King Arthur Project.

Here is a website with more info about the game: http://kap.trle.it/en/story

A Game by the KAP Team (Bashira-Bojrkraider-Delta-LGG Production-PaoloM-Seifer Zero)

Walkthrough by G&D Productions. (revised Dec. ? Bonus Game play added, The Witch's Castle)

Better have a look in the IMPORTANT readme.txt, there is an explanation for the use of the "F"(unction) Keys.

This time it’s a bit different with the savegames for this level. If you need one of the mentioned saves or video’s, you’ll have to download the saves/movies Zip folder and take what you want from it.  KAP Saves.zip (14 Mb These saves were made with the latest download; Dec 05-2012)

Links to the levels:

Level 1 - Topaz Island. 2 secrets
Level 2 - Topaz Island – Last Crystal Hunt. 2 secrets (full: 4)
Level 3 - Serenity Academy - Day. 6 secrets - 6x golden skull (full: 10)
Level 4 - Serenity Academy - Night. 8 secrets - 7x golden skull + quest item 2 (full: 18)
Level 5 - Topaz Island, the Heli Ride. - in Topaz island you have to pick up quest item 2 in present (full: 18)
Level 6 - Tintagel Castle. 1 secret (full: 19)
Level 7 - The Crypt. 5 secrets (full: 24)
Level 8 - Tintagel Castle. 1 secret (full: 25)
Level 9 - The Bridge. 6 secrets - quest item 1 (full: 31)
Level 10 - Arthur’s Castle – Daytime. 8 secrets (full: 39)
Level 11 - Merlin’s Cave. 6 secrets (full: 45)
Level 12 - Arthur’s Castle – Evening. 8 secrets - quest item 3 (full: 53)
Level 13 - Guinevere and Lancelot- Forbidden Love. 4 Secrets - quest item 4 (full: 57)
Level 14 - Castle heart. (full: 57)
Level 15 - Arthur’s Castle - Night. 3 secrets (full: 60)
Level 16 - Tower Guardian. 3 secrets - quest item 5 (full: 63)
Level 17 - Time Tower. 3 secrets (full: 66)
Level 18 - Magic Infinity - Morgana’s Power. 5 Secrets (full: 71)
Level 19 - Morgana Furious. (full: 71)
Level 20 - Castle Heart. (full: 71)
Level 21 - The Final Gem. 8 secrets - quest item 6 (full: 79)
Level 22 - Castle Heart part 3 (full: 79)
Level 23 – Dedalus. (full: 79)
Level 24 – Avalon. (full: 79)
Bonus Level 25 - Topaz Island Quest. (full: 79)
Bonus Level 26 – Underwater Ruins. 1 secret. (full: 80) 2 special items: sword + cup

Secret Level - Magic garden-demo

Bonus Gameplay & The Witch's Castle.

 

 

Level 1 - Topaz Island. 2 secrets

Cutscene:

Lara: Finally everything is set up to get the last one of the twin crystals.

Cindy: Yes, finally.

Lara: Not to mention, I had to buy a hotel to make it a good disguise. It's about time, because the black clan already started to search for the crystals I have already collected.

Lara: So, can you repeat everything again?

Cindy: Yes. Jean brought all the crystals here already, so you'll have to be quick as the black clan will soon feel the presence of them.

Jean: The crystals start to react to each other, I think you really should hurry and bring the last one or everything will be in vain. We still don't know all the power they hold inside and we certainly don't want them to fall into the wrong hands.

Cindy: Lara, you take the jeep, then drive outside to the coast. There is only a short ride, before you'll get to the side entrance to the Topaz city.

Break into the pool room where a secret path leads to the backyard of the building that holds the crystal. You can't enter from the street, because it is completely sealed.

Open the balcony door with a switch in the floor.

Be careful as none of us knows what will happen, when you'll actually take the Topaz crystal.

As you know, it's hidden in the upper floor of the building near the hotel. As soon as you grab it, run quickly back outside and into the hotel.

Jean: If you want to train your skills, you still have some time, but start as soon as possible.

Kurtis has already prepared a secret sequence for you. If you may unlock it, I believe you won't have any problems with getting the Topaz crystal.

Lara: That's enough. You all know what your job is.

Cindy, I'll meet you upstairs where the switch to this room is. Jean, do not leave the crystals alone. Wish me luck.

Hit Esc.

Walkthrough:

Croft Hotel.

If you like a training course, go N and take a left and follow the given instructions.

Go back to the room where you had your conversation and now go S through the opening in the transparent wall, follow through and right go around the corners to where you see the treasury S. There is a chest (N wall) with Flares in it. A bit further you’ll find a busted up crate with a Medipack. Go back and E into the Garage, pick up the Pistols and ammo and Jeep Keys from the pedestal in the corner. Turn around and find a jump lever behind the door (SW) to open the treasury.

Get out of the garage and go W, keep left and get into the treasure room. In the SW find the Echobot Trainer and Secret #1, Flares in the E. Go back out and to the right, then go left and back to the living room. Head N through the curtain, take a right and place the Trainer gem into the slot at the end. This is the secret sequence Kurtis prepared for you, Jean referred to it before.

Follow the winding passage to the next room, go to the wall and push the button. Shoot everything in sight and get another Echobot Trainer and 2x Small Medipack the robots leave behind. Use the Trainer on the N wall; a door opens to the control room.

Make your way back to the living room (SW) then S again and to the left and left again to the control room.

Pick up the 3x Grenade ammo scattered around the room and at the back the Grenade Launcher as Secret #2. Go out and now get to the jeep (left) and drive the jeep to a closed off part of the cave. Open the doors with the pulley on the E wall; drive the jeep out and go to the right up the slope. You have to go all the way up the sand dunes and a cut scene takes over.

Level 2 - Topaz Island – Last Crystal Hunt. 2 secrets

Go W into the opening there. NW is a crate from where you can climb onto the wall. There is another crate NW, climb up and higher and then look E and jump to the awning there. Jump E and to the left now and from there to the S. Get Secret #3, 2x Flares from that tower. Jump back to the ledge NW and now go follow (W) and then to the right (N) into the building, there are Flares on the right behind a wooden counter. Go N, follow through to the end passing some windows and go up some steps on the right to use the floor lever. Make your way back (pick up some more Flares N) and get down to the ground floor.

Once on the ground floor go through the opening W and the open gate is NW near a crate. Better light a flare and climb the pole, turn and back flip. Go S and jump on the top of the tent like structure. Go to the S wall and use the wooden roof to shimmy to the left.

Pull the big wheel 5-7 times the door is on the ground floor in the W. Jump down on the ground floor and sprint into the closing door (Savegame.0, download KAPsaves folder).

Once inside go to the courtyard straight ahead and climb the crate to the right, from there jump to the pillar with the pink glass. Turn right and climb up E. Go along the S side to the far W wall, find a ladder there on the SW ledge, climb the wall. Jump E over the hanging plants and to ledge in front of the jump lever at the end.

Now you can jump in the pool downstairs and swim through the open crawlspace S. Keep swimming to the right and get out in a back street. Go E and climb the crates on the left. Turn SW and jump to the awning, then S and again a running jump to the top of the awning W (no Ctrl) and another jump W. Light a flare to spot the crack in the N wall and jump there, shimmy to the right and pull up. Grab up E and turn SW to jump onto the balcony.

Timed Door.

The door is closed, hop W over the balcony and then jump to the N. Shoot the warrior and get his Small Medipack. Turn the wheel 5 times and turn right, run and jump to the awning and then left onto the balcony, run through the closing door (roll) (Savegame.1, download saves folder).

Pick up the Flares and find the trapdoor in the floor. Face S to open it, get down and use the lever to open a door on a balcony we will get to later. Open the doors E and step onto the balcony. A warrior will show up.

Hop NE onto the awning and then jump S, grab the crack and go right around to another awning. Now jump W, slightly around the corner and onto the next balcony and shoot the warriors there. (If the door is closed when you get here you have to go back to the trapdoor, you might have forgotten the lever).

Go inside and to the hall S, there you will find the Topaz Crystal on the pedestal. Save and wait for the 3 warriors to come to you (I waited in the short passage E). If you shoot them when they are still in the other side of the room you’ll miss the 2 Small Medipacks they will drop. Best weapon to use here is the Grenade Gun. When the Boss disappears the floor will give way. Go down on the break able floor and just wait till you land on the lower floor (Savegame.2).

NW is a crate and under it a Large Medipack, kick the barrier at the wall (SE) and then go through the crawlspace SE and drop down. Open the doors W and hop from the balcony to the garden below. Go W and the Boss appears again behind you, just fight him with pistols (Grenade gun is disabled here) while jumping around till Kurtis comes to help you in a spectacular way.

Back in the Hotel.

Lara can’t use her guns here.

Now enter the Hotel Lobby W, go upstairs and right to the NE. Open Cindy’s room, the last room on the left.

Cindy: Lara! Finally. I was so scared, when I spotted that things went completely out of control.

Lara: Yes, luckily Kurtis got there just in time.

Cindy: Pull the jump switch on the right and follow me to the basement. Jean is already waiting for us.

Use the jump lever on the E wall (to open a hidden door in the Lobby). Go all the way around to the S side and open the door in the middle. Go to the end and to the right (bathroom) and find a second jump lever on the right. Back to the room and opposite the fireplace is the open door, go in for Secret #4, 2 Large Medipacks and 3x Flares.

Go down to the ground floor of the hotel and to the NW corner where Cindy went through that lowered wall. You are back to where to where this all started; you can claim another Large Medipack and Flares from the chest near the treasury.

Get back to the living room where all your friends are waiting for you to place the Topaz Crystal on the pedestal in front of the fireplace

Kurtis comes running in: Just in time!

Lara: Yes you were, thanks, I owe you.

What is this? It looks so familiar, this crystal.

So these are now all powers combined? I wonder where I saw this crystal already...

I will try to pick it up.

Grab the Strange Crystal which appeared above the pedestal

Lara: I know where I saw it. It was a long, long time ago. Cindy, do you remember when we were classmates in school...?

And the level changes to a trip down memory lane.

 

Level 3 - Serenity Academy - Day. 6 secrets/golden skulls

Professor:
Lady Croft, would you please bring this book back to the library?
Lara: Of course, professor.


School.


On the desk you can pick up the Book. In the NE corner are some Flares. Go out to the hallway and outside (E) and get on the bike. Head to the S and into the next building (without the bike of course).

