BACK TO BASICS 2011

 

Steampunk Level 06: The Book of Four Elements

 

Level by Thot

 

Walkthrough written by Selene

 

 

Pickups: Ventilation Keys, normal shotgun ammo, shotgun wideshot ammo, flares, uzi ammo, small medipacks, Key to the Storage Rooms, Key to the Supply Room, crowbar, Fuse, blinding grenades, multiple detonation grenades, large medipacks, revolver ammo, Gregory's Revolver, 4x Elemental Discs, Key to Gregory's Armory, torch, Four-Elements Key, Book of Four Elements, snake food, Key to Gregory's Observatory, Battery Box, Key to the Book of Four Elements  + 3 Secrets (uzis, grenade launcher, crossbow and standard, poisoned and explosive bolts )

 

Enemies: Ninjas, raptors, Dungeon Keepers(bats)

 

 

The year 2011, somewhere in Suszec, Poland….

 

Start the level on a mellow note by enjoying a beautiful flyby showing you the surrounding garden and a very useful-looking bunch of keys that has been dropped into the water. That done it's time to get down to business. Draw guns, go left and kill the ninja that came out through the now closed door of the nearby building. Some of these ninjas are fairly fast-moving, but occasionally you'll find them taking on a defensive stance while twirling the katana, protecting them from Lara's bullets. If this happens simply put the weapons away until the ninja starts moving again, then draw guns and fire away.

 

Go behind the waterfall S and head right down the dark passage. Turn the valve wheel to stop the water wheel. Go back outside and you'll find that stopping the wheel has caused the current in the water to cease. Go to the N/W corner of the garden to find a small water hole. Dive in and face S. Now that there is no current in the water there's nothing stopping you from swimming through the underwater passage. Follow it to a larger room, turn right and keep going along the passage. When you see a cage on your right side, turn left and here you'll find the Ventilation Keys shown in the flyby at the very start of the level.

 

Two ninjas come darting out of the building. One of them heads straight for the passage behind the waterfall and moments later the water wheel starts running again. Strong currents flow into the underwater passage, so just let them carry Lara back outside. Kill the ninjas (the one turning the valve wheel will most likely get stuck inside the dark passage). Go to the building they came from and use the keys to open the door. Turn left and pick up normal shotgun ammo from the window sill.

 

There are five moveable crates in the room: one in the top left corner and the remaining four to the right. There is a locked door with a keyhole S/W, but let's go for another pickup first. Your goal for now is to find a way of getting through to the N/W corner alcove. Move one of the crates up against the left window sill (left when facing the garden outside). There are two crates you can use for this: the one in the top left corner or the one closest to the locked door. The point of this is to create a "bridge" of crates so that you can pull out the top crate at least once. After doing so, go to the corner crate and pull it out. Climb behind the crate and pick up the shotgun wideshot ammo from the alcove.

 

Now use the Ventilation Keys to open the door leading into the next room (notice how these keys are intended for multiple uses). Pick up the flares in the next room and immediately turn right again to find a switch on the wall. Pulling it opens the other door in the room. Do not rush through the doorway though, there's quite a drop waiting for you on the other side. Turn around, climb down the two ladders and open the trapdoor at the bottom by using the keys once more. Drop down into the room below, go around to the left and use the switch to open another trapdoor (which also happens to close the one you just came through, just in case you were planning on going back up there).

 

Drop down and we're in a basement of sorts, with two passages blocked by grated cages. For us to be able to move onwards we need to move those cages, unblocking the exit. Go to the right cage and pull it out once. Now go to the other cage and push it twice and that's all you need to do. Go through the right passage, past the junction with a piston on each side and approach the next junction. Some dramatic music will cut in, indicating danger ahead. Kill the ninja that jumps out at you from the right side of the junction, then pick up the shotgun wideshot ammo. Through the grates on each side you'll get a glimpse of a coal train, we'll be getting back to that shortly.

 

Start going back the way you came. When you reach the junction with the two passages blocked by pistons, turn right to face the one N. Move Lara a bit closer and the ground starts shaking as the piston is activated. Keeping a safe distance, position her approximately at the center and immediately run past as the piston retracts. Ignore the passage ahead and right, instead go left and you'll see some more grate cages. Start by focusing on the one to the left (S). Pull it towards you once. Return past the piston and go right and at the end go right again, around the grate cage. Push it as far as it goes and then go to the second cage. Pull it out twice, go around it into the passage from before and pull the next cage (N) once.

