: Go to the middle of the ledge above lava. Turn left, and run jump to land on the ledge against the wall. Crawl behind a block and take secret #1: shotgun shells. Now jump back to the main platform, go to the other side and run jump to the opposite ledge. Before dropping into the hole, save your game.
Drop to hang from the edge and shimmy around the corner to the right, so that you drop on the broken pillar below facing uphill. Drop, slide backwards, grab the edge, hoist up and bounce off to land on the next sloped pillar. Don't jump here, just slide off to the lower pillar. Now jump from the edge of this pillar to land on the sloped ledge ahead. Keep Jump button pressed so that Lara jumps back and forth from one slope to another. You have to roll her in mid-air once, so that she is turned in the opposite direction. Now, when jumping forward, make curves to the left, and keep jumping until she lands on the flat block. Save your game here.
Turn to face E and stand close to the right edge of the block. Slide a bit down the slope, jump (no Action) to land on a higher slanted block, jump with a small curve to the left and grab the burning ledge. Shimmy to the left around the burning ledge and drop on the safe ledge. Run jump with Action to land on the ledge against the wall. Go right, jump to grab a small block and pull up. Run jump diagonally onto the block next to the pillar. From there jump up to grab the higher ledge and go left. Run jump over the gap, follow the ledge to the end, then run jump to grab the next one. Find the lever there and flip it to activate the spikes down on a ledge above lava pool. Now return to the gap and face the burning ledge down below.
In the next jump sequence you need to run off the ledge to land on the right half of the sloped block below. Slide almost to the end, jump and make a curve to the right to land on another sloped ledge to the right of the burning ledge. You have to jump off of this slope and land on the pillar with spikes when they are retracted. Then immediately side flip to the right to land on the safe ledge. Now, a big deal of luck is needed to time these jumps in order to land on the spikes when they are retracted. So while you're still up on the ledge with lever, listen to the spikes. When they are about to pop up, run off the ledge and land on the sloped block below. Spikes should retract by the time you land on the first slope. If you do this on time, spikes will be retracted when you land on them. Also, as soon as you land to the safe ledge, save. The trouble is not yet over
Walk to the other side of the ledge and run jump to land on the lower sloped block ahead. Slide and jump onto the next. Bounce off with hard curve to the right to land on the ledge with pillars. Before pulling the lever here, save your game. This lever opens a timed door.
TIMED RUN: There are (basically) two ways of getting to the timed door in time. The easier way is going around the room and getting to the timed door by longer route (but also quicker). Pull the lever, press Look button to cut the flyby, roll and start running steering sharply to the left. A few steps away from the left edge, jump to land on high sloped pillar, slide, jump with curve to the right to land on the second high pillar, slide to the very end, jump and grab the edge of the long safe ledge. You can save while Lara is pulling up onto it. Sprint to the other end, jump to land on the small isolated sloped block to the left of the burning ledge, bounce off and make a sharp curve to the left to land on the ledge next to the burners. Run forward, jump with curve to the right to land on the sloped block around the corner, slide, jump from the very edge, land on the next, slide, jump, land on the third, then on the forth (on this slope Lara must slide facing downhill), jump with curve to the right, land on the last slope, jump and twist in mid air and land on the ledge along the wall. Run forward, steer to the right, jump before the slide and land on the ledge in front of the timed door. Sprint through before it closes.
The second way of reaching the timed door: Pull the switch, press Look button and roll, and run forward, steering a bit to the right. Jump from the edge and land on the long slide in the middle of the lava pool. Start jumping forward and backwards, with the left curve, to land on the flat block as you did before. Once on the flat block, run diagonally across it, jump and land on the sloped block to the right, bounce off and land on the next, then on the next (facing downhill), jump off with curve to the right, bounce off with twist in mid air to land on the ledge along the wall, run forward steering to the right, jump before the slide and you'll land on the ledge in front of the timed door. Rush through before it closes.
TWO RED CROSSES: Once behind the timed door, make a U-turn to the right and pick up the Blue Gem from the pedestal. Then enter the big room to the left. Go along the wall on the left, open the chest on the floor and pick up some shells from it. Door straight ahead (W) is locked, so enter another room to the right. In the following flyby you'll see platforms above Lara, some skeletons waking up from the dead, two red crosses on the wall and two receptacles for them. So prepare for both action and climbing.