Gym.

Go left and in the SW corner are Flares. Back to the entrance and up the ramp NW, to the right (duck under the curtain) and get
Secret #1(5), a Golden Skull.

Tennis courts.


Get back out and take the bike. Go SE to the tennis court and on the stone ledge at the E wall is a hole in the ledge where you can pick up
Secret #2(6), a Golden Skull.

Go all the way W along the left side of the Gym and find a Small Medipack around the back of the building. Go back to the corner of the building and up the steps leading up the slope S and go straight into the path S (fixed camera), right around the tennis court there (hop over the wooden fence) and get the Large Medipack in the far back. Return to the bike.
Go N, around the swimming pool to the yard, up the steps E and into the Male lavatory (S) to find
Secret #3(7), a Golden Skull.

Library.


Go N to the building NW, go in and down the ramps, you are in the Library.
On the S wall is behind a chair where the girl shows up there is a button (doesn’t work yet).
In the SE of the Library behind the table is a bookcase that will go down when you approach, go in for
Secret #4(8), a Golden Skull. Go out this part and to the NE corner in the Library and place the Book to the right (S) of the glass door.

Lara:
My grandfather's academy is a really dark place... Everything is so spooky here. But now, I have to go to the second floor of our dormitory. Cindy wanted to talk to me... I wonder what she has in mind.


Female Dormitory.


Exit the Library, go S, passing the tennis court and up the hill S, turn left (E) to the Dormitory that is all the way E, no bikes allowed there, so leave it and walk…

Once inside open the cupboard on the right for a Small Medipack.
Go in and to those double doors to the right (E wall), push them open and go in to get the Flares from the bathroom. Go out and to the N, follow the corridor around the corner and go left up the stairs in the end.

First Floor.

Upstairs take a right (W), follow the corridor there and the second room left is Cindy’s room (obviously). Talk to her and get to the cupboard behind the curtain SE for the Class Key.

Cindy: Hey Lara! Have you seen the forbidden room in the library? It is behind the glass door! It seems there are top secrets books. It would be cool to go in there!

Lara: The forbidden room uh? Maybe tonight I'll break rules and try get in there. But now I'd like to go for a rest in my room, I'm quite tired!

Go out of the room, left and behind the red curtain in the end of the corridor, climb in a crawlspace to the right for
Secret #5(9), a Golden Skull. There is nothing of interest in the other rooms on this floor.

Back to the School for a Secret.


If you don’t want the next Secret, go back to the stairs where you can now go up one more floor.
If you want the next Secret, you have to go back to the school building now (
This Secret will be inaccessible if you don’t go for it now). So down the stairs, leave the dorm and go W where you parked the bike. Go W passing the tennis court take a right and opposite the swimming pool is the Classroom where the level started.

Go in left and use the key at the door. In the corner of the classroom is Secret #6(10), a Golden Skull. (All Secrets cleared” sign appears in the left corner of the screen, you can also check with "F2" to see if you got all secrets in a level).

Dormitory, Second Floor.

Go back to the Dormitory again and go all the way up the two stairs, open the first doors to the right to get a Medipack from the bathroom. The second door to the right has Flares in the bathroom. Then go open Lara’s room E side of the corridor and go to the desk and do some homework.

Day changes into night.

Level 4 - Serenity Academy-Night. 8 secrets/ 7 golden skulls and one quest item (Helmet)

Lara: It's time to see what's hidden behind that glass door... I have to find a way to enter it from the library. Maybe the keys are in the headmaster's office?

Female Dormitory.


Get 3x Flares from the desk, bed and W wall. In the bathroom is a Small Medipack.

Open the door, to the left is nothing, so go right all the way to take a staircase down. Nothing on this floor, so go right into the staircase to the downstairs hall. In the cupboard near the front door are Flares again. Go out of the building and on the last step of the entrance, turn S and grab up to the pillar, get Secret #1(11), a Golden Skull.

Administration.

Go W and just past the Administration building (first building on the left as you go W from the Dormitory) Lara will look left. Go to the corner where a workman was busy during the day. He has gone home now… pull the crate away. Crawl in and first go right and around the corner to drop down, move a crate N out of the way and use the button to open the door S. Go further S and then left into the next corridor, around some corners and open a wooden door to the right, behind a curtain (SW) in a cupboard is a Medipack.

Headmaster’s Office.

Get out and right (E) and the next room is the headmaster’s office, there you’ll find the Library Key in a cupboard. Notice the door behind the desk (later).

Gathering Secrets.


Go out, left and opposite the other office is a door (N) that will open on approach, go straight out into a small courtyard. Left of the tree are some crates, climb them and climb up W, go all the way around this walkway to get
Secret #2(12), a Golden Skull. Return and go down to the courtyard, go N out of the Administration building and left. Go to the Tennis court (you can take the bike) and straight W to the place behind the Gym, because the Small Medipack returned there.

Go up the steps S to the place behind the S tennis court (you’ve been here before, the camera is fixed here but go to the end and jump over the fence to the right) and find Secret #3(13), a Golden Skull where that Medipack was before.

Now go to the brightly lit vending machine near the other tennis court (N) and use the machine to get Secret #4(14), a Golden Skull goes into your inventory.
Now go into the dark alley between the Gym and the School building and look up N for a ladder to the roof. Climb all the way up onto the roof of the school where you’ll find
Secret #5(15), a Golden Skull and Flares. Go down again.

Library.

Head N to the Library (as you can see the entrance to the school is closed now, so you can’t get our Daytime Secret 6). The Library is all the way N and a bit left (where you used the Book before). This time you have to open the door to the Library with the Key. Go in, down and find Flares in front of the counter S, hop over the counter, find and use the button (next to the chair), go into the opened door and follow through, in a cupboard you’ll find the Ladder Hook and Flares.

Lara :
Damn! There are no keys, just some hook! But ...this map...hmm… It looks like there's a secret passage directly to the forbidden room. The entrance is inside the unused male dormitory. I'll have to climb up the building.


Male Dormitory.

The Map Lara is referring to is painted on the N wall. Go back over the counter and a bit further to the right (E) are more Flares, now get out of the Library and SE, up the steps E to the unused Male dormitory. Climb the tree (near the bin) standing left of the entrance, turn around to back flip onto the corner ledge. Face E standing against the roof and use the Hook to pull down a ladder, then climb up the ladder E and pull up. Go S and watch the fly by as you go around the corner to the E wall.

Lara:
It's the headmaster, my grandfather. Damn, I can't let him see me here. He'll certainly go straight to his office; maybe I'll have to return there too, because the male dormitory is locked.


Administration building.

Get down to the ground and back to the Administration building (go to the S side behind the tennis court and to the (left) E), enter through the courtyard where you came out before. Once inside go left, then right into the headmaster’s office. The door behind the desk will now have opened up. Use the button there and go out the office, head W through the corridor, around the corners to the corridor with the vending machine, go to the S wall and around those crates and find
Secret #6(16), a Golden Skull.

Go N through the open door to the small storage and climb up into the crawlspace E, go to the right (S) and drop into a large storage area.

To the Attic.

Drop down and jump over the crates SE and find the door you opened from the headmaster’s office. Follow through, at one point you see the guard going into his office. Go on and up a long ladder on top of the crates at the end. Jump over to the S and follow through. Boy did those boys make a mess…
Follow around the corner and in the corridor on the left the entrance door will open up, ignore that and go to the end of the corridor. There’s a grated trapdoor with a green glow, that’s for later!

Head up the broken staircase N to the first floor, go right (W) and around the corner open the second door on the left. Go in and right, through a small opening there, go right again, through a small crawlspace. The camera is fixed so carefully walk E, turn around at the end and climb down a ladder.

Get Secret #7(17), a Golden Skull and watch the flyby of a door opening up. Go to the NE corner of the yard and see some cars passing by.
Climb back up and back through the crawlspace to the previous corridor (watch out for falling debris), go back to the broken staircase and down to that trapdoor.

The Secret Armour Helmet

First go W, left and right to the entrance of the Dormitory, go out and straight down the first steps, take a right to the N and once on the road there, head to the near by building, that's where that door opened, go inside to get Secret #8(18), the Secret Armour Helmet (all secrets cleared)

Return outside, head back into the Male Dormitory, left and to that trapdoor, now you can open it. Slide down and run through the part of the Library you couldn’t reach before, there’s an interesting book on a display in the S.


Lara:
This place has plenty of interesting books… but this one.....

Cut scene

Lara: …and so I read this book for the first time. When I graduated, my grandfather gave me this book as a souvenir as I was completely fascinated by it. Arturian legend, the Holy Grail and a strange power in a shape of blue crystal, that could unlock a link to the past. But not as in the movies, when you actually jump into a different time, but rather the past, that is re-awake by magic. This magic could revive some locations to its previous form. So you're exploring them in the present, but you're in some other dimension, which originates from the past. Do you understand?

Cindy: Ugh, complicated. Let's say I do.

Jean: It's like you would visit the house of your great grandparents, that doesn't exist anymore, but as I understood, this magic would also project their house as it was... to the present and when you'd enter it, you would also enter the past. So with this you could also visit old locations. It would be very powerful tool for an archaeologist.

Lara: Yes, it would be. But there's something telling me it doesn't work just like that. I'll have to visit the castle ruins near Tintagel village, which are supposedly ruins of Camelot castle where the Knights of the Round Table were once.

Jean: As far as I know, a ship went to England just an hour ago. You may still catch it by helicopter.

Lara: I think I will do just that.

Kurtis: You need my help?

Lara: I'll first head to Tintagel ruins to see if this hocus-pocus really works. But you can help me with that helicopter.

Kurtis: I installed autopilot, so you won't have much trouble. But you may still try to fly it on your own, I think it's fun, but might be a little bit hard to handle it in the night. You must compare your compass to the radar screen to find the correct direction.

Lara: Thank you, I'll try. Well, see you all later.

 

Level 5 - Topaz Island, the Heli Ride.

In Topaz Island you HAVE to pick up the Helmet (quest item) again, because it is gone from the inventory after all those years.

Go N and to the right are some Flares on a table. To the left of that is the Secret Armour Helmet.

Get the Backyard Key from the small chest N. Then leave through the door N and you are back in the living room. Go NW up some steps and open the doors with the Key. Go up to the chopper (E side) and stand at the open door, hit Ctrl and Lara will start the chopper.

