BACK TO BASICS 2011

Steampunk Level 10: MADNESS IS NOT A SHAME

Level by uranos1

Walkthrough by manarch2


Getting out of the Cell

After a flyby you get control over Lara being in her room, pick up the Flares from the pedestal NW and push the table right of you once E. Climb on it, turn right and jump up to the chandelier. Get the Crowbar on the other side, drop down and use it to open the exit door E. The spiderweb disappears when approaching; you enter a bigger room. Look to the right to see a keyhole that requires a yellow key you don’t have yet. Turn left and approach the circle door so that it opens. Head toward the uneven floor and jump between the slopes with curve jumps while jumping forward, or try a direct jump to the other side. Eventually you reach a triangular tile you can stand on.

First Timed Run

Progress to a trap gauntlet; you can see a button to the left. It is a timed one – it opens the door at the far end of this passage. While doing this run, there are many trapdoors that open and close again – don’t jump in as they take you back to the start. Also, you have to avoid the fires to the right, you cannot jump over the tiles while they are active or Lara will die burning. Activate the switch, jump over the first trapdoor, curve to the right as a blade endangers you, run and jump over the pipe and the second trapdoor, stay right because of the fallen debris, then sprint and roll under the next pipe, timing the roll with the bumper (sprint against the pipe and roll in the moment the bumper goes down) and jump over the next trapdoor, avoid the swinging chain. Wait at the next trapdoor, and run on it while it raises, so that Lara drops a bit but stays on the platform. Time the run-jump under the burner and the next trapdoor, you will land in front of the next pipe. Jump over the pipe and the knife (stay as far right as possible) and curve right when you have passed the burners. Either jump to the door or sprint and roll under it to get into a new room. ( video ) ( savegame )

Second Timed Run

Remember the inactive expanding block ahead for later, and find another timed switch on the left hand wall. Use it, quickly climb the right expanding block and start climbing the next trapdoors, always trying to jump directly to them, and when you have to climb a ladder, stay as close left as possible. Try to use turns as often as possible when you want to jump up to the next block. If you have time enough you can pick up some Flares in an alcove. Eventually you can climb up to a platform where you can use a button, the expanding platform downstairs you saw earlier now gives access to a button, drop down, at two points you have to drop back and then press Action, but release it before Lara grabs the ledge to let her fall onto the trapdoor below. After few health losses you get down to the switch. Don’t use it yet – use the lever to raise the trapdoors above again, then quickly climb to the button, use it, turn left, jump back and then up the first trapdoor. Climb up the same way as if you would want to use the button, but on the button ledge climb the right ladder, drop left on the ledge, turn right, get backwards to the wall, run-jump to the opposite ledge, climb up, roll and turn, run-jump to the ledge above, climb, roll and turn and jump to the next platform, turn around, climb up and jump up the last trapdoors to eventually reach a safe ledge. Grab the Little Medikit from the wall and open the right door with the Crowbar. Remember the ladder that you can see above the shaft. ( savegame )

Upside Down

After the flyby run up the wall of the room in the form of a half circle. Run up and you can open the left door with the Crowbar. Get into the room, you can see the ladder going up, but actually the floor is the top of the ladder in the last room (with the trapdoors). Use the switch in the passage to lower a raising block, the next block cannot be lowered yet as the switch seems to be too high and wrongly rotated. So return, run back through the half circle, and climb the long ladder to the top. Jump in the passage and have an odd déjà-vu effect. Run to the end and use the switch to lower the next block, the next switch however is again out of reach. So return, climb back down the ladder and run back up the half circle, get in the passage and use the switch, another switch out of reach awaits you, so return through the half circle, climb back up the ladder and use the last switch to open the way. Run through the corridor, push the container three times, get Crossbow Ammo from the right wall.


Push the container on an invisible ledge above the deep gap to see a block appearing in a little cutscene. Jump over the gap, get on the expanded block and pull the container three times back, climb on it and use the Crowbar to get Poisoned Crossbow Ammo for SECRET #1.  Get into the teleporter so that you arrive at the top of an airship.