From the entrance go W (left) and jump on the broken block above the water, and take a running jump to grab the edge of the upper platform. Jump diagonally to the left, use the Shotgun to send the skeleton over the edge, and follow this walkway to the middle of the room. Open the chest here and take more shells from inside. Go to the E end of the room and climb the pole. Back flip from it to land on the third level. Send another skeleton down over the edge, go towards the middle of the room, passing by two receptacles to the left, and jump to grab another pole. Climb up, back flip on the top level and deal with two more skeletons. Pry two red crosses from the wall and use the pole to get back to the lower level. Jump over the gap and use two crosses on their receptacles to open the door down in the previous room, and make your way back to the ground level. Return to the previous room, go right and through the open doorway.
In this room jump across lava to land on a small ledge with pillar. Jump from one pillar ledge to another until you reach the ledge with a pedestal that is just behind the central column. Pick up Baphomet Handle from the pedestal. This will activate burners on top of the central pillar, as well as open a door nearby. Jump across the pillar ledges back to the entrance. Now turn to face the central pillar with the ladder and burners on top of it. When they get off, run jump to land on the pillar and duck. Wait for three burners to go off again, stand up and jump up to grab the upper level. Pull up onto the ledge. Go north, dive in the pool and take a medipack from the bottom. Return back to the previous room and jump over into the alcove E. Climb onto the slanted block from behind, slide and jump to grab the ladder high above. Climb up to the top level. Turn aroud to face E and run jump into the open doorway.
BACK TO THE WATERFALL ROOM: Climb another ladder and pull a lever here to open the door ahead, and to trigger the second boulder back in the waterfall room. This boulder will land on a pressure pad on the bottom of the pool, open the door in this room and also trigger a spike trap in front of that door. All this with this one lever. Go through the doorway ahead and drop in the back of the waterfall room. Go out towards the waterfalls, and then to the right (N). The door you've just opened are ahead, but protected with retracting spikes. So save your game here.
Now here's the trick. Jump diagonally on a small ledge to the right of the spiked doorway. Climb on the corner block and turn so the spikes are behind Lara. Wait for the spikes to pop up, back flip to land on the doorway when they are retracted and immediately side flip to the left to land inside the passage.
Enter the big room with broken pillars. The door to the left are closed, so go to the other side of the room and climb into the alcove in the far right corner. Drop in the trench and find a lever to the right. Pull it to open the door back in the room. Return there and go through.
In the next room three skeletons will attack you, so use the shotgun to make them fall into the pool. If you run out of ammo or health, jump into the pool and find two boxes of shells and a LM on the bottom. Once you dispatch the skeletons, find a pushable cross NW and push/pull it into the near left (SE) corner of the room, on the marked floor tile. This will deactivate the spikes elsewhere. Before leaving back to previous room, pick up a SM behind the pillar W.
When you enter the previous room, go forward, then to the right, and climb on the higher floor. Turn to face N, jump up to grab the bars in the ceiling and monkey swing forward, then to the right, then left, and left again, following the bars in the ceiling. Finally, monkey swing to the right (N) and to the wall, until Lara is hanging against it. Drop to grab the edge of the alcove, pull up (spikes are deactivated) and press the button to open the first door far back in the flooded room at the beginning of the level. So head back to the Waterfall room, dive in the pool, swim back to the big flooded room through the tunnel in the NE corner, and finally, swim through the door you've just opened.
In the next flooded room you can also breathe some air in the air pockets at the top. Swim up through the opening NE and through the tunnel, into the room with moving boulders. Keep swimming straight ahead, under the lowest part of the ceiling, keeping close to the left edge, and then up through the opening, where you can climb out of the water.
ROOM WITH SLOPES: In the NE corner of the room you'll find a sloped block. Pull up onto it, back flip on the other slope and jump off of it to grab the sloped ledge above. Shimmy to the left, hoist up and jump with twist to grab the slope behind you. Shimmy to the right and around the corner, hoist up and back flip to land on the flat wall behind. Turn to face NW and walk to the corner of the ledge, where it meets another sloped block. Hop back and run jump over this small sloped block to land on the bigger sloped ledge beyond it. Slide back, grab the edge and shimmy to the left. Pull up, back flip to land on the ledge behind and jump immediately off of it to grab the higher ledge. Shimmy to the right until you can pull up onto the flat block. Run jump over the gap onto the ledge, then once again onto another one. Here you must push the button on the wall to open the door to the right. But you cannot jump directly to the doorway.
Go back to the first flat ledge and turn to face S. Jump to grab the slanted ledge in the middle of the room. Shimmy all the way to the left, around two corners, until you can pull onto the flat ledge. Jump up to grab the monkey swing and traverse to the other side. Drop and go left. To clear the open door, hang from the edge of the ledge, shimmy to the left and pull into the doorway. Go through.