To fly the helicopter, enter it from the right side. Then press action (Ctrl) to go forwards and left and right to manoeuvre it across the sky. Check your position on the compass and compare it to the radar to find the correct direction. That might be a little tricky. So you may use auto-pilot, which can be activated with a switch on the wall and the helicopter will fly on its own (easy on).

 

Topaz Island, the Ship.

Go to the left side of the ship (portside) and jump on the lifeboats, which are hanging on the side. From there jump to the front of the ship. Open the door, find a button S, go out the door to where a Clerk speaks to you.

Guy: Oh, a late customer. To get a key to the room, you need to deposit two pounds.

Lara: I am Lara Croft, the world's greatest adventurer and archaeologist. You can count on me to give you back the key.

Guy: I'm sorry, no exception, madam, rules are strict.

Opening the door S would create a shortcut to the chopper. Turn around and go down two stairs, to the lower deck and go around some corners to the N to the front of the ship where you’ll find your fellow travellers gathered in the parlour. Go to the woman on the couch.

Woman on couch: I mean, I don't care if I lost two pounds in the dining room. I would pick it up if the electricity would work in this ship, as it should.

I mean, I don't care for it, but you know... Two pounds is two pounds. For the money we paid, at least they could fix the lights. I don't care for it, but anyway, you know what I mean... This ship is falling apart...

Go out and up the stairs to one deck above, to the back of the ship (S) and into the engine room. Pick up the Battery near the engine. Go back out and to the other end and open the last door on the left to place the battery there. The lights turn back on, go back to the corridor and open the door to the dining room in the end (N). Go the wall, pick up the 2 Pounds coin. You could now go back down to the lady in the parlour which would say:

Oh thank you! But you wouldn't have to. Keep it as a reward for fixing the lights. You're so great!

Keep the Coin and take it with you up the stairs. Insert it into the slot in front of the counter.

Guy: Here is your key madam, room 104.

Grab Cabin Key #104 from the desk. Get down the stairs again and to the right down another staircase and find room # 104. Get in and go into the bathroom at the end, turn around and go back to the cabin door, the level changes.

Level 6 - Tintagel Castle. 1 secret

From the table you can pick up your Pistols, Ammo and the Cabin Key and go to the door.

Lara: "At last we finally reached the peninsula. It’s time for me to exit the ship with my helicopter."

Use the Key to open the door and left (N), get back into the parlour, the folks now went to have breakfast one deck up, in the corner of the room you can find Secret #1(19), Musket ammo (all secrets cleared). Go out and back up the stairs and get out on deck where the chopper is.

[i]Dumb Guy: This helicopter won't fly anymore. There is not enough fuel.

Lara: I'm sure there was enough yesterday.

Dumb Guy: ... I made a few circles before to test it... I'm a pilot you know.

Lara: …sure you are. But you should ask before taking other peoples' vehicles, don't you think?

Dumb Guy: Such a nice morning today, isn't it...

Jump again on the life rafts on the left side and pick up a Screwdriver.

Lara: "Hmmm I could use this to open a certain door downstairs."

Jump back to the chopper area and go one flight down the stairs again and S. Open the door on the right with the Screwdriver. Find a Can of Fuel on the right hand shelves. Back on deck and fuel up the chopper (left side of the chopper). Watch the flyby of the chopper with Lara landing at Tintagel Castle.

Monday 5:30 AM Camelot

Go straight (E) then around a corner right into a cave straight ahead, behind a tree. There you have to use the Strange Crystal you picked up way back.

A huge Gem appears, run around a bit till it starts to glow and explodes. The wall S opens up so make your way down into a cave till you get into a huge cave glowing with crystals (There are nasty illegal slopes in here so watch out where you walk). Jump onto the rock ledge left (N), where that big boulder is.

Lara: "I think I can push this rock."

Push it. Get down to the floor and into the opening the boulder created. Go to the N wall behind the Tomb and push the cross there. The Tomb moves aside; so jump in.

Level 7 - The Crypt - Part 1. 5 secrets total.

Just slide all the way down the slopes and pick up some Flares. Jump up the blocks NE and at the end turn around, climb a short ladder and then another one and back flip at the top. Face E and safety drop, grabbing the edge, drop and grab a crack (there will be a secret in this crack later) and then drop to use the jump lever (cage goes up). Climb up to the top again and face E again, save your game. Jump down (E) and slide and just before the corner (with the high ceiling), jump up and grab a crack. Shimmy to the left and pull up in a room where you uncovered a chain.

The Crystal Cave.

Pull the chain and go back to the slide, slide down all the way. The gate W is now open.

Inside, to the right, you can pickup some Flares from the NE corner. Go to the bridge, looks like one crystal is already in place and we need two more. From the big crystal go straight W and spot that slanted block down to the left. Take a running jump (with Ctrl) to land on it and climb down from the high W side and use the jump lever on the block to retract the spikes below

Jump over to the S and grab that roof, drop and walk around (S), climb the block to get the Musket ammo. Hop down from the block and go over to the central ledge of this cave. Go to the entrance N where you'll find two buttons N.

[i]"Hm... Ive seen those two switches in the book of King Arthur's legend. Each of those two guards a certain item or power in the Crypt. In the book I read, that pressing the Blue Crystal button would open the easier path. But pressing the Skull button, the passage to the HARD part will open. While both paths lead to the same goal, only the Hard part might give me some powers... hm... What too choose, the blue crystal or the skull? The question is; am I experienced enough to choose the hard path..."

Now you can make the choice between Hard and Easy.

In the Hard version you can obtain the Musket, will make the rest of the level somewhat easier, certainly worthwhile to try this part.

Easy: Push the blue Crystal button and go into the open door, inside is Overflowing Energy Crystal #1. That's all for the Easy part, so back outside and you can skip the next part of the walkthrough and pick up where it says Easy Players, Pick up here:

Hard: Push the Skull button and go into the open door.

Level 7 - The Crypt Part 2.

Go inside and just follow through to where you'll get a message:

The Crypt Extra Challenge (for experienced players)

This level is an alternative way to get one of the Overflowing Energy Crystals, for the experienced players.

Here you can find also 2 extra secrets (plus a weapon that makes life easier), but they will not be counted and will not affect to unlock of bonus content. If you get ultimately stuck, you can press "F9 at any time (only in this level). This will reload a savegame just before you pushed the choice button, so you can try the Easy part.

So, ONLY in this part of the level you can go back to the buttons by hitting "F9"

Go forward and watch the flyby.

The Main Hall.

Spike Challenge.

Go down the steps and take a right and another right (SE). Jump in the water, swim W, around the corner swim straight (N) left and right at the end you can get a Medipack and Flares. Swim back (S) and now take the first on the right (W).

Follow through, keep to the right and near a gate, swim up for a breathing hole. Get air and dive, go back and take a right (W) and swim to the end and up. OR if you have enough air, swim sort of straight and up. Climb out E and turn around, Jump to the ladder over the pool and use the reach-in switch.

Get back down, get in the water swim back and take a left, through the open gate and swim up. Be careful, a ceiling covered with swords is moving up and down. Get out facing S first, timing the swords and use the reach-in holes left and right. Then run to the other side and do the same. A trapdoor (N wall) opens.

Face W and safety drop and grab the edge, let go and grab, crawl into a crawlspace. At the end be careful and time the moving swords to go left (S), run into the alcove with the lever and wait for the right moment to use the lever there. Time the swords again to get back at the entrance and from there to the right (N) through the open gate. To the right (E) in the back you can pick up Flares.

Go back and N up the steps and to the right there, jump in the water, swim straight and get out.

Room with the Big Chandelier.

Go down the steps and kill two knights in the next room. All the way up is a huge chandelier. Go between the 4 columns and there is a ladder on the SE one, so climb up.

Timed Run.

Take a running jump to the balcony S and save before using the timed lever. Roll and run with a curve, jumping over the balustrade to the column and pull up. Take one (or two) steps forward and hop to the next and from there a running jump to the open gate in the middle (Savegame.3).

Go further and get a small medipack from a reach-in hole on the left.

3 Lever Room with the Cog.

Continue up the ramp to the next room. There are three floor levers and the only one you can use is the W one. In the room with the poles, take a right and follow the ledge to the NW corner. Stand N and face the poles, stand back and run jump to grab the first and swing to the next and to the block at the wall. Jump over to the other side of the roof and then a stand jump E to grab the ledge. Pull the lever to open a gate W and jump back over the block to the W side. Then take a running jump N and use the reach-in switch, two gates open up. Jump back to the ledge S and after entering go left and into a crawlspace E.

Fiery Pole.

Follow through to the right and climb over the block to pass by the emitter ( or just jump over the flames). At the end in the next room you’ll find a low push block, push/pull it all the way to the emitter in the back (S). Step on it (in the corner) and climb up E or W. Go to the E and around the corner get down to the ground floor.

You can use the ladder on the E wall or just slide down the slanted blocks. Wade through the water and take a right. There is a jump lever in the back on the right. Use and do not jump away but just wait till the swords are down, and walk out towards the ladder and start climbing to the top. Climb off right and go back to the hole with the push block below, face E hang down in the opening and left in the corner to drop on the block. Go E and left, through the crawlspace to the room.

Bring out the Pole.

The swords in the pit are now gone so now you can use the lever under the fire, this kills the fire. If you like to go for the bonus secret, go back through the crawlspace and to the push block, push it and use the reach-in switch, this will open a trapdoor for later. Go back to the chain in the room, climb up the chain almost to the top and back flip to the top floor (no Ctrl).

Go into the passage N and near the fence is a jump lever on the right. You’ll get a camera shot of a swing pole. So retrace your steps to the room with the chain, drop back from the floor and grab the floor below, go around picking up 2x Musket ammo and run down onto the block with the pole.

Exit this place N and at the pool jump to the block on the right and then to the pole. Swing and let go, you’ll slide into the water (NW). Dive down and through the opening at the bottom and then swim up. Climb out and go left and pull up onto a higher ledge N. Turn W and a curved running jump to the crack and pull up.

Go up some steps and at the end, don’t fall into the hole in the floor but go left (E) and around the corner there through the opening in the fence and get Flares and Musket ammo. Back to where you came in and drop down the hole in the ground. You're back in the room with the poles.

Spike Alley.

Leave through the gate you opened before (NE). Around the corner is a swords trap so time your run through them. Just run straight down and then take the right hand side and sprint to the safe floor at the end, W is a sloped passage. Before you slide down there, turn NE and run after the spikes to the right around the corner, there’s a reach-in switch to the right (Savegame.4).

