BACK TO BASICS 2011
Steampunk Level 7: MEMORIES OF STEAMPUNK FASHION
Level by Drakan
Walkthrough by manarch2, with many thanks to the builder for the use of the
builder's walkthrough
When finding all six secrets you can get a prize, so also read the
appendices below carefully.
To the Roofs (1)
Watch the flyby and afterwards head out of the dark passage, going left. Go
left around the corner and climb into the windowsill to your right, performing
a run-jump into the N alcove. Use the floor lever to open the nearby door and
enter the building. Open the first right door to find a Little Medikit and Shotgun
Ammo on the table, then exit and head to the end of the passage –
open the door and pull the lever to open a door outside. Get on the left hand
raised tile and jump to grab the ceiling trapdoor, open it and climb up. Climb
onto the right box and pick up the Red Key.
Get down again, head outside and go to the door on the E wall you have opened
with the lever inside. Enter, dive or jump over the pipes and pull out the box
from the E wall. Input the key in the lock to open a nearby trapdoor, then push
and pull the box to the tile left of the trapdoor, climb on it and jump up to
the higher stage. Run upstairs, pick up the Large
Medikit from the pedestal and return downstairs again.
The Fuse
Head back all the way to the lever that opened the door to this building; and
use it again to close the door. Now climb up the left hand ceiling hatch again,
and jump in the left alcove to get on a balcony. Climb the ledge ahead and
shimmy left, around the corner, then climb up and backflip with a mid-air turn
and grab the other ledge. Shimmy left until you can climb up to the top floor
of the building again, where you found the medikit. Return downstairs, drop
down and see the closing of the door revealed another passage. Head through and
take the Fuse from the table. A block
lowers behind you.
Pull the table
out of the niche and all the way through the door, then in the far left dark
niche. Climb on it, then up left hand and pick up the Secret Coin for SECRET
#1. Get upstairs again, using the well known path, and drop down at
the end (jump on the S slopes, then get down to save health) and head SW. Place
the Fuse in the receptacle and the door opens.
Big Courtyard
Head E and kill the crow. See some
trapdoors on the walls, then return and go W. Notice a NW closed door and head
through the pedestals with the raptors. W is another closed door. Head on and
go right, kill the scarab and get in the
dark SE corner. Pull out the block, climb over it and find the Bleeding Heart where the block has been. Get out,
climb the SW hills for a Little Medikit,
and use the heart in the receptacle, in front of the building where you found
it, to open the circle trapdoor. Drop down.
Sewers
You are facing a lava river; look up right and find a breakable tile. Jump on
it, run to the end and run-jump down on the next series of tiles, from there
run over to the left tile, then run-jump further and from the last set of
breakable tiles onto the left block. Run in the middle of the room, jump up the
wall and hang from the crevice, shimmy left around the corner and climb up. A
key obviously is needed so turn and jump on the monkeyswing, get to the other
side and drop and grab the crawlspace, get in and climb out of it on the other
side to find the Red Key. Get out again,
use the crevice to get to the receptacle and insert the Red Key to open the
right hand door. Jump over the river and then, in the new room, climb the right
block to find a valve on the other side. Use it to let a block appear in the
sewers; get back and then jump to the previous room again. Get in the SW corner
and use the left hand jumpswitch to raise a nearby block; get on it and jump
up, monkeyswing to the created block and run over the ledge to the alcove with
the key, hold Action while doing this. Get the Key
Sapphire and jump back on the block, monkeyswing to the exit and
climb the ladder to get out of the sewers again.
Block Puzzle (1)
Head E and kill a female ninja. Notice a
S yellow keyhole and two N yellow and blue keyholes, push the E switch to open
the door. Enter the puzzle room. Your job is to pull away the block in the far
left corner and use the switch to open the door in the passage ahead. So, first
of all, turn around, use the switch to raise the block in front of the passage.
Then, go to the N wall, pull out the block and push it into the SE corner,
climb on it and use the lever to raise a block. Climb on it, push the block in
and use the second lever again. Now, pull away the block from the switch and
use it to finally open the door. All you have to do now is to re-use the first
switch to lower the block that hides the passage with the now opened door. Head
through the passage.
Mirror Room
Climb the block in the NE corner, then up to the highest stage and look in the
mirror. When watching closely with the binoculars you can see an item on a red
container, so get there and pick up the Yellow Key.
Get out of the room again, through the passage and the block room, and kill two
dogs outside. The N yellow keyhole
doesn’t fit so use the key S and the door nearby opens.