Airship Roof

After the flyby shoot two crows coming from the left. You can see a fountain with a little pool to your left, when watching closely a trapdoor can be see in the pool. Get right behind the teleporter and find Flares, search in the bushes for an item. Duck to get the Broken Disk (Smaller Piece) under a bush. Look around the area. Your task is to get power into all eight vertical pipes. To achieve that, there are eight valves in this area – four on the lower level behind the pillars in each corner, four currently unavailable ones on top of the pipe construction. The valves on the floor turn on the power on the nearby pipes, they also raise the blocks to reach the upper valves, but they also raise the blocks near the other valve downstairs. The upper valves lower but raise some other blocks too – both blocking and helping ones. Your task is: You have to find the correct order for the lower valves, they all can be used without climbing upstairs. The right order is: SE – NW – NE – SW. Now you can use the upper valves in this order: NE – NW – SE – SW. The fountain stops and the pool drains. Get into the drained pool and open the trapdoor. Get down and find the Broken Disk (Larger Piece). Combine it with the smaller one to form the Key Disk.

 

Puzzle Solution by AlexCroft:

Puzzle1.jpg

 

Go E and pass the inactive teleporter (under a bush is a Little Medikit, duck to get it), go to the tree behind and see a lever. Behave as if you tried to activate it (press Action in front of it) so that Lara climbs the tree and breaks a branch off the wall. Get down, pick up the Torch and head to the pool and the central pedestal with lightning on the top. Light the Torch here and right afterwards use it to burn the pedestal. After a big explosion you can pick up SECRET #2, the Crossbow, from the pedestal.

Go to the SW corner of the airship and place the Key Disk on the receptacle right of the door to open it.

Main Hall

Go to the right of the stairway, pass a ventilator and find Flares at the far end of the dark passage. Return, now heading downstairs. See a boulder hanging under the ceiling to the right, and enter the left pipe stairway. At a certain point the boulder will start rolling down the pipe, sprint down the ramps, taking two turns (the boulder is slow at these turns, so you have plenty of time). When you reach a room with a closed door, stepping in front of it makes life safe again. Open the door using the Crowbar. Enter the big hall and get welcomed by not less than six female ninjas. If you stay in the first area, you will only fight against the first three; when getting into the middle area two ninjas with swords and another “normal” ninja attack. Always keep moving, then you won’t have to need much health. After the big fight get up the S stairs and kill two more “normal” ninjas. Return and find a Little Medikit directly on the right wall of the N stairs. Get to the SE stairway and climb in the plant box right of it to find a Key to Sauna. Get up the stairs and use the key in the right hand keyhole.

Cabins

Enter the new room and go to the left to find a Key to Cabin 13. Turn around and shoot the snake in the pool. Pushing the button in this room closes the door; the other button closes the door too, so that Lara is trapped in the other room. Enter the little chamber and a fire wraith appears; sprint into the pool and the wraith extinguishes. Get back in the chamber and open the trapdoor, get in the crawlspace to find the Key to Cabin 6. Get out, climb the N stairs and search for a yellow keyhole to input the 13 key, get in, there are some breakable tiles, go to the right and find a Little Medikit on the table. Drop through the tiles, kill a female ninja and a boar and find Normal Crossbow Ammo on and Pistol Ammo (?) under the shelf. Also find the Key to Tool Shed which the ninja leaves. If you were quick enough in this room and dropped directly through the tiles a Little Medikit can be picked up from the pedestal near the bed, if you were too slow, the ninja grabs it.

Open the double door to get back out. Head to the SW corner, open the door to cabin 6 and find Flares on a pedestal in the SW corner. Shoot the window and the breakable tile in front of the table, then pull the table away and open the trapdoor. Kill the scarab and get the Cogwheel it loses after passing away. Return to the main hall and go and to the middle S door to find the keyhole for the tool shed, enter the fitting key. Jump over the machine and climb over the right block. Place the Cogwheel on the receptacle, a wraith appears, climb the box and return to the exit, run up the S stairs and to the pool room of the sauna. Jump in the pool – the wraith follows and extinguishes. Get back to the room where you placed the wheel, dive over the machine and use the left hand valve. The block moves into the wall but the pool is also drained (you cannot first use the valve and then extinguish the wraith).