Use it and the spikes reverse their sequence so you can get back to the sloped passage. Will be easier later too as you will return here. Get back around left to the sloped passage.

Just slide down, take a running jump E and run jump SW to the corner ledge, turn S and jump to the next ledge. Climb up S and go to the E end. Then take a running jump to the ledge you see down E (S wall) slide back and grab the edge and shimmy left and at the highest point pull up. Turn around and another running jump to the crack and shimmy to the right and pull up around the corner.

Another jump to the SE and from there, jump to the ramp E. Walk up a bit and jump to the right of the ramp. Go left around to the end of that ramp, climb it and turn N. Stand as straight as possible and jump grab the ladder over the crack so you can climb up.

The Knight and the Vases, the First Cog.

A knight wakes up, jump to the pillar left and get the small medipack. Lure the knight to the 3 big vases that hide a chain and let him shatter the vases so you can pull all three chains, opening all kind of gates. S opens a gate in the room with the swing poles, N will raise the cage in the 3 Levers room, E opens the gate W. Leave through the open gate W and to the pedestal in the middle to get the First Cog.
Be sure NOT pick up the key as that will kill you.

Swing Pole room, the Golden Key.

Go down W and jump in the water, the gate left (S) is open, swim in and get a small medipack from the block. Go straight (S) and right. In the bottom is the trapdoor you opened with the reach-in switch behind the push block. Inside is Bonus Secret #1, asmall medipack and Flares, in the alcoves near the secret tile and the Musket and 2x Musket Ammo straight ahead and in the alcoves.

Go back for air and then swim in again.

Swim straight and to the left, use the timed underwater lever, then swim back out and through the opposite gate (N). Use the underwater ceiling lever (between the pillars) and see a lever reset, swim out. Get air and go back in to get 2x Musket ammo in the back corners. Climb out (E) and go back up to the 3 Lever room.

Now push the lever N, and go in, into the water. Swim S to the far end and use the underwater lever. Swim back, mind the swords and pull up, back flip and jump/grab the chain and climb up. Find the correct position to back flip and roll (when facing N) back into the entrance and now you can get the Golden Key, a gate opens up in the spike passage where you used the reach in switch. Go to the Swing poles room W, take a right into the passage NE, time the spikes, you now have safe spots in between the spikes. Keep left and to the end where you can enter the passage to the Room with the Big Chandelier.

Room with the Big Chandelier.

Get down to the ground floor and use the Golden Key W, enter and swim down. Use the lever to open the door and swim up, pull up W and back flip to the floor, or just climb up E. Pull the lever and watch the flyby. Go over the balcony to the corridor SE, up the stairs, take a right and come to the open gate in the end.

Main Hall.

To the right is a swing pole, use it to get to the S walkway and head left, at the end straight down the stairs and left around the corner, down more stairs and left again, just around the left corner into a corridor (S). Follow that corridor into the open gates, in the next room is a Pit.

The Pit, First Explosive Materia.

Shoot the 2 knights and collect the 2x Musket ammo, NW and NE. Go down the ramp in the pit and hit the water, swim E with the current and in the next room climb into the upper passage N. Grab the Flares and go E to the next room and up some steps to get the First Explosive Materia.

Grab the Musket ammo SW and go down into the water in this room, swim W and Lara looks left. But you cannot pass that red tile S yet, so head W and just to the right of that gate is an underwater ceiling lever to open a series of gates near a push block. Go out W and left, go up for air and just keep swimming straight, up against the current in the next tunnel. Take a right at the closed gate and climb up to the right in the next room. Turn around, jump to the block and save at the Timed lever. Pull, roll and run with a little curve to jump to the open gate and get through (Savegame.5).

You’re back in the Pit.

The Elemental Emblem..

Take the corridor NE and up the stairs and go left into the passage S where you’ll find that push block. Pull it once towards the gate and climb it. Turn SW and jump forward and up to grab the monkey climb. The monkey climb is open; there are still two open trapdoors you need to close. Swing to the corner and left into the dark alcove, go to the reach-in hole and I advise to light a flare first, then save before you get the Elemental Emblem. While the flyby is playing, an Ice wraith shows up, so when you get control back, roll and crawl back, to the right into the opening, follow the cave to the end and climb up to the right. In the end face W before you go down the hole in the grated floor and land in the Pit. Swim into the opening W and use the underwater lever there to freeze the water.

Frozen Water, Hot Pipes, Second Explosive Materia.

The water will now be stone cold, so dangerous… Quickly roll and swim straight E and left, into the passage (N) and right through the small gate. Take the first right and now you can pass over that burner tile S, up in the next room and climb out N. Go down W and grab the ladder on the N wall, get down into the room you saw in the long flyby. On the grated ledge and E is a bent pipe, pull it from the wall and turn around, you can now safely get the Second Explosive Materia from the hole W.

The Third Explosive Materia.

Back to the pipe and move it onto the flame N, time the flame (screen of a tunnel). Hop back immediately just to be sure and now you can use the lever behind the pipe. A block lowers in the SE side of the room, go there and move the pipe you find there W onto the lowered block. Use the lever again to raise the pipe and go push it onto the flame. Flame is diverted and a ledge upstairs becomes safe, the red tile in the underwater tunnel will also be safe (for later when the ice is gone).

Go up the ladder NW and get off to the right. Go out S and crawl down into the water. Go up in the SE corner and climb the block next to you (this was burning before). Here’s something new; jump and grab that chain pulley in the room and a pillar goes up, creating a new block in this room. Climb back up, jump to the block and climb up through the ceiling.

Use the First Emblem.

Go up that ladder W and follow to a room over the Pit. Jump SW into the alcove (with Ctrl) and place the first Elemental Emblem (you can also jump and grab the grated ceiling and use that to get into the alcove). Another Materia appears in the Pit. Get to the ledge S and go right, down to a lever and open the gate with it.

You’re back in the Pit. Go get the Third Explosive Materia and go onto the ice (already melting).

Fix the Monkey Climb, Second Elemental Emblem.

Crawl E through the passage and use the lever (S) in the next room, two trapdoors slide into place at the monkey climb. Crawl back to the Pit, go up and into the NE corridor, left twice when you are upstairs and to the balcony with the push block, jump to grab the monkey climb. Go all the way to the other end and hang left or right and at the swing pole, drop and grab the crawlspace and get in. Light a flare and grab the Second Elemental Emblem from the reach-in hole.

Hot Run.

A Fire wraith appears, run left and you are in the top of the Main Hall. Jump left to the bridge in the middle of the Hall and run E and into the opening E, hop up the higher floor and drop through the hole in the ground into the blue cave. Turn and run S, climb up right in the end and once again face W before you go down the hole in the grated floor and land in the Pit. Swim into the opening W and use the "red" underwater lever (not really necessary).

Use the Second Emblem, the Fourth Explosive Materia.

Swim E and left into the lower tunnel N, take a right in the tunnel, go over the de-activated red burner tile to get to the room with the chain. Climb the blocks again and up through the ceiling. Up the ladder W and this time jump to the E side alcove to place the Second Emblem, the last Explosive Materia appears below. You can’t drop into the water below (current), so go out SW again, down to the lever and into the Pit room. Get the Fourth Explosive Materia, you'll get a screen of the Big Chandelier.

Use the Explosive Materia, losing some weight.

Leave NE into the corridor, upstairs go straight W this time and take a right just between those fences. You’re back in the Room with the Big Chandelier.

Hanging in each corner there is a counterweight ball, use the Explosive Materia in the alcove near one NE (E wall). The big chandelier will lower a bit. Go to the NW corner and use the next Explosive Materia in the alcove.

Go to the now open gate S and climb one level down the ladder shaft there, now do the SE and SW counterweights. You'll get a screenshot of gates closing and opening up; the ladder shaft S will now lead up to the top floor.

Go to an open gate NE, follow the steps up to the top floor.

The Torch, drop the Chandelier for the Second Cog.

Go N a bit, from the opening in the fence (NE), run-jump with a curve (and Ctrl in the end) onto the lower balcony N. Grab the Medipack and Flares, hop down onto one of the pillars below and drop to the ground floor. Go through the Golden key passage W and through the water to the upper level again. Go one level down, hop backwards over the edge and hit Ctrl as soon as you passed the edge to land on the floor below.

Go into the ladder shaft S and climb all the way up into the room above. Go N and find a whole lot of Torches there, pick one up and drop it on that trapdoor in the middle (over the Chandelier).

Go to the other side and into the adjoining room (N) where you’ll find a Timed lever, opening up the trapdoor over the chandelier so the Torch drops on top of the Chandelier (make sure). Go into one of the openings N and push the block once, you’ll end up in a passage leading to the Chandelier.

Jump to the Chandelier and pick up the Torch to ignite it on one of the burning candles. Then stand near the rope in the middle and Save, face one of the corners (SE) of the room, jump up and the rope will burn, now quickly take a step or two back and run jump to the opening in the balustrade. The chandelier dropped to the floor. Make your way down there (Savegame.6) and finally pick up the Second Cog. It will be next to the Chandelier (N side), you'll get a screen of the Main Hall.

Now we have to get all the way back again to the Main Hall.

Using the Cogs.

1: Go through the Golden key passage W and through the water to the upper level again. Into the corridor SE, to the right at the fences and follow through to where the swingpole is, swing to the ledge S, go left through the corridor and down the stairs, around the corner all the way to the W, left to the end where you see the fence (behind the fence is a pickup, for later) Get down the climb wall E or just safety drop down and out N to the Main Hall.

Well, that was how it was intended, this is faster:

2: Go through the Golden key passage W and through the water to the upper level again. Into the corridor SE, to the left and then right to the balcony with the push block, jump SW over the balustrade onto the pillar with the blue ball on top and get to the ground floor by dropping onto the block below (E).

Main Hall.

Enter the passage SE next to that big wheel, into the water and follow the tunnel. Take a right and in the larger room in the end, climb out NW, go up to get onto the monkey climb and go to the ledge E where you can place one of the Cogs (a bit to the left on the fence).

The wheels are activated.

Into the water, swim all the way W through the tunnels to get to another room where you can climb out (you were here at the start of the level). Climb the E wall, to the crack, back flip to a slope, jump again to grab above the crack and go up. Use the second Cog activating these wheels too. Watch the flyby, get down and swim back to the central tunnel, go right and back up to where you came into the water. Climb out S, roll and jump to the N side to get to the Main Hall. In the passage in the SW corner of the Main Hall some debris fell down, get in go all the way to the end and jump up on the left and up.