 

Return to the N piston and time a careful run past it. Turn left and pull the cage once. Go back past the piston again and return to the room with the cages. Head around the cages right and into the passage from before, at the far end push the W cage once.  In the small room you can pick up two batches of uzi clips. That done, pull the nearby cage away from the dark crawlspace, get in there and retrieve Secret # 1: the uzis (make sure you pick up both of them).

 

Head back outside, past the cages and back to the pistons. This time make your way past the S piston. Go through the crawlspace ahead and pick up some uzi ammo in the next room. In here you'll find three crawlspaces. N is the piston passage where you came from.

 

Go through the S crawlspace first. At the junction head left (to the right there's only a floor grate through which you can spot a ninja in the room below. We'll get to that room much later, so just forget about it for now) and cross a grated floor. Through it you'll be able to catch small glimpses of the coal mine. At the far end you'll also find a small medipack. There is nothing else to be done around here, so head back to the small room with the three crawlspaces the same way you came.

 

At this point there is just one option left and that is the crawlspace in the E wall. This time around the crawlspace leads down a short ramp to a grated floor where part of the grate has worn away, leaving behind a gaping hole. Safety-drop down onto the stack of crates on the train and pay attention to the flyby for some important clues (among them a crowbar placed on top of a crate, these always turn out to be useful). As you can tell from the end of the flyby you don't have much time to waste: a ninja climbs onto the crates and charges at Lara before she's even capable of defending herself. As soon as you regain control it's about high time to show the unwanted welcoming committee how you feel about being greeted in such a manner.

 

Ignore the slopes S, there is nothing of use up there. The room beyond the slope W will be explored thoroughly at a later stage, but for now it's completely out of our reach. The previously seen crowbar will come in handy, but as of now there is no way to get a hold of it without moving the suspended crate out of the way. Let's start by focusing on the things we are actually able to do here.

 

Move N across the train, past the coal wagon and up to the driver's compartment. What luck: somebody left the Key to the Storage Rooms on the floor. Grab them and retrace your steps towards the stack of crates, hugging the W wall. About halfway down you will find a locked door next to a yellow keyhole. Use your recently acquired key to unlock the door and enter the storage room.

 

Pick up the shotgun next to the propeller blade and go right past the rusty pipes to find shotgun wideshot ammo in the alcove. Follow the wooden ramp up to the next landing. Near the S/W corner there is another locked door and a red keyhole, indicating that we'll return here later on. There is also a locked door (but no accompanying keyhole) S and a hole in the ceiling in the S/E corner. Push the table up against the ceiling hole and climb up onto the next floor.

 

First of all dispatch of the ninja (you might remember this room from one of the earlier camera shots). Get the small medipack from the window sill and push away one of the tables to pick up the normal shotgun ammo stashed away under it. Leave through the only doorway in the room and you find Lara on a walkway overlooking a different part of the mine. Run all the way to the far end of the walkway (noticing the gap in the railing along the way) and pick up some more normal shotgun ammo. Behind the grate you can spot a lever mechanism missing a handle.

 

Return to the gap in the railing, drop down onto a stack of crates and from there down to the ground. Notice the large blue platform to the left. Through the grated windows N you can spot some pickups and behind the low wall E is the hall with the train. Behind the coal boxes N there is a closed door, it can be opened by pulling the switch next to the door. That's for later though, for now go to the dark doorway opposite and climb the ladder. Backflip to the floor behind and take out the ninja, then run up the sloping rocks in the corner and pick up the Key to the Supply Room from the crawlspace.

 

There are four levers in this room. The leftmost one is missing a handle (as you could see through the grate earlier) and the two closest to the right won't do you any good. This leaves you with one option only so pull lever # 2 from the left and you'll get a camera shot of the suspended crate in the train hall. It has been raised further and it will now be possible for you to get the crowbar. Drop down to the ground, but before returning to the train hall go across the room and use the switch behind the coal boxes. This opens a path back into the storage rooms, leaving you with a shorter route out to the crowbar.

 

Go down the ramp to the ground floor and head outside to the train hall. Turn right and retrace your steps to the stacked crates, picking up the crowbar. Before leaving this area behind for good we're also going to stop for a secret. Using the stack of crates, climb onto the suspended one. Turn E and face the grates with the rotating fans. Position Lara on the left side of the crate, do a running jump and grab and pull up through the broken grate. Go past the fans (don't worry, they won't shred Lara to pieces if she touches them) and up to the right. Here you can pick up Secret # 2: the grenade launcher. 