Train Station
Get into the NW corner and find some Flares
in a gap between the containers. Now go NE over the rails and find an alcove in
the dark. Climb up. Run through the corridor, noticing a keylock to your right,
and use the jumplever right of the pipes to open the far W door in this
passage; get through the newly opened tunnel and find a Key Topaz to your right. Remember the receptacle
in this room and head all the way out of the train station.
Getting Downstairs the Big Hall
Head to the N of the southern part of the big courtyard and use both the Key
Topaz from the station and the Key Sapphire from the sewers to open the door
between the keyholes. Enter and watch a cutscene, afterwards get into the SE
corner and find some Shotgun Ammo on a
pedestal. The one in the NE corner has some Revolver
Ammo for you. Drop down the hole S, slide down and from the walkway
jump N to the central platform. Jump to the N walkway and run around the left
corners to find Explosive Crossbow Ammo
at the corridor’s end. Return and jump to the central platform. Run-jump now S
to the lowered ledge, run into the passage and sprint through the hammer traps
(tip: the crawlspace roll move is quite helpful here). Slide down two slopes to
get to the lowest part of the hall.
Dragon Fight
Go two times right and into the passage; jump in the pool with the bubbles to
find the Crossbow down there. Get back
out and into the hall. The water is deadly, so watch out. Go W and jump to the
walkway. Climb the grating and to the jumplever, drop over it and use it to
open a door in the SE corner. Go there and find Explosive
Crossbow Ammo and the Golden Key
on a pedestal. When returning to the water hall a four-headed
dragon will come alive (you can get back and see a door open to have
a chance to get the Crossbow without being in danger now). Arm with the
Crossbow and Explosive Ammo and kill the dragons (while their heads are
lowered) with eight to twelve shots while avoiding his constant fire attacks
(tip: use the crossbow passage to hide). After they are finished up jump to the
square where the dragons appeared to pick up the Wheel.
Climb Session
Jump back on the lower ledge E and go W to insert the Golden Key. The door
above you opens so head through and pick up a Large
Medikit and Shotgun Ammo on
the boxes, then use the E switch to raise two blocks in the water hall. Get
out, climb the ladder as if you would want to reach the jumplever, then shimmy
left and drop on the first raised block. From there jump S to the corner
pillar, use the right hand wheel to change the direction of the fire, then drop
on the second raised block behind you and run-jump to the horizontal pole.
Swing and release Action to land on the SE corner pillar; use the jumpswitch to
open the NE door on the floor level. Climb the ladder in this passage and you
find yourself on the NE corner pillar, jump NW into the opening in the grates.
Slide down SW in this room, jump up the next slope and turn left to jump on the
block. Place the Wheel on its receptacle to open the N door, and remember the
teleporter SW of the wheel receptacle you can use to get back to the upper
floors.
Pools
Return there and jump in the pool at the end, follow the passage and turn right
at the junction to enter a bigger room. Swim into the NE corner and climb out.
Follow the walkway and you see the exit, but watch out. The water in the next
room is deadly, so watch out while jumping to the first bridge. Jump to the
next corner bridge, then to the following. Jump on the right hand pillar to get
some Shotgun Ammo, then turn left and
jump to the next bridge. Jump over a larger gap, climb up, run further and jump
to the final bridge before entering a room with non-deadly water. Jump to the
leftmost pillar and from there (use a flare) to the dark corner (watch out for
deadly water again), climb up and use the switch to both raise a trapdoor in
the big pool and release a wraith. Be
quick and jump in the pool, swim to the NE, climb out and follow the bridges,
pass a yet closed door and jump in the pool. Swim right, around the pillar,
climb up and up the long ladder. At the top run to the opening, jump over the
big spike trap in the gap (the wraith extinguishes here) and find a Little Medikit in the left corner.
Thereon use the
timed lever to the right, this opens the door you have seen previously, so
return all your way there, using the well-known path, and hurry. Use a switch
inside to open an underwater door (you can see a snake
swimming there); return and jump in the pool, avoiding the snake, swim out and
at the junction head straight into the just opened room. Stay in the SW corner
the entrance is located, and swim up to find an underwater ceiling lever. Use
it to raise a N trapdoor, swim there and climb up, then get up the ladder and shimmy
left. Drop on the ledge and head into the passage with the grating floor. Go
left and into the far left niche to find a Large
Medikit, then turn and go towards the opposite end to use the valve.