Get Bonus Secret #2, Musket ammo. Go back out to the Main Hall.

Climb the suspended ledges N to get to the Overflowing Energy Crystal #1 and go climb up the next ledges. Grab up to the last one under the bridge and shimmy around, go to the N wall to climb up to the bridge. Go to the other end; use the lever to open the gate to the Crystal Cave.

Level 7 - The Crypt - Back in Part 1.

Go get the small medipack on the bridge and you can place the Crystal if you please. We'll have to go back to the Hard Easy buttons, so go to the W side of the bridge and look down left to spot the slanted block with the jump lever you used before. Jump there again, drop down (W) and jump down onto the slope you see N. Jump to the central ledge and make your way to the N side bridge.

Easy Players, Pick up here:

(After picking up the Easy Crystal), just safety drop down into the shallow water and get some Flares in the NE corner. Make your way into a cave in the NW corner. Shoot a snake and spot a crawlspace in the N wall. Leave it for now and continue further. You’ll come to a large flooded hall (try to shoot the snake in the water), go SW as far as you can and jump to grab the crack E. Shimmy right and around the corner. Drop onto the trapdoor and immediately back flip to the ledge. Face W and spot that alcove (later).

The Golden Key.

Jump onto the slope to the right of the alcove so you can jump and immediately grab the higher sloped ledge. Pull up and back flip. Walk to the E wall and take a running jump N and slide down, grabbing the ridge there. Shimmy left around the corner and when you are at the highest point back flip/roll and grab a climbable pillar. Climb up and left around the corner to get the Golden Key. Run S and slide/jump, to the corner ledge, walk E and drop down to the ledge below. Now jump into the alcove W and follow through to use the Key at the end, a gate opens up somewhere behind you.

Go out and jump E, use the slopes W again to get one floor up. Go E and jump N again, once more shimmy to the highest point, back flip/roll to grab the ladder and climb up but now go around to the right, back flip/roll and grab another ladder, shimmy left and climb into an alcove where you just opened a gate. Jump N in the corner and climb higher on the right. Look SE to spot an alcove in the E wall, opposite the spikes and that is where you have to go.

Take a running jump onto the sloped beam on the left and slide jump with a left curve into the alcove on the left (you can also hang from the ledge, shimmy right underneath the beam and pull up on a ledge on the other side of the sloped beam to do the jump from there) (Savegame.7).

Now we have to get rid of those spikes. Hang from the ledge and shimmy to the right, around the corner and pull up into a crawlspace. Go up the slope and kill two knights, one of them in the other side of the room. SW over the entrance you can find some Musket ammo. Go over the steps along the pool to the far away NW corner of the room and crawl through. Turn around and climb the ladder.

Jump to a pillar on the right (SW, a pixel perfect jump),  then to the one E, pick up the small medipack, then a running jump to the ladder S and climb up a bit (feet on the ladder), back flip roll and use the jump lever. Grab the Flares from the bottom and get out of the water, back to the crawlspace (NW) and again up to the pillars.

Take the same route to the first pillar and then aim for the corner of the SE pillar to grab it with a running jump with a curve (Savegame.8). Face N on the highest tip and take a jump to the ladder (if Lara is hesitant to climb, shimmy once right) and climb up. Watch out for the blades and almost at the top, back flip and use the wheel to lower some spikes. No way you can get that Medipack, so get down again (just hop in backwards) landing in the water and get out.

Go to the NW corner of the room, from the higher floor you can do a jump (or swan dive) SW and over a small blue fence between the pillars to get a Large Medipack (you can also get it by getting back up to the pillar on the W wall and drop down onto the balcony from there).

Go out of the room (S wall) and crawl through, hang and shimmy left till you can pull up into that alcove opposite the spikes. Use the monkey climb to get to the other side, drop on the flat ledge in the alcove and use the crack N to shimmy all the way to the N side of this room.

The First Boulder.

Go up some steps and go straight. In the first room are 2 blue crystals in a cage. In the second room you’ll find a closed gate with a third Crystal and a boulder in the ceiling.

To unlock a Secret you have to trigger the three symbol tiles in the openings between room 1 and 2.

Jump on/over the block under the boulder and jump off immediately to trigger the boulder to drop.

Lara: "I could try pushing that round rock".

Wait with pushing until the boulder comes to a complete stop, as the boulder can kill Lara. In the openings to the previous room (S) are 3 symbol tiles; we’ll have to trigger two of them with this boulder.

Push (you CANNOT pull) the boulder through an opening E or W (over the first symbol tile, the crystal will blink) and then push it to the opening in the middle of the wall to trigger the second symbol tile . Push it up the sloped tile and immediately side flip out of the way. You can’t trigger the third tile with this boulder, so that one will have to wait.

Now push the boulder S and out of the room onto the ramp to the hall, as the boulder hits the symbol tile ground floor, you’ll get a screen of a gate. Go to the pillar S (near the zip line) and jump on top and use the zip line to get to the bridge.

Go to the left ledge and jump over to the steps S and go straight inside. First jump around the left or right over the ledges to get that small medipack S. Then jump to the chain and slide down until you hit water, or just jump down into the water. Find an underwater lever on the S wall and the water will drain. Go N to the boulder.

If you want all pick-ups, go stand W of the boulder, next to that pillar in the corner, jump to the pole above the boulder and swing to the crack at the other end. Shimmy right and pull up in an alcove to grab Secret #

1 (20), a Medipack. Drop down and push the boulder into the room with the chain. You’ll see a screenshot of the chain; leave the boulder there. Make a saved game before pulling the chain.

Optional for a Secret, this is to trigger the third crystal N: look up S to spot that fence. In the top right hand corner of the fence is an opening. In the back of that fenced off alcove is a ball you can shoot. Save and after you pulled the chain the floor will go up, stand in the SW corner and line up facing S and turn a bit left to shoot that ball through the tiny opening in the fence. When you hit it you'll get a screen of another boulder dropping down in the N end of the hall.

Once you are on top, push the boulder that came up with you out N so it will drop down onto a symbol tile in the hall. A gate will open up at the bridge.

The 2nd Boulder, for a Secret.

Now… for that second boulder you saw falling down… Climb up to the zip-line on this side and descend to the bridge. Then take a running jump N to the floor where the first boulder rolled down. Go straight (N) and find the boulder near the third Gem.

Push it into the room S through the only opening you didn’t use yet (the side where the Crystal isn’t blinking yet). The crystal starts blinking and an underwater door will open up. Run down the slope S and drop down SW next to the zip line, landing on the block below. Make your way down all the way to the ledge leading to the cave entrance NE. Go out E and look for that crawlspace in the N wall you saw when you got here first. Go through and drop in the hole in the floor to pick up a small medipack.

Follow through W, then up S and run through the hall to the room S where the elevator was, there’s water. Dive in and swim into the opening W, follow through to get Secret #2(21b], 2x Musket ammo. Look in the area N for Flares and a Medipack. Swim back and straight into the opening E, use the underwater lever and go through the open door, go up and climb out. Climb down W and you are back at the elevator.

The Overflowing Energy Crystal and some Hydras.

Get up onto pillar and use the zip line again, jump off on the bridge in the middle.

Here the Musket you got in the Hard version might come in handy.

Go into the earlier opened gate W, slide and jump over the tiles to pick up the Gem called Overflowing Energy Crystal here. Two Hydra’s will come to life best way to battle is stand on the middle tile and shoot one, till you draw blood (that’s when he has fire in his mouth), quickly turn around and repeat. Keep turning around and keep repeating till both are dead. Two more will come alive, same story, although these are more dangerous (Savegame.9). Here's an example video (hydras.wmv) of how you can do it with pistols.

Top of the Hydra Room, Long Way Up.

When they are gone as well go to the W wall and jump up, climb higher and jump to the monkey climb to go to the other side and drop off left or right.

Then jump into the opening there, then jump up and grab the climbable wall (don’t climb up), just back flip. In the Hydra room, shoot the vase for Flares. Look up over that bridge and spot the opening in the ceiling. It’s a looong climb there.

But first we have to find and use three levers.

Look N, then jump to the climbable pillar hanging near the N wall, go left around one corner and make your way from pillar to pillar till you can back flip into an opening W. Here is lever # 1 and then go left through the opening and use lever # 2.

Running jump to the E and shimmy around to the other side, climb up a bit and back flip/roll to grab the next. Shimmy left around two corners, climb up once and back flop/roll and grab the edge. Climb in and use lever # 3. Take a running jump out, shimmy to the right and back flip to end up on the bridge.

Go to the pole in the middle, face W and climb to almost at the top and back flip into a passage. Look down and left and jump to the wall there. Let go and get into the crawlspace (S). Here is Secret #3(22), a Medipack, Flares and a small medipack .

(Note by DELTA: To reach the secret room you can also use the pillars: from the 3rd lever alcove W, run jump back to the pillar where you came from, then shimmy the left around the corner. Back flip and grab another pillar, shimmy left around the corner, one step up from the bottom and another backflip. Shimmy right around the corner and up to reach the secret crawlspace.)

Crawl out and climb down as far as, drop and end up on the bridge again. Go the pole (face W) and climb up again and at the top back flip into the passage. Go E and turn around and climb down. In the N you can pick up some Musket Ammo.

DO NOT touch the lever you see S but instead jump to the other side of the hall (E) from the second opening (no burner). Use the lever you find N in that passage. Jump back to the other side of the hall from the second opening and now you can use the lever S. Last time you have to jump to the other side, this time there is only one trapdoor left so time the flame emitter under the ledge E, roll as soon as you are on the ledge.

Go S a bit and climb the wall (E) and at the top back flip. Follow the passage and jump down. Face W and use a lever there. Now walk over the tight rope. You are back at the Crystal Cave where it all started.

Sword of Lemorak, the Summon Lemorak.

Use the Crystal(s) you have and a Sword appears on the crossing of the bridge.

Go pull Lemorak's Sword from the central stone and head out E, place the Sword on the statue there and drop into the room below, drop down either side and climb onto the bridge over the pool, shoot the snake.

Go to that nice shiny object behind the Tomb W and grab it, it is the Summon Lemorak. The whole place will flood, watch the flyby as it will show you where you can leave. Swim up through the nearby trapdoor and all the way up in the cave is an air pocket.