 

Drop down to the ground and return to the storage room. Go up the first ramp and use the key you found before in the keyhole, opening the door to the Supply room. Pick up the Fuse on the table and blinding grenades + multiple detonation grenades from the sill. Return to the previous room and go back through the S door.

 

Run across the room and climb the ladder back up to the room with the levers. This time use the crowbar as a handle to activate the leftmost lever mechanism. The blue platform in the room below lowers. Return there and climb down into the hole. Pull up into the crawlspace left of the ladder for another batch of blinding grenades. A ninja ambushes you from the left so deal with that first.

 

Ignore the tracks leading down to the left, instead go around the coal cart ahead and face the opening in the N wall across the gap. Do a running jump with a last-minute grab to reach the crawlspace, pull up and crawl through until Lara can stand up. Jump up to grab the monkeyswing above. Traverse to the far end, turn right and move forwards to the wall. Drop and immediately press Action again to grab the crack below. Shimmy left and pull up at the end. You might catch a glimpse of another ninja below, hacking away at Lara to no avail. Kill her from your safe vantage point (sparing yourself of the trouble of running into her later on), then turn to face W and do a running jump with a last-minute grab to the next block.

 

Turn left and safety-drop into the passage below. You now find Lara in a darker part of the mine. There's a grate blocking access to the S section and train tracks are running across the room. It's too dark to see anything down here, so light a flare and go on to pick up normal shotgun ammo from the ground ahead and left. In the S/W corner there is a slightly dented section of the wall, use your crowbar here to pry away the damaged panel. Go around the corner to the right and place the fuse in the fuse-box to get the machine going. Turn right, pull the switch and leave through the now open door.

 

You're back in the room where you killed the ninja before. Near the S/E corner there is a batch of normal shotgun ammo for you to pick up. Return to the door you just came through, stand on top of the coal heap next to it (facing the running machine) and pull up onto the top of the grate. Drop down on the other side and go through the gap in the grate on the left side of the machine. Here the train tracks give way into a gaping hole in the ground. Drop down into the hole and a short fly-by cuts in.

 

In this room there is a massive glass cube in the center. A torch is burning brightly inside the glass cube and four ornate stone ramps lead up to the four walls of the cube. Each wall of the cube holds a circular receptacle. Stand on top of one of the stone ramps and do a running jump S to grab the edge of the floor above. Start up the sloping floor and suddenly you see a camera shot of two raptors charging out of a garden, heading straight for Lara. Draw guns as soon as you're able to and backflip while shooting.

 

There are two approaches to this. You can take the raptors down right away, dodging as best you can while firing. Or if you prefer the safe method, backflip down into the depression with the glass cube and snipe away at them as soon as you get the chance. If the raptors withdraw to the room on top of the ramp, do a running jump + grab to the edge, pull up and approach the ramp to lure them back out. The battle approach is likely to cost more health, but the safe method takes much longer. You can utilize heavier weapons such as the shotgun if you like or simply opt for the pistols, either way works just fine.

 

When they're both dead go up the ramp and enter the room on top. Four colorful pipes (red for fire, yellow for air, blue for water and green for earth) reach down to the level below through a glass floor. Each corner holds a portal door, but only one of them is open at this point: the Earth door through which the two raptors came. Pick up the large medipack and 2x revolver ammo next to it and carefully approach the Earth door. A third raptor comes charging out. Dispatch of it and enter the garden it came from. Grab Gregory's Revolver and the 1st Elemental Disc from the ground. A little further into the garden (at the centre of the semi-round depression) you can pick up the Key to Gregory's Armory. It's a bit hard to spot, but well worth searching for since this will allow you to retrieve a secret later in the game. You're done here now so return to the previous room. 

 

A torch has been left on the ground near the Earth door. Quite a few of these are scattered around, but you probably won't need more than one. The remaining three doors are closed so now we need to find a way of opening them. Walk over to the glass floor and drop through the floor to enter the machine room.

 

Let's start by getting acquainted with this large, intimidating room. You're now standing on a three-tiered structure. There are four chains suspended from the structure; two of them are located on the ground level, the other two on the middle level. The colorful pipework stretches down from the room above. Each of the pipes stop at a platform with a sphere at the centre. The sphere on the green platform (N/E) corner is already on fire, unlike the spheres on the remaining three platforms (this explains why the Earth door on the floor above was already open and the others not). The green platform is located on the middle level, as is the yellow platform to the S/W. In order to get to the red (S/E) and blue (N/W) platforms you have to get down to the ground level. 