This makes the fires below this room, but only temporarily, not permanently
burning. Return, climb down the shaft and drop in the water, swimming W to find
a passage here. Climb up and backflip into the alcove. Turn and wait till the
fires are out, then run-jump to the next ledge, climb up shortly before the fires
are out and quickly run-jump to the next ledge, behave as on the second one and
run to the end to find a Bundle of Keys
(a flyby shows the keyhole in the train station). Jump in the water, swim out
SW and on the junction right.
To The Roofs (2)
Climb out, you’re back in the lower room of the big hall, climb back up SW to
the wheel receptacle and jump with a little curve to the teleporter that brings
you back up to the higher stage. Jump to the S walkway and climb up. Get up the
block and turn, then jump up to the upper part of the hall again. Get out to
the courtyard again, kill a raptor and a crow. Go SE to the train station again, and head
E, then climb back up left and run upstairs. Use the Bundle of Keys to your
right and jump to the next balcony. From here jump to the windowsill and
re-enter the big hall again through the open window. Jump to the right hand
walkway and follow the platforms around the hall until you can push a button
behind a pillar to let a rope appear right of you. Jump back to the a bit
higher block (the second last one before the button ledge) and angle Lara so
that she can run-jump to the central chandelier (might be a bit hard so angle
Lara at the shortest possible spot, near straight looking from the wall). Climb
up, turn right and run-jump to the rope, grab it and swing and jump to the NE
corner. Use a button to open the NW door, drop down one ledge, jump back to the
chandelier and the rope, then swing NW and jump onto the balcony.
Roofs
Get out, on the yellowish bridge (you can explore the N alcoves a bit, there
you can find a receptacle for a blue key) and jump W to the opposite balcony.
There is a passage in front of you with a lever and a closed door. Remember the
lever for later. Go right around the corner, then face the big room and jump SW
to the platform. Jump over the next two to get some Shotgun
Ammo and push a button to open a door behind the window. You can
jump back over the platforms, around the corner and to the now open door to get
a Little Medikit and see a yet closed
door in the room. But you can do this later and jump on the NW slope, drop down
and use the SE floor lever to open the door to the outside floor level and also
the first closed door we saw when entering the courtyard.
Don’t go there
yet. Head around the big pavilion in the centre of the room and go to its N
end. Shoot the glass here and enter the pavilion; find Shotgun Ammo on a tile and the Shotgun in the centre, under a rope (duck to get
it). Now head outside through the door you just opened and into the left room.
Jump on the block to find a Torch, take
it and head back in the pavilion room, to the NW corner and run upstairs. Open
the N door yourself and get into a corridor of a building. You can find
receptacles for a key and a wheel you don’t have yet in the other end, so just
open the right hand doors to enter a room with a fireplace and some boxes. Take
the Torch and light it at the fire. Leave it for a moment, climb on the boxes
and find a Large Medikit.
Pull out the
left box and find a switch behind. Note this for later as you can’t do anything
yet with it. Get back out, and jump over the railing ahead. Jump to the small
gap in the roof, surrounded by slopes, then over the slopes (either stand-jump
right or run-jump straight to the place you climbed up on the roofs. Get in the
passage and see the open door left. If you haven’t done already pick up the Little Medikit on the far left pedestal, then
light the fireplace using the Torch to open the door. Get out and jump on the
SE balcony to find the Sapphire Key.
Jump back, kill a scarab and take the
Torch with you out.
Throw the Torch
down to the courtyard (for later) and use the lever in this passage. It’s a
timed one, so quickly turn around and sprint back through the passage, then
jump back over the slopes to the other side. Choose the way you like best. Jump
further, then over the railing and head right. Jump on the raised trapdoor,
then on the left hand balcony with flowers. Pick up the second Secret Coin for SECRET
#2 here, then jump to the NW bridge near the start of the level,
from there drop down to the floor and re-enter the courtyard. *
You can find
the Torch near the two dinosaur statues.
Take the Torch
and go S, then right in the building where you found the Bleeding Heart under a
box. Light the fireplace near the opposite wall, a camera shows you a still not
activated trapdoor. Head back all the way to the start of this level, around
the right corner, left and jump in the far N alcove. Go in the first right room
and light the second fireplace to raise the mentioned trapdoor. Return to the
top of the roofs where you once lighted the torch. You could use the zip line
directly, but you would miss out on the Revolver, so first enter the building
and in the passage go right, push the button behind the boxes to raise a
trapdoor near the first raised trapdoor, quickly run out, use the zip line and
drop on the first trapdoor, grab the third Secret
Coin for SECRET #3, then
run-jump to the second trapdoor E, climb up and run-jump to the S pillar. Climb
up right, jump through the tree (just have confidence) to land on another
yellow bridge. Pick up Revolver Ammo and
the Revolver itself. Drop down using the
slope behind you. Climb back up to the roofs again, to the initial position of
the zip line, then jump over the S slopes to the passage with the timed lever.