Avoid the burners in this room. Pull out the pushable statue away from the wall, go behind and crawl into the opening. Climb up at the end of the tunnel and go up the stairs. In the next room go right and push the statue of a knight into the corner. Then push/pull it S into the next corner, passing by a closed door. Enter a small room left, go around the pillar and push/pull the statue into this room and onto the metal floor tile. The door you've passed will open, so go back there and through the passage.
Run jump over the gap to the next ledge and then to the next. Pull the lever here to trigger the third boulder in the room above the waterfalls, opening another door. Drop down to the floor level and remember a passage SW that leads to a door that have to be opened. Head N and hop over the hole in the floor. Walk up the slope carefully and the second you hear the "exciting" music, roll and sprint back outside, to avoid a boulder smashing Lara. Jump over the hole and wait for the boulder to lower a ledge nearby. Now go into the boulder passage, and climb into the opening where boulder came from. You'll find secret #2 here: a LM. Return back to the room and climb down the ladder in the hole, all the way down to a big pool with burning ledges above.
BURNING LEDGES: Jump into water and swim back towards the entrance. Pull up on the ledge and climb the ladder up to the entrance level. Find a switch here, and save before pulling it. It is timed, and it turns the flames off for a few seconds. Now you have to jump over the ledges to the other side before the burners activate again.
Pull the lever and quickly press Look button to give Lara her perspective back. Run to the left (when facing the switch), then turn left and run through the window, jump over the first ledge (which is still burning) to land on the next ledge. Stand jump onto the other ledge ahead. Run and jump to land on the left side of the next ledge. Pivot Lara a bit to the right, run and steer to the right, jump to land on the next ledge which is to the right, quickly steer to the left to face the next ledge, run and jump to land onto it and immediately stand jump onto the safe ledge with a button. Press the button to open UW door down in the pool. You can save while Lara is in mid-air during the jump whenever you perform a jump correctly. You must not waste a split of the second here, if you mean to reach the button in time. NOTE: There is one other trick that you can use here, if you have a lot of health supplies. If fire restarts while Lara is on the last two ledges, you can feed Lara while she is burning, quickly jump over to the button, press it and jump into water, but it may take a few medipaks to perform.
Swim down through the door you've opened and follow the long twisted UW passage to a big flooded room with broken pillars. You can surface in the opening in the ceiling (where the last ceiling window should be) and pull into the room above. Climb on the block and then jump on the walkway next to the wall. Find a lever in NE corner and pull it to open the UW door down in the pool. Before diving in the water, remember that there is another closed door here, in SW corner. Jump in the water and swim through the door you've just opened. Follow the tunnel and time your swim through the spikes, and then swim up and out of the pool.
Climb on the higher ledge and go left. Then walk to the N end of the ledge. Take one or two steps back from the edge, and hop back. Run jump from here to land on the slope N facing downhill. Slide and jump to grab the ladder. Climb up to the high ledge above. Run jump over the gap to land on the ledge S. Pull the lever here to open the door in this room. Return back to the ladder, climb down, then around the corner to the other side. Climb to the bottom of the ladder (but keep Lara's feet on the ladder), and back flip with twist to grab the doorway behind. Pull up to trigger a boulder, and hop back to drop into the pool below. Climb once again to the doorway, go up the ramp and take another Blue Gem from the pedestal. The door in the previous room is now open. NOTE: You can avoid the boulder by jumping back (with twist) to grab the ladder, but you have to be very fast, and the first way is much easier.
Jump back into the pool and swim back through the spikes, into the big flooded room with broken pillars. Swim up through the opening on the ceiling, and climb out of the water. Now make your way to the open door and go through. Follow the passage to another big room.
BIG POOL ROOM: Go to the NE corner of the room and look down through the grate. You'll see a medipack on one block below the grate. So hang on the edge of the hole nearby and drop to grab the lower block. Pull up and take secret #3: an SM. Crawl backwards to hang from the edge again, and drop to grab the crack below. Shimmy to the left and around the corner, and drop to grab a jump switch below. This will open one gate in the pool below. NOTE: If you fall in the pool before you flip the jump switch, just stand under it and jump from the water to grab it. Now swim to SW diagonally across the pool, and turn right to enter the tunnel you've just opened. Swim through the passage, make a left turn at the intersection, and then enter another UW passage to the left. Surface here and climb onto the slanted block to the right. Back flip to land on the higher ledge above the big pool.
Walk to the N end of this ledge and turn to face NE. Use binoculars to locate an opening in the wall. Run jump to grab this opening and pull up. Turn around and face NW. Run jump to grab the high pillar, pull up and claim the third Blue Gem. Drop into the pool below and swim back to the big pool. Once there, swim/wade through water to the left and climb on the ledge with receptacles. Plase your gems here to disable a set of spikes nearby.