There are some more pickups before you leave, so swim down W, almost to the bottom and you can swim into a small cave there to get Secret # 4(23), a small medipack. Go out and left, up to that structure with the 4 pillars and grab the Shotgun ammo on top. On an arched like ledge with a spike trap (E wall) is another small medipack. Now you got it all and can leave through the gate E (on the bridge). For the last secret you'll have to swim far. Remember the jump lever you used at the start of the level? Just above it is a crack you used to get to that lever. So swim into the open gate E, left and up the passage with the blocks and as you reach the jump lever, go into the narrow crack, behind it is Secret # 5(24), a small medipack (all secrets cleared). Get out (can be nasty) and swim up to the top of this passage, into the crawlspace N. Now go E, turn left and at the end right, straight to where you can get air and climb out to the right (could cost you more health than the small medipack you got, but an auto save was made at the secret, so if you drown, hit "F10" to get back there and try again). Follow through to where the level ends.

Level 8 - Tintagel Castle. 1 secret

Pick up the Torch, go out to the room with the Tomb. Ignite it on the wall torch, then set fire to the other two wall torches S. Throw away the Torch and go inside to get the Blizzard Materia.

Get out, up the stairs W and hoist up, go to the SW corner of the cave and face E, jump onto the ledge E and then face the rock and find a crack to shimmy to the right around the corner all the way to the end. Use the Blizzard Materia on the statue there and safety drop down on the ice bridge to the next pillar. Jump NW and pick up a Secret #1(25), a Medipack (all secrets cleared).

Climb out the N side and safety drop to the floor, go to the W wall to climb up so you can walk back through the cave to the outside. Use the Summon Lemorak on the Stele there and the level ends with a flyby, Lemorak will make Arthur's Castle reappear.

 

Level 9 – The Bridge. 6 secrets/1=quest item. 

Crawl into the opening to the right and get a Light Potion under the bush. Go back and go right (E) and take a right, go straight S to the wall and right in the end, in that corner you’ll find more Light Potion.

Preparations for a Timed Run.

Go back N again and look up to see a broken bridge near that tree. E of that bridge is a building. Go to the right and E along the building, meet a spider and just past the tree and in the passage SE is another crawlspace. In the back is a TIMED lever. Leave it for now. First get yourself familiar with the lay out of this place and gather some supplies.

Go out and N, the next passage to the right (E) has a Heal Potion, keep going around the building and looking around you'll catch some Musket ammo in the NE corner of this place, Light Potion somewhere along the N wall.

Go back to the broken bridge, stand on that hill under the bridge, facing W; jump up and get onto the bridge. You’ll see a burning scone E. That will be off when you use the timed lever.

Detour for a Secret:

Jump N, to the end of that ridge and then hop NW, go stand on the highest tip of that ledge and look NW around the corner of the wall to spot a blue tile. That’s where you have to go for the Secret. What I did was stand in the corner as far as possible, aim just right of that pillar and hop back once. Now jump straight up once and save. Do a run jump with a left curve and hit Ctrl at the last moment to land on the corner of that tile and get Secret #1(26), Musket ammo if you climb down W along the vines. Climb back over and drop down to the ground. (Video)

The Timed Run.

Get back to the far SE corner of this place and into the crawlspace with the Timed lever.

Hold “look” and use the lever; back flip/roll, turning left and duck into the crawlspace, sprint back to that hill (first left along the building and then right around the corner) and grab up to the bridge (facing W), side flip right to the N end of the bridge. Do a roll and jump from the higher part to grab that crawlspace W. Get in quick (Savegame.10).

Up in the Tower.

Lower down, shoot the spiders and use the floor lever that is hidden in the plant (stand on the face tile in the pool), a gate opens. Climb up the blocks in the corner and jump SW into the windowsill.

Look left (SE) and run-jump grab the slanted block, hang left and pull up over, slide jump left to the next block. Jump again and grab the wall in front, shimmy right to the flat part and get up.

Jump N one more ledge and in the E wall is the gate you opened. In case you want some more Musket ammo, jump the pillars and walls to the NW (on a wall along the N side) where you will find one box. Get back to the pillar at the open gate and jump in there, just take a few steps, watch the flyby. It seems we need 2 Keys here.

The Bridge.

A Rope and Platforms.

Go forwards and open the trapdoor. Get down and find the Monoculars as a hint. Do NOT get into the water, but use the binoculars and look straight W, shoot the ball there, jumping up and down does the trick fine.

Turn around and find a rope has lowered. Run out to the left onto the ledge, grab the Crossbow and from there a running jump to the rope. Swing to the ledge on the opposite side under the bridge (where the vines are) and hop around the corner to the one NE (The vines on the bridge are climbable, but no need to go up there yet). Look NE and spot that grate up in the wall. Shoot it with the crossbow and Monocular (Laser Sight).

Do a curved running jump to grab the first breakable platform near by (SE), shimmy around to line up for the jump to the next N. Pull up, and stand jump into the opening where the grate was. Find some Musket ammo to the right in the last alcove.

A Torch.

The gates will open on approach (read the warning, maybe a save here after the next flyby: If you won’t find a vase to shoot in the upper floor, you have to reload from here) then go into a nice yard. There are 2 Harpies roaming around, better kill those first. Look for a jump lever on the W wall; just right of the entrance pillar, you can reach it from the ledge with the vase. Do a stand-jump from the corner closest to that lever. 2 small gates open up in the N wall, left has a spider, shoot it and go to the end of the passage, pick up the Heal Potion and shoot the panel up in the N wall and get in. Throw the lever and a block rises on the yard.

Go back out and hop on the new block in the middle of the yard, face N and in the left corner, grab up to the monkey climb above. Go to the jump lever and operate it to open a gate in the E wall. Now go into the right hand opening in the N wall and push the block N once, get a Torch there and head back out.

Igniting the Torch Challenge.

Go with the Torch into the gate E; near the water you’ll get a flyby. Yes, that’s where you have to ignite the Torch. Jump left around the corner to the ledge N. Hop onto the first slanted block and jump to safety after sliding to the end. Go jump to the middle of the block SE and slide, jump with a hard left and then again left, slide and jump to the safe block.

Stand jump to the one with the spikes and do a running jump to the high pillar. Then jump to the platform and then over to the right hand side of the boulder ramps.

Run and jump into that stained glass window E and turn around.

Jump out to the left when the boulder is going to the right, then jump to the other slope and stand with your back at the wall in a corner. This way the boulder won’t kill you. Run after the boulder and stand facing the first unlit wall torch. The boulder will trigger this torch to ignite, use Ctrl and light the Torch and hop back and side flip to the other ramp or keep hopping till you are back against the wall.

(Video-torch.wmv) - (Savegame.11).

The next part is a preparation for a Secret:

Jump to the hanging platform and jump back to the ramp and to the right towards into the glass window E again. Ignite the wall torch there and see a block go down.

Take the Torch with you and hop back onto the boulder ramp like before.

Go to the W side of the boulder ramp again and llok down W, that's the entrance to the room. That is where the Torch has to be thrown. Face the entrance below and hop back as the boulder rolls away, throw the Torch down through the gap between the ramps, so it will end up in the entrance of the room. Dive down into the pool, climb out at the entrance W, get the Torch and go back up to the garden. Go to the left, the gate SE and ignite the wall torch to open it. Leave the Torch here.

For the secret: Go back into the passage where you got the Torch (right hand passage N) and push the block even further in.

Hop into the water and swim S, into a room under the gratings. In the central structure, through one of the openings you can get Secret #2(27), Musket ammo. In the far W is an underwater lever behind a pillar, it will lower another block (for the Secret on the bridge later). Get out of this room and to where you opened the gate with the Torch (SE).

First Floor.

Enter and go up the steps, through the gates that will open up and to the right is a small gate, it is a Timed gate (behind the gate is the vase. Go left (S) and right around the corner is a trigger tile. This is for a block later. Go W and to the right around the corner is some Musket ammo. A bit further W is a block with a lever on top and at the end to the right around the corner (notice that small crack near the floor), pick up the Musket ammo and go back to the block with the Timed lever.

When you use this lever, the timed gate will open up, inside is a vase. Sprint E to that trigger tile and just coming around the corner you can start shooting the vase (pistols) and the gate stays open. Go into the gate and get out the push block, move that onto the trigger tile SE (best is to just [u]pull[/u] it, as far as it will go and then pull/push it onto the trigger). A gate opens in the N wall. Go back N to that timed gate and left around the corner is some Musket ammo on the block left. Now go W and look to the right for that gate you opened. If you take the bridge that runs N to S to go to that gate you'll trigger a couple of spiders.

Raising Block Labyrinth.

Enter the open gate and a block lowers in front, don’t enter. To the right is a crawlspace, go in there and right at the first opening, get a Heal Potion all the way at the end.

Go back to the crossing and enter the opening where the block goes down (N), keep going straight (N) till you hit a solid wall. On the right (N) is an opening way up, crawl in and use the first lever (screen of a block).

Go out and head W till another block on the right lowers, go in there and N through the next lowered block. Right around the corner is the second lever and the block you saw before will go down.

Go back (through the lowering block) to the crossing and take a left (E), in the end is the lowered block. Go left (N) and use the jump lever in the end, you’ll hear a block lowering and see a gate opening up.

As you return S, the block you came out of before goes up, so go to the S and take a right. Another block will lower for you, go in and twice right around a corner and run into a block that lowers N. Then go all the way to the W and right, around the corner is a spider (might already you’ve killed him). Shoot it and proceed N and take the first block left, left again and pick up Secret #3(28), a Life Potion.

Turn around and go into the first right (S), keep going straight S and pick up Musket ammo all the way at the end.

Turn around and go into the first right (E), right again you’ll exit the labyrinth (There’s another spider in this labyrinth, but following this route you won’t see it) (Map-bridgelaby.jpg)

Go out, straight onto the bridge and drop into the pool below. Go into the now open gates N and to a hall with Arthur’s wall carpet.

Up W: The Mirror Room.

Go up the stairs left (W) and at the end left. A flyby kicks in, look in the mirror for the “deadly” tiles, as they are the safe ones (the fierce looking red tiles). Once on the other side look again in the mirror which tile will be safe.

Ok here we go, the first tile to jump to is left of the red tile on the right (SW), stand way back in the corner and take a running jump SE on the tile just in front of the red tile. Then jump to the tile behind the red tile E.