 

Each of the platforms have a portal trapdoor in front of the spheres. Our mission is to light the remaining three spheres using the torch. The first goal is to find a torch and light it. For this you can use the fire burning on the earth platform. The problem is that the aforementioned trapdoors (located on each platform) are all open. So: first of all we need to find a way of closing the portal trapdoors. This is where the chains I mentioned earlier come into the picture. Pulling a chain will close one of the trapdoors and so we need to pull all four of them.

 

Go W between the yellow and blue pipe and turn left towards the yellow one. Follow the structure all the way over to the corner and go down the stairs to the middle level. About halfway down the stairs turn left and do a running jump to the middle level of the structure. Pull the two chains here, closing the trapdoors before the water (left chain) and air (right chain) spheres. From the  hop over to the E wall and continue left down the stairs. On the way there you will pass by the earth platform. Be careful to stay away from the spear trap underneath the platform, Lara will start losing health if you get too close.

 

At the very end turn left and run-jump to the platform with the fire chain. Pull it to close the third trapdoor. Drop down to the ground, go over to the stairs opposite (S) and start moving upwards. About 1/3 up the stairs turn right and do another running jump over to the last chain. Pull it to close the final trapdoor up on the earth platform. Hop down again and once more go to the opposite wall (N). Start up the stairs and when you reach the third set turn around and run-jump up to the earth platform. Pick up the torch and light it on the fire (being careful not to get too close).

 

And now for the last mission: lighting the three remaining spheres. We'll start on ground level and work our way up. Go down the stairs past the spear trap below the green platform and from the bottom section of the stairs do a running jump up to the blue platform. Carefully light the sphere using the torch and immediately backflip: the trapdoor opens again and another spear trap is activated below. We see a camera shot of the Water portal opening. Drop down onto the stairs and head up the stairs by the S wall. On the second flight of stairs pause and turn back, then proceed to do a running jump onto the yellow platform. Light the sphere like before, backflip to avoid dropping into the spear trap below and watch as the Air portal opens.

 

Go up the stairs as far as they go, then turn right and run-jump over to the central structure. Make your way to the chain next to you and from there hop over to the landing by the E wall. Go right and start up the stairs, turn around and do a running jump up to the higher ledge of the central structure. Move around to the left and turn to face the final platform. Here you need to do a running jump with a slight left angle to avoid the red pipe and block jutting out from the wall. It can take a few tries, but sooner or later you'll get there. Light the final sphere to open the Fire portal and backflip to avoid dropping through the trapdoor.

 

You no longer need the torch, so leave it here. The safest way to get down is to drop from either the left or right side of the platform. Go back up the stairs to the top level, being careful to avoid the steam hissing out from the wall. Climb up into the room above and backflip. Now it's time to get ready for a thorough exploration of the remaining three chambers.

 

This can be done in any order you prefer. I'll start with the Water chamber (the one adjacent of the Earth chamber). If you're not a big fan of underwater challenges I suggest you save the game before entering this room. Lara ends up under water as soon as she enters, so there's no time to waste here. Swim forwards and snatch the 2nd Elemental Disc from the floor. Oh no! The portal closes behind her, leaving Lara trapped in a room filled with water and nowhere to surface for air. It also opens two portals in the ceiling (S and N). Both lead into a passage with a lever at the end. Pull both levers to re-open the Water portal, quickly swim back down and out through the portal before Lara runs out of air.

 

Next is the Fire chamber. Carefully do a running jump across the lava pool in front of the portal, sticking to either side. Press Action in mid-air to lower Lara's arch so she'll sail underneath the red pipe and land on safe ground. You're facing a room with a lava pool with 10 platforms scattered across the room. Fire is blazing out of the pipes on each side, smoke is rising from the remaining platforms and you can see the Elemental Disc on the pedestal across the lava. The first part is a piece of cake: simply jump across the safe platforms to the pedestal and pick up the 3rd Elemental Disc.