Pull the block to the NW corner, then to the NE corner behind the exit. Then, pull the table in this room under the NW crowbar door and open it to get the Connector. Leave this room again to the main hall. Now go into the far E part, with many tables, and pick up Flares and another Connector under a table – duck to get it. Go to the NW corner and place a Connector to raise a SW block. Climb that one, turn right and grab the crevice on the rightmost point of the block. Shimmy right until you are exactly over the jumplever, then drop and pull it down. The door under you opens – head through.

Raising Gaps

You find yourself in a room with many levers on the corner pillars you cannot reach yet, as you first need to raise some blocks therefore. All in all, there are twelve levers on four pillars. First of all, crawl under the right hand stairway to find some Flares. Get to the N wall and place the next Connector under the bridge to start the machinery. The bridge over you changes to an escalator, and the lowest block of the four raising block towers. Also, the twelve blocks under the levers on the pillars get out of the wall so that you can pull all of them. The flyby also shows you your next destination – the top of the hall. What you have to do is to activate some of the levers on the pillars. All levers that, if you go counter-clockwise, are the rightmost ones on each of the pillars, raise the gap in the pillar tower one block higher. The middle ones raise the gap two blocks higher, and the leftmost ones raise the gap four blocks higher. So – if you know a bit about binary numbers, you can raise the gaps from one to a total of seven tiles, as follows (for example, pulling down the middle switch on any one of the four pillars raises the gap above that pillar two tiles):

Right - 1
Middle - 2
Right, Middle - 3
Left - 4
Right, Left - 5
Middle, Left – 6
Right, Middle, Left -7

So, now you have to create a path up the tower.

NE column – raise the gap one block – pull the right lever
NW column – raise the gap two blocks – pull the middle lever
SW column – raise the gap three blocks – pull the right and middle levers
SE column – raise the gap four blocks – pull the left lever

Go back to the entrance of this room, up the little stairway, turn right and climb up to the ledge, turn left and jump to the first NE column. Jump to the NW gap, to the SW one and then jump on the breakable tile SE. Run to the safe pillar. You can now jump to the SE corner to see you are stuck. But you can now return (and climb up again) to the safe pillar in the S, as you can see a ladder down there. Jump back there and climb down, avoiding steam and rotating wheels. You now can raise the gaps even higher as you can return to the pillar’s top.

SW column – raise the gap two blocks to a total of five – reset the middle lever, pull the left lever
NW column – raise the gap four blocks to a total of six – pull the left lever
NE column – raise the gap six blocks to a total of seven – pull the middle and left levers
SE column – doesn’t need to be raised as you don’t need it anymore

Climb back up the S ladder, timing the moving cogwheels. There is a shorter and a longer gap between them, when the longer gap apparently starts. Climb up losing a very little amount of health and do the same on the next trap, eventually you reach the top. Turn around, jump to the SW column, then to the NW, finally to the NE. Look NE and jump to the far left part of the yellow textured slope – jump again to reach the ladder. Climb up to the leftmost point of it (don’t let Lara get into the climb motion, as this could cause a bug) and shimmy left around the corner, then finally climb up to the stairway. Turn right. You can see a swingpole and the rest of the stairway.

But the swingpole is a little longer to the right. So jump to the slightly right to the pole, and swing to the yellow airship cover. Slide down and jump on the transparent tube with the pipes inside. Walk up and get SECRET #3, a big Medikit. Turn right and jump again to the far yellow slope and jump again to the ladder, shimmy left around the corner and get up to the stairway again. Now jump straight to the swingpole, and swing and jump to the next stairway.

 

Puzzle Solution by AlexCroft:

Puzzle2.jpg

Cockpit

Ignore the button and the door for now, get up right and you arrive in the cockpit. Use the SE switch to raise a button on top of the airship, climb the ledge left of the cogwheel, then use it once (no timed run here though), then head back to the button you recently saw. All the other objects, even the button and wheel you can use, are useless. Use it to get on top of the airship, return to the center where a big raising block blocks the way to the pedestal. Climb it up to the top, use the left hand zip line and look down, you have to release the zipline so that Lara just falls through the opening circle door. Lara will fall down through more of these ziplines, and not only the game ends here.

THE END