Swim to SW and climb on the block with button (spikes are deactivated). Press it to expand a block in the next corner (SW) and swim towards it. Climb out of the water, then to the higher block, and squeeze into the high opening above. Walk to the end of the passage and run jump to clear the gap. Hop back and grab the edge of the floor, and drop on the roof below. Grab the edge of the roof and shimmy to the left and around the corner. When the pillar is behind Lara, pull up onto the roof and back flip to land onto it. Jump over to the next pillar, then to the last one. Pull the lever here to open four gates in the central structure. Jump back to the middle pillar, then to the first, and face W. Run jump to grab the floor of the central structure. Go to the other side and step out onto the slanted block. Turn around to face SW and walk back to the very edge of the block. Stand jump to grab the small opening below the floor and pull up. Crawl to the opening in the floor, hang from the edge and shimmy to the other side. Pull up and take Baphomet Effigy. Drop to the floor below, directly in front of the receptacle and statues of knights templars. In your Inventory combine Baphomet Handle and Effigy and use Baphomet on the receptacle. This will open a trapdoor behind you, and one key will magically appear on the floor where you stand, so pick it up before you drop through the trapdoor.
Swim through the tunnel to end up in a big flooded room with columns. Remember the closed door here and continue swimming up to the surface. Climb on the slanted block and back flip to land on another sloped block. Jump off of it and grab the roof above. Shimmy to the right, pull up and back flip to land on a small flat corner ledge. Now face W and side step to the wall on the right, and back to the sloped block. Save your game here and back flip to land on a higher slope behind. Bounce off with a hard curve to the right to land on the high flat ledge above. Go right, then run jump to grab the pillar and pull up. Drop on the other side and use the key from the previous level in the keyhole. This will open the UW gate in the flooded room below. Slide down into the opening with water and swim back to the previous room and into the opening S.
LASER ROOMS: Climb out of the water at the end of the passage and follow the tunnel to the stairs. Go up the stairs, and continue to the intersection. Go to the right and unlock the door at the end of the passage. Enter carefully and avoid stepping on the lower floor, trapped with red laser-like beams. Run jump onto the small ledge ahead. Stand jump diagonally onto the ledge to the left. Run jump onto the next ledge, then again onto the one to the left. Run jump with Action to land inside an alcove in the corner. Pull the lever here and run jump back on the previous ledge. Then jump on the ledge next to it, and run jump with Action into the adjacent corner with another lever. Pull it to open the door back at the intersection. Make your way back across the laser room to the entrance, go to the intersection and continue up the ramp to the door you've just opened.
You'll enter another laser room. From the entrance run jump diagonally to the left, making a twist in mid air and pressing Action to land on a small ledge. Jump to adjacent ledge. Take a running jump (no Action) to land on the long ledge diagonally to the right. Go to the other end of the ledge and turn to face SW. Take a diagonal running jump to land on a small ledge, then stand jump onto adjacent ledge to the right. Here you'll find an SM which is secret #4. Jump back to the long middle ledge.
Turn to face NE and take a run jump to land on a small ledge with retracted spikes. Don't pull this lever here, since the spikes beneath Lara will pop up if you do. Instead, run jump onto a small ledge diagonally to the right. Turn to face NE and a small ledge with active spikes. Hop back once from the edge. When spikes are about to pop up, run and jump to land on the ledge when they retract. Run forward steering to the right and jump with a curve to the right to land on the big ledge with glass case protected with power field. Pull the lever behind the case to deactivate the spikes back at the first lever.
Now you have to make your way back to the first lever. Face the small spiked ledge and take two steps back from the corner. From there stand jump onto the ledge when spikes are up, to land on the ledge when they are retracted. Immediately run forward and steer to the left. Jump from the edge to land on the ledge diagonally to the left. Then jump diagonally to the right, into the alcove with the first switch. Pull it to lower the power shield back at the glass case, and to activate a moving laser that will break the glass case away. Once again, make your way back to the big ledge with the glass case, just as you did the first time.
Finally, take the Holy Grail from the broken case and the tunnel above the lever will open. Pull into it and crawl to the end. Jump up to grab the edge of the opening and pull up into the room. Exit through the passage ahead, pull up into another passage and watch the flyby: Lara's helicopter moves from its original position, and lands outside the room Lara is currently. So climb up through the opening to finish the level and watch the beautiful credits at the end of this amazing game. Great work!
Note: Magic Pit, a Member from the Base, has found out that you can kill the Iron Knight with one Shot from your Shotgun. I have tested it and it worked. Stand in front of the Iron Knight and shoot him one time with the Shotgun. He wavers a little bit and tumbles.