Turn SW and jump to the tile behind the pillar, keep SW and jump over the red tile to another safe one. The next is behind the pillar behind the red tile. Then jump to the S wall and use the jump lever.

Jump back to the pillar and from there a curved running jump to get on top of the block at the S wall (Savegame.12). Get behind it and grab a Light Potion inside and go back out. Get to the block and use the monkey climb to get back N. Hop down from the block and go down to the hall right (E).

Up E: The Silver Key.

Go up the stairs E to where the gate opened up and get the Silver Key from the pedestal, an earthquake rocks the room and you’ll see that crack widened. Go back down the stairs, left towards the pool and SE up the stairs to the first floor, the gates will open, left and all the way to the W end.

Back at the Bridge.

Pick up the Musket ammo if you didn’t yet, crawl through and drop down into the corridor, go SW to the lake and just stand jump to the right out of the opening to the far flat end of the ledge under the opening.

From that ledge, hop to the rock with the Heal Potion, and then to the ledge S against the bridge. On the bridge pillar are vines, stand left and jump to grab the vines. Go up onto the bridge and Lara looks at a spider web. Shoot it and a block lowers revealing a lever. Jump down onto the lower part of the bridge itself to get Secret #4(29), a Life Potion.

Then climb up S and hang from the side of the bridge (opposite of where you just climbed up), climb down the vines there, drop and grab to get into the opening with the lever. Throw the lever, face out and stand left, hop back and jump to the platform, a running jump left to the next and a right curved running jump with a grab in the end into the gate.

Timed Lava Pit Jumps.

Go left, time the spikes and shoot the vase and spiders at the closed gate. Get into the crawlspace and come to a lava pit. In the middle of the pit is a pillar with spikes.

Next part with a Secret:

From the entrance a jump straight across and grab the edge, traverse to the left and drop to grab a crack in the wall. Go all the way left, around two corners and into a crawlspace for Secret #5(30), a Life Potion, Heal Potion, Musket ammo and the Old Castle Map in the chest. Drop back out, traverse right along the crack and drop to the slanted ledge. Grab the edge and hang in the middle, back flip roll and grab the spike pillar, go right around and down a bit to back flip to a thin ledge.

Without the Secret:

Run-jump out to the right and grab the edge of the slanted ledge. Go opposite the pillar with the spikes and back flip roll to grab the climbable surface. Go left around and back flip onto a thin ledge.

On this thin ledge is a Timed lever for the gate in the opposite SW corner. You can get there by jumping to the block SE, onwards to grab the block S. Pull up (safe here while pulling up) and immediately jump to grab up to the monkey swing. Go sharp around the corner and don’t drop too soon. Run the last bit through the gate (Savegame.13).

From the block inside you can grab up to the ladder (face E) and go up, back flip into the passage above. Get Musket ammo left (S) and head N, shoot spiders and over a dark tile left to get the Heal Potion.

Lava Basement.

Standing on that dark tile facing S you better save and check your health before using the jump lever above, fall through the trapdoor and slide far, jump and grab the slanted block. Hang right, time the burner on the next block and jump over that one, then a jump with a right curve to get to the opening, jump twice more and then a jump with grab to the ladders.

I went up to the ceiling and as close as I could get to the burner, then when it stops, release Ctrl for a bit to get Lara hanging by her hands and quickly traverse to the right. On the last ladder a back flip/roll/grab to a ladder on a pillar and go left around. Take another back flip/roll to grab the last ladder and go up into the opening in the ceiling (Savegame.14).

The Golden Key Challenge.

A Flyby shows you around this room with its many challenges. On a far pedestal is the key you want. Start with picking up that Musket and go NW into the corner to get more Musket ammo. 2 Harpies attack, shoot them and go to the SE corner of the entrance ledge, look down right of that triangle block and spot a submerged block. That pool is safe, hop in, use the underwater lever and climb onto the slanted side (W) to back flip to the raised block. Jump NW onto the triangle block and jump back to the entrance ledge. A fire is now out; on that ledge E of the triangle block.

Go to a Timed lever in the SW corner. Save and use it, turn left and run E, jump onto the triangle block and onwards to the ledge where the flames were, turning left a running jump to the N and grab the platform. To save time, use a little trick here, as soon as you grab the platform, release Ctrl for an instant and Lara will pull up sooner. Immediately run onto the safe grey ledge behind the platform. From there jump a bit right to that ladder N.

Go up to the top and hang left, pull up and back flip roll with a hard right curve, Lara will bounce of the slope behind you and you can grab the edge (the platform is now solid, so if you miss the jump you might end up on the platform). Shimmy all the way to that green tile, pull up there and hear a block go down, grab the edge again and proceed to the left to pull up where the block was (Savegame.15).

Look up and spot the monkey climb. Stand against the wall and side flip onto the slanted block and jump to grab the monkey climb, follow all the way to a ledge over the room’s entrance. Throw the lever (#1) there and get a screen of the Key. Hang from the ledge and traverse to the right to use the lever (#2) on the next ledge. Go back and use the monkey climb to get back to the ledge where the block lowered.

Face E and run-jump to grab the slanted beam, traverse to the left to get to the jump lever (#3), operate it.

Make your way to the E wall for the last lever (#4), take the left or the right route, throw it to stop the flames at the Key and a door in the wall above also opens.

Jump to the ledge SW. Stand about in the middle of the E side, and line up for a back flip onto a slanted block (face NW), jump and grab the ledge above to get Musket ammo. Run-jump back NE to that block with the lever and jump to the ledge NW (OR jump to the slanted block right of the lever, shimmy right, back flip/roll with a hard curve left, then jump to the lever and from there to the NW). Stand in the middle of the E side again and back flip onto the slanted block, jump and grab the ledge above, throw the lever and two platforms go up. Jump to the Golden Key and another gate opens up behind you. Get in there and jump into the water.

Underwater.

You can choose to go back for air after every pick-up. Jump into the opening E, dive into the water, go right for a Light Potion roll and swim W, the next left has a Heal Potion. Back for air and from the waterhole, go straight and take a left, then a right (N) and right again. Use the underwater lever there, roll and swim forward. Take the second left and then around the corner up for air, climb out and go to that gate.

Follow the familiar passage timing the spikes and this time go straight W where a new gate opened up. Jump out to the rock below and hop to the NW corner. Jump and grab the breakable platform NW, hang right facing N, run N and jump with a left curve to the platform NW, then to the next and curve right to jump at the last moment to that ledge NW under the bridge(Savegame.16).

The Armour Chest.

Use the ropes to get to that ledge where the vines are and climb back up to the bridge. Go E and open the gate with the Keys. Go in and right and first through the gate left to get Secret #6(31), the Secret Armour Chest (all secrets cleared). Then retrace your steps and go left through the big doors where the level ends.

 

Level 10 - Arthur’s Castle – Daytime. 8 secrets

Go straight into the entrance of the castle and once inside, watch a fly by.

Hall with the Gates.

Go up to the ground floor of the hall and head up the ramp on the right (NW) to the first floor. Go right around the corner to the E and find a Light Potion on the low wall opposite the closed wooden door NE. Exploring the S side of this floor will bring out a spider, but near the SE corner is a carpet on the E wall.

“Merlins Plaques, blue=see, green=do, gold=call, use when needed, Arthur”.

Go back to the W side and up the steps W. Watch fly by of the Puzzle Square and pick up another Light Potion to your left.

Puzzle Square.

Here we have to unblock 4 puzzle pieces and reveal the clues to where they have to go in order to get down that big magical rock which is hanging over the pool.

Go into the opening S, and follow through, use the three ropes (On the first and second you have to aim right of the next rope). From the third rope the easiest way is to turn left and swing to that crack in the wall and shimmy to the right to hoist up. Jump down at the other side and use the jump lever there. Climb back up W and face S, another rope has appeared.

Just hop to the slanted pillar and grab the edge and line up for the rope, pull up and jump to the rope, turn left and swing to the broken steps. Save here…

Water tunnels.

Get in the water and time the spikes, swim into the next room and down into the depression of the floor to get 2x Unknown Magic Materia (this will also enable another set of spikes), then swim W (there's air there), around a corner then take a right and again a corner then immediately a left (E) and use the underwater lever there. If you need air, swim left/straight and at the end there is air (you will come down here from the room above later).

Turn around, swim left and down in a corner is a Heal Potion. Get back for some air.

Swim back over the spikes to the left, second to the right, around the corner right again, through a tunnel and climb out at the end.

In the room with the couch go out NE and immediately to the right, jump the lava and end up in a room with a table (be careful that the statue doesn’t spike you). Behind the balustrade near a lever is a Light Potion. Use the floor lever (Camera shot of a gate opening up). Jump back over the lava again and go straight into the open gate N (the left hand passage is for later), pick up some Arrows to the left and proceed to a pit. Jump over to the other side and get the Fake Gem (a trapdoor opens up). Go back towards the room with the couch, don’t enter it but to right around the corner down that other passage N, climb up through the trapdoor you opened.

You’re back in the Hall, go up the ramp W and go back to the Puzzle Square.

Timed Lava Jumps.

Go N into the opening, use the Fake Gem for the gate on your right and use the timed lever.

Run out, turn right and jump to the timed platform left in front in the lava lake. Turn left and run-jump to a slanted rock W, jump again and land on a green trigger ledge, one more jump gets you on a safe platform. Jump SE to a safe grated platform along the rocks E and then jump S to the lever in the far away corner (SE). Use this lever to open a gate. Roll and take 3 x a running jump N to the opening there (Savegame.17).

Nasty Enemies.

A skeleton and three transparent horsemen will show up, try to single out a horseman and don’t let go of Ctrl so Lara will keep firing her pistols at that one and not the blue skeleton. Go on till the skeleton is the only one left, draw the shotgun and run into the opening to the lava room S, face the skeleton and when it comes close, jump over with a roll and shoot it into the lava.

Go E and at the end left where that gate opened up. Climb over the block, jump to the first collapsible tile and aim to the (safe) slanted block behind it (Save here). The far left hand block you can see W is another safe one. Jump to the slanted and grab the edge, shimmy to the left and hoist up, slide and jump with a curve to the left one, this one is safe as well.

Turn left, just jump and grab the tile, pull up and a running jump and grab the next, step forward and side flip to the right, you’re safe again (Savegame.18).

Around the corner is a lever, flip it (Some gates in the Hall open up).
Climb up S into the crawlspace, get the Musket ammo and look for a stained glass window E you can jump through, get
Secret #1(32), 4x Unknown Magic Materia. Go through the open gate S.