 

Now the real challenge starts. The fire blasting from the two pipes subsides, but this time around the remaining platforms are on fire. As if that wasn't enough the Fire portal closed as you picked up the disc, so we'll be having our hands full figuring out how to open it. The previous cutscene showing the fires and pipes also revealed a switch on each wall, so they must have something to do with it. Start by facing the first row of platforms. Do a running jump to the middle platform as the fire subsides. From the S/W corner of the platform do a straight running jump to the wall platform by the first switch. It's quite easy for Lara to catch fire, so this procedure will most likely take quite a few tries and a whole bunch of saving and reloading. Once you reach the wall platform pull the switch and prepare to make your way across to the opposite wall.

 

My preferred way is to do a standing jump to the back corner of the platform between you and the starting point (in front of the Fire portal). From there you can do a diagonal running jump to the platform across from the starting point. Do a final running jump to the platform by the wall and pull the second switch. The Fire portal opens. The shortest route back is for Lara to turn right and do a running jump to the corner platform. Avoiding the fire emitter, turn right and hop back to the entrance. Phew!    

 

Three down, one to go. Jump across the lava pool outside the Fire portal and run straight ahead to the Air chamber. The ground below is solid so drop down, go straight ahead and pick up the 4th Elemental Disc. The ground surrounding the platforms gives way and the portal closes. Hop around to the corner platforms and kill the four moths you run into. High up on the wall in the N/E and S/E corners you'll find jump switches. Pull both and the portal opens. Climb the W wall platform and jump straight up to grab the monkeyswing. Traverse across the gap and leave the Air chamber.

 

Run down the ramp to the glass cube and place each of the discs in the circular receptacles. The torch inside the glass cube is put out. Climb back up to the ramp and pull up on top of the glass cube. Drop down through the hole in the middle of the cube and pick up the Four Elements Key. Climb out and return to the element chambers. Across the room there is a locked door, use the Elements key here and slide down the slope.

 

Lara lands in a mirror room. There are dark patches scattered along the floor and a revealing spear trap by the left wall. What you need to do is to avoid the dark patches, both the ones on the floor in the same room and the ones you see in the mirror. The camera angle is fixed here, so save the game before getting started. Start by walking right (due to the mirror effect it will appear that Lara is actually walking left). Stop just past the dark spot on the floor and look in the mirror to see that there is a large dark patch straight ahead( near the N/W corner of the room). Turn left to face the mirror (S) and walk about one tile forwards. At this point Lara will be standing left of the dark patch on her side of the room and looking in the mirror you'll find another dark patch in front of her.  

 

Turn right again and carefully walk straight ahead to the wall (you'll lose sight of Lara at this point). Turn left and hug the wall until Lara gets just past the dark patch on her right side (judging by the mirror there should now be a dark patch in front of her). Zig-zag towards the centre of the room and turn right towards the medipack behind the spear trap. Using the mirror as a guide navigate around the spear traps until you can pick up the large medipack. 

 

In order to get to the exit you can either try to time a jump past the spears. Alternatively you can take the route that I'm guessing the builder intended and zig-zag your way over to the opposite wall (E). From there keep moving towards the mirror and the exit. Save the game again. Lara will lose some health when she drops through the exit and lands on the slope below.

 

As an alternative you can position Lara with her back to the exit, hop backwards and grab the edge on the way down. This will prevent her from losing health, but it is absolutely imperative that she slides down the slope facing downwards. If you opt for the safer method you'll also need to jump up immediately and roll in mid-air so that Lara ends up facing down the slope.

 

The end of the slope is lined with spears so here you'll also need to time a jump right before the spears and press Action to grab the monkeyswing above. Traverse across the spears and go all the way to the end. Drop and immediately press Action again to make Lara grab the jump switch on the wall. Roll as soon as Lara hits the ground and prepare to take care of one of the Dungeon Keepers. These are buggers you'll want to dispatch of quickly. Not only do they shoot bolts of fire, they also release swarms of bats. You'll want to kill it as fast as possible, ideally before it's able to unleash the bats on you as these eat away quite a chunk of Lara's health.  One way of dealing with it is to run as close as you can, crouch and fire non-stop until it explodes. This can be risky though as it's no guarantee that Lara will be 100 % safe there.

 

When it's taken care of, approach the S side of the room. The flame emitters ahead subside and a second Dungeon Keeper rises from the ashes. You can use the same method with this one, but remember that even when Lara is crouching underneath it she can still take harm from its fire bolts (not to mention the bats!). Also take care not to be pushed into the lava. Climb up the blocks at the far back and jump to grab the monkeyswing. Swing ahead, drop and grab the jump switch like before.