Jump E to the
yellow balcony of the big building, then N to the next bridge and from here NE
into a little passage. Use the Sapphire Key to open the door, then jump two
times E over the platforms and pick up the Topaz
Key (see a camera hint where to place it). Back W over the
platforms, over the yellow bridges, jump to the W roof again and use the
well-known slope roof to get into the passage of the N building again. Use the
Topaz Key N and enter the tunnel.
Warehouse
Climb the ladder on its end and slide down a little bit, climb the right box,
go around the right corner and use the lever to open the door SW in this room.
Get into a big warehouse, to the NE corner, and climb up a block with a pipe.
Find the lever and use it to open a trapdoor in the high W room. You could jump
down through the trapdoor now, using the SW doorway.
Take a detour
before jumping down; climb the little W alcove with the pipe near the doorway
and crawl under the pipe. Turn NW and jump to the crack in the wall, shimmy
left around few corners and climb up into a crawlspace. Behind it you can find
the Crowbar. Get back in the crawlspace,
shimmy right around the corners and as far as you can, drop and grab the pipe
ledge, climb up and crawl under the pipes. Now return through the door you’ve
opened and pull the lever again on the red boxes to close it. Now use the
Crowbar to open the second door leading to the warehouse, and head to the place
where the first door closed. You now have access to the fourth Secret Coin to gain SECRET
#4.
Now go to the SW corner and aim Lara near the ledge so she can make a nice
little dive (press End for a graceful somersault) and dive through the passage,
climb out and take the W exit.
Block Puzzle (2)
You find yourself in a big area where you have to pull a block to a certain
tile in the part where you enter. Look to the left – there is an open trapdoor
with a deadly water pool and a yellow-black textured tile. In the left passage
you can find a closed door, to the right some fires on the floor. Climb over
the S block and reach another part of this area. To the left you can find the
pushable near a window, ahead you can see a closed door and to the right there
are more of these fires, a gap with an inactive raising block and a raised
block in a right alcove. Jump over the fires and find an underwater passage.
Jump in the water and swim to the passage’s end to find an underwater ceiling
lever high up right. This opens the last closed door you have seen, near the
pushable. Swim back out, see another inactive raising block in the pool and
climb out.
Get into the SW
passage and activate the jumpswitch to lower the raising block between the
fires. Get there and pull the lever to deactivate the fires and raise the two
blocks near them, but only for a limited time, so perform the following tasks
in several steps (it doesn’t matter if the block gets lowered with the raising
blocks, as you can pull the lever again and all is fine). Pull out the block
and push it in the line with the fires and the blocks, use the lever, pull it
three times, pull the lever again, pull the block three more times, pull the
lever a third time and push it to the corner. Push and pull it now all the way
to the N corner, see more fires and raising blocks, then get back to the lever
and pull it once more, return to the block and pull it twice, return to the
lever and pull it, then pull the block to the end of the passage, until the
block is between the yellow/black tile and the deadly water. Nothing more to do
here yet, so head to the SE corner and go through the door you opened with the
underwater lever.
Slope Jumps
Climb up the red block and get into a room with a carousel in the middle, it’s
quite a health loss when touching so be careful and dive over to the right of
the left hand block – push it into the wall to reveal a lever. Activating it
lets a block appear in the opposite corner, get back to the start of this room,
then jump carefully to the red block and get to the created block. Jump up and
monkeyswing over the carusel and get into the opening. Drop. You reach a tunnel
with deadly water below and some slopes. Run jump (run with a curve to not get
hurt by the carousel) to the slope’s edge, climb up and perform several slope
jumps. When you can see an opening left of you, jump to the next slope, but
then don’t jump up onto the slope, but grab the edge and shimmy left. Climb up
and curve jump left to the crevice in the wall, shimmy left until you can climb
up and find the Red Key. Turn and jump
left down to the flat ledge, activate the switch to raise a block left of you.
Climb on it and monkeyswing to the alcove you have seen previously. Get up and
jump back to the carusel room, grab the monkeyswing and return all the way back
to the block puzzle room. Go into the far W passage, climb up into the right
crawlspace, drop out after crawling a bit and use the Red Key in the receptacle
to raise the trapdoor near the block. Return to the puzzle room and jump E over
the fires, then push the block from the trapdoor to the marked tile. The door
opens behind the block, pull it back and climb behind it and reach the new
room.