 

Great! Now you have not just one, but two Dungeon Keepers to deal with. One is by the lava pool W, the other one straight across the room. Once you have dealt with them both pick up a small medipack from the ornate block S/E. Now climb onto the blocks in the back (where the Dungeon Keepers were), traverse along the monkeyswing and pull down the last two jump switches. The cage in the middle of the room lowers and you're free to pick up your final prize: the Book of Four Elements (closed).

 

The temple starts crumbling and a portal gate opens. Run N and right through the portal into a dark cave. If you have problems finding the way in the dark cave you can light a flare or two. Go straight ahead, left and left again, doing your best to avoid the falling debris. As you start up the sloping rocks to the right immediately backflip to avoid more debris. Towards the end you will see a brighter passage up to the right. When Lara reaches it the earthquake (finally) stops. Follow the cave around and slide down the ramp at the end to move to a quite different part of the level.

 

NOTE: If everything works as it should, you will see a fly-by at the start showing you through the double doors ahead into the next room. The first time I played this level I didn't see the fly-by, the doors remained closed and I ran around in circles for a long time before figuring out what had gone wrong. If this happens you'll need to reload a previous savegame and try again.

 

Let's explore George's beautiful mansion. The double doors across the hall are open, the doors on top of the stairs are not. For that you'll need a key. There are also some rooms to your immediate left and right. Head into the right room first and pick up some normal shotgun ammo. Go back outside and across the room to the left passage. Follow it around and push open the doors at the end. Pick up blinding grenades and more normal shotgun ammo. Now pull out the table to the left and enter the crawlspace behind it. On the other side pull up into a higher crawlspace and drop down into the snake tank on the other side. No sight of a snake anywhere, but a chunk of snake food has been left behind. Climb back up and return to the main hall.

 

Enter the lovely room at the far end of the hall. The main entrance opens and three ninjas come charging in. Kill them and return to the room from before. Hanging on the table lamp to the left you'll find the Key to Gregory's Observatory. Deal with the ninja that comes running in from the balcony when you retrieve the key. There's nothing of use out on the balcony so head back where you came from.

 

In the previous room there are two doorways. Enter the E room and you'll find Lara on the opposite side of the snake tank. Apparently the poor, hungry snake is back from its rest. Pick up the normal shotgun ammo and leave the room. Open the doors opposite. If you have picked up the Key to Gregory's Armory earlier you can use it in the keyhole here. The glass doors open and you have free access to Secret # 3: the crossbow, standard bolts, explosive bolts and poisoned bolts.   

 

Return to the main hall and go up the stairs. Use the key you found in the room below to open the double doors. As you enter Gregory's Observatory two ninjas come sliding down from the ceiling. Kill them, go left and open the door. You can turn on the lights by pushing the button on the right wall. Climb onto the top left shelf to retrieve a small medipack. The top right bunk holds an empty Battery Box. Now try combining the Battery Box with the Snake Food (neat, isn't it?).

 

Leave the room and push open the door opposite, entering a dark bedroom. If you like you can turn on the lights by pushing the right-hand button, but that will hardly help you in the long run. Now turn your focus towards the closed door next to the bed. I'd suggest you prepare yourself before entering. Lighting a flare would be a wise start. Save the game and enter the next room. As soon as you step across the threshold someone turns off the light: the head ninja is out to get you. This is one tough enemy and personally I like to play it safe. In order to take this baddie down you need to hit her in the chest. You'll know that the bullets hit home when you hear groaning and see turquoise sparks emanating from her chest. While it would be tempting to use heavier arms than the pistols, do so on your own risk. The ammo for these weapons is limited and if you can't get a proper hit it will take lot of rounds to bring her down. If you like you can also grab a box of flares from the small room before the battle or leave it for later. 

 

You can engage in a close-up battle or do it my way (aka the safe, no-way-of-losing-health method): as soon as you enter the small room (with a flare lit) roll and run back out, dodging the ninja on the way out. Run straight to the railing and jump across to the chandeliers. From there you can take your time, firing away with the pistols, until the head ninja falls.

 

Loot the floating body for the Key to the Book of Four Elements. Combine the key with the closed Book of Elements and it springs open. If you like (and haven't already done so) you can re-enter the dark room in the corner of the bedroom and grab some flares (I noticed that even if you turn the lights back on, they will still be turned off the moment you enter the small room). Now bring the open book to the far side of the observatory and place it on the pedestal, releasing the spirits of the Elements and thus ending the level.