Return to the Courtyard
Go to the SW corner, climb the block and jump backwards on the slope, grab the
ledge and shimmy right until you can stand up. Turn NE and jump to the pillar,
then jump SE to the slope, but with a mid-air curve so Lara can jump and grab
the ledge. Climb up this one and also the right pillar. Turn SW and jump to the
slopes, shimmy left until you can stand up and kill a scarab. Take the Wheel
from the pedestal, a flyby shows you the location where to place it. The left
door opens, slide down the slopes.
After dropping
from the first ledge slide down the second and grab the ledge. Shimmy left and
around the corner. Climb in the crawlspace for the fifth Secret Coin and SECRET
#5. Drop out of the crawlspace. After slidintg down to the end go
through the passage and you are back in the big courtyard. Sprint out of the
passage as you have less place to dodge the female
ninja’s swords. Kill her with a harder weapon and climb back up to
the roofs, using the NW stairway in the pavilion room. Get into the left hand
building and run to the far end of the corridor to place the Wheel. The door
beside you opens, head through the long tube and you arrive at a dark area.
Follow the transparent walkway and the circle door opens itself when
approaching it. Pull the chain at the end and you slide down.
Floating Islands
You get transported to a surreal place. E of you is a chain you cannot pull
because of the flame emitter. The path over the S islands also leads to a dead
end yet, so jump to the W island, then to the N one, followed by the jump to
the far NW one. Turn SW and jump to the horizontal pole, swing and jump to the
next island to get a Bleeding Heart.
Return using the pole, now jump E to the ledge, kill a crow and jump to the SE island to use the Bleeding
Heart (position between the receptacle and the tree). Return all the way to the
starting island, on your way you have to kill another crow and a scarab.
Now take the S
island route, jump to the far S island and kill the scarab
waiting W from here, as Lara could fall off the W trapdoor you now have to jump
to and climb up. Jump into the building, run to the W end and hang from the
ledge, drop and grab the vines, then climb up to use the lever in the alcove.
This turns off the fires from the ledge with the chain. Now climb down the
vines, drop on the slope, backflip on the next and from here jump onto the
first breakable tile. Be quick and run-jump to the next tile NE, further, then
jump and grab the next tile and shimmy left a bit. Climb up and run-jump to the
teleporter ledge, climb up and you get beamed to the top of the building. Jump
to the trapdoor again and from there to the SE ledge. Jump back over the
islands to the starting point, then to the chain ledge. Activate it to raise a
block near the trapdoor at the building. Return there using the S islands and
jump W to the trapdoor a last time, climb the block and jump up to the
building. Grab the Mechanical Key and a
teleporter appears W. Jump there and you will get teleported back in the town,
this time into the train station.
Train
Use the floor lever to open the door and raise a block in the NE, when running
through the door you arrive back at a well-known place. You can place the Fuse
if you have found it (see the paragraph after having found 2 secrets
therefore). Now climb the raising block, then up right onto the train. Turn
left and jump down on the front of the train; here you can use the Mechanical
Key.
Jump into the S
passage and run to the end, then jump to the train again and claim the sixth
and last Secret Coin for SECRET #6. Get back. **
Return to the
area in the station you got teleported to, and enter the train. Use the wheel
to set the train so that the train can depart and leave everything behind …
THE END
Appendices:
* After having found 2 secrets:
Return to the big hall (floor level) and approach the wall with the telescope.
Place two Secrets here to open the door in the passage, enter and see a yet
closed room with a book inside. Go to the opposite side, climb up the lower
left block and run-jump to the far E balcony, use the lever behind the left
plant to open the NE door. Jump into the pool and dive down, use the underwater
lever on the E side of the central blocks to drain the room. Climb up to the
central blocks and run-jump to the N, climb up and push the block twice to
reveal a crawlspace that is too small for Lara. Get back, jump down and pull
the box right of the lever you just used once N and twice W, climb on it and
use the blue button to refill the pool with water. Now swim into the N passage,
through the crawlspace and find a Fuse
at the end. Swim back out, climb out, head all the way back through the big
hall and return outside, go into the train station, climb the E alcove and run
through the passage to the far W, through the tunnel, and place the Fuse to
open a door somewhere in the train station.
** After having found 6 secrets:
Return to the big hall (floor level) and get back in the room with the yet
inaccessible book. Place the last four Secret coins in the receptacles around
the book room (two W, two E). The W door opens, go get the Steampunk Story from the pedestal.