When you are back in the corridor, go back to the lava room and jump the tiles in the lava to the SW.
Once back at the Puzzle Square, go E to the Hall, to the ground floor and find the gates you opened earlier (NE).

Moving Block.

Jump the ledges E and save in front of the timed lever there. Use the lever to open a door across the room, hop back turning left and run jump to the pillar NW. Go to the NW corner and time the emitter. Stand jump to the block with the emitter and a right curved running jump to the ledge with the moving block. Avoid the moving block and run onto a small safe ledge behind the middle part. Single jump to the next and a running one to grab the ledge ahead on the left and save before you go into the opening (
Savegame.19).

As you go in the moving block will stop and if you want the Secret you have to stop it when it is on the E side of the ledge. So bet to hop backwards into the room to check if the block is in the correct position (left) and go step on the green tile inside the room (green=do), a gate opens in the Hall.

Go out of the room, jump back to the ledge with the moving block and jump to grab the window W, go in and use the candle holder (lever) on the left wall to open the gate W, go in there to get
Secret #2(33), a Life Potion. Jump back out and over the ledges to the S, jump W and follow back to the Hall.

Crystal Caves, Creating a Shortcut.


Go right around the corner to the gates you opened NW. Follow down the steps, pick up a Light Potion half way down and come to the Crystal Caves. When standing on the wooden jetty with the Suit of Armour you have a pointy rock in front of you, you have to get to a small triangular ledge behind it.
Stand right of that Suit of Armour and jump to the right hand side of that pointy rock in front; start jumping back and fro. Do one jump with a roll so you can see where to go and land on that small triangle ledge. From there go jump NE into the cave and shoot the green crystal.

Labyrinth.

Into the water, left around a corner and take the second right, now follow going left to get to a Light Potion. Roll and swim E, follow to where you get to a wider corner with a green crystal on the floor to the left, swim up there and climb up into a room with
Secret #3(34), a Life Potion and a Light Potion, open the chest and get an Old Castle Map (this map is supposed to give you clues about what to do in this level).

Dive back in and swim W to an underwater room. Go left to the NW and find a Musket. Swim straight E to get the Unknown Magic Materia. Swim W and left and get back to get some air where you got the Secret.

Room with the Torches.

Swim back S and follow going left until you are back at the cave. Get air and dive back down, swim straight N to the wall, follow through and at a crossing take a right. Again keep swimming and at the next crossing if you have enough air you can try to get a Light Potion by swimming left, keep to the right to find it. If not swim straight (N), keep swimming and at the green crystal on the left swim right and up at the end.

You arrived in a room with Torches under a crystal pillar (no need for them yet). Stepping on the blue tile will show the room where the Fake Gem was before (blue=see), that’s where you can ignite the Torch later…
Go to the NW corner into passage behind the pillar, shoot the green crystals in the next room and get a Heal Potion, Musket ammo and Arrows. In the NE corner is a passage, follow through to a room with spiked ledges.

The Spikes Hall.

Line up for the right hand ledge, left side of it and step back once, then hop back and save. Run jump when you expect the spikes to be up when you land on the one without spikes, and jump through to the next ledge with a left curve, a running jump will get you across. Go into the room SE and shoot the knight, go back, pick up the Musket ammo and go in NE for Musket ammo and a Life Potion. Return S, go to the next room with the table and find a lever (W) to lower the pillar on the Torches. Head into the passage NW of the lever, pick up the Light Potion from a small table up the stairs, slide down and jump to the ledge and then a running jump to the W and follow through.

Get a Torch, light a few Harnesses.

Back to the room where the pick-ups were, go down SW to get a Torch (Stepping on the blue tile will give a clue where to ignite the Torch. There are more routes to the following part, but this is how we did it and opened up a shortcut at the same time[color]).

Take the Torch up NW to the pick up room and throw it through the crawlspace W, go after it, grab the Torch and follow that passage to where you hop down into the cave. Jump over that small island to the other side and hop on the block. Now stand against the S wall and jump up, hit the #1 key and Lara drops the Torch in the higher passage, climb up and pick up the Torch and proceed through a room with vines. Go W to a gate that needs a Gem and take a left up the stairs, go right and the doors open up (shortcut to the Gem gate later) to the stairs leading to the Cave.

Ignite the Torch.

Go up the stairs to the Hall and go to the SE corner where that shortcut to the room with the couch is. Drop down and follow up the ramp and immediately go left around the corner. Go through to the pit with the Suits of Armour on the other side. Jump over and ignite the Torch.

Back the way you came and at the crossing go SW into the room with the couch. Burn the rose bush in the plant pot SE and drop the Torch for now. Look at the window near the couch, it has changed, step through to get Secret #4(35), Unknown Magic Materia, Light Potion and Musket ammo.

Get the Torch and go back out and N, down the ramp NW and jump up to the Hall.

The First Suit of Armour.

Go over to the open gates NW, down to the cave and ignite the bowl in the hand of the Suit of Armour (#1) and get a screenshot of a lever. Drop the Torch on the steps W and go back to the jetty, look right of the steps for the green crystal wall, jump there and climb up and shift right around corners to get to the lever where the spikes are now gone. A gate opens up the stairs when you use the lever. Climb back around the pillar and drop onto the slanted rock below, slide and jump to safety. Grab the Torch and go up the stairs.

Room with the “Blue” Puzzle Clue.

Go straight into the room on top of the stairs. Leave the Torch here. In the SW corner is a candleholder on the wall; this is a lever. Use it and go into the corridor N where a gate on the right opened, enter the open gate. Follow through and get
Secret #5(36), a Crossbow and 2x Musket ammo. Go out, to the right and go into the clue room.

Go stand on that dark blue tile NW, pick up the Blue Plaque and then step on the blue tile SE to get a flyby of the Puzzle Square. You’ll see the blue piece is now unblocked. The clue is on the floor (and on the Plaque). SE is the one where the puzzle piece is standing, N where it has to go. Use the lever W and see yet another gate opening. Go back to your Torch, take it with you and go out of the room to the stairs, to the Hall.

Room with the “Green” Puzzle Clue.

Head to the gate you opened S (left hand side) and inside light the bowl of the Suit of Armour (#2), go back out to the Hall and drop the Torch where you can find it again.

The next gate (right hand side S) is also open, follow through, shoot a spider and come to a lava pool. Stay on this side and jump over the slanted blocks to the N and use the lever at the end. Jump back and now to the tiles with the emitters and into the open doors on the other side, standing in the corner is safe.

Step on the green tile and pick up the Green Plague and then go stand on the blue tile SE to see the green piece is now also unblocked. Just in case, make a note of the clues on the floor. Use the lever NE to open up another gate in the Hall. Jump back over the lava pool and go to the Hall.

Go left (W) into the opened gate there and pick up Musket ammo left between the blocks and in the end go left through a small passage to jump over the ledges to the other side. Pick up Musket ammo and Unknown Magic Materia and then step on the green tile. A door opens up in the passage with the last Harness you lit.
Now look for a stain glass window up in the N wall, climb in and use a flare to spot the deadly pit. Just before the pit and up is a jump lever, use it to open another gate; this one leads to a Secret we’ll get later. Jump back over the tiles and go into the Hall.

The Fake Gem.

Go the left hand gate in the S wall and through the now open door. Get the Fake Gem.
Go out to the Hall and to the gate in the far NW corner, halfway down the steps and left into the open wooden “shortcut” door (where the lion statues are), follow through and place the Fake Gem at the single gate to the left.

Open the Garden Gate.

Go through to the end of the bridge and use the lever, a gate opens up in the Hall. Go back to the Hall.
Go left and take the first gate left (N wall), follow through crawl along the left wall passing that moving Suit of Armour statue and come to a room. Go to the lower part and left off that small gate E is a column in an alcove, climb up and into the crawlspace behind the column.

Follow through and use the lever to flood a pool near by. Go back and go SE and pick up a Life Potion on a pedestal near the water. Get in the deeper part of the water and use the underwater lever.

The Summon Parsifal.

The gate to the garden in the previous room (N) is now open. Go to the S wall of the garden and find a ladder behind the arches there. Climb up and back flip, jump to the building in the middle and shimmy around the corners to the N side (it doesn’t matter which corner), hoist up on the corner near the curtain. Take a curved running jump to the curtain with grab and get in.

Go right (E) and find a crawlspace in the corner left, follow through all the way to the end and climb another ladder. A skeleton attacks, shoot him down the ladder and again go right (E) to the end.

Look up N and spot a monkey climb. Hoist up, slide/jump and grab it and let go at the end.
Jump with a right curve onto the roof there and shimmy left to get to the other side, avoid the swinging bag passing along the left side. Go to the W end of this passage, take a right, down some steps into a small garden, go SW. Down and up the stairs into a tower and use the lever on that contraption. Hop on to the slide, grab the handle and slide down, grab the Summon Parsifal in the tower.

The trapdoor opens, so go down the ladder, go over a bridge, up some steps. Avoid the bags and you’re on the top level of the Hall. Go right and down a ladder. Slide down, around the corner and go straight W and up the stairs to the Hall.

Puzzle for a Secret.

Go get your Torch and go down the big stairs W, drop the Torch for a while and head into the open gate W, for another puzzle. Move the white object to the opposite SE corner next to the gate and the black piece goes N to the NE corner. (Clues are the glass floors, the S one for the white piece, the N for the black). The gate opens up in the structure SW, go in and get Secret #6(37), Unknown Magic Materia and a Life Potion. Go back to pick up the Torch.

Room with the “Red” Puzzle Clue.

Go into the S end of the room and ignite the bowl on the Suit of Armour, a gate opens to the right. Leave the Torch here and go through the gate, step on the red mosaic tile to unblock the red piece, as well as grab the Red Plaque and step on the blue tile to check. Get a Light Potion next to the red tile and look up N here to find the jump lever on the pillar; a gate opens in this room. Go into that open gate W and get Secret #7(38), 2x Heal Potion. Go make a note of the clues on the floor and go back out through the other passage W.

Room with the “White” Puzzle Clue.

Grab the Torch and go into the N end of the room and ignite the bowl on the Suit of Armour, a gate opens to the left. Leave the Torch here and go through the gate, stand on the white mosaic tile inside (E) (grab the White Plaque) to unblock the white piece (all pieces should now be free). Then step on the blue tile to check and make a note of the clues on the floor. Go back out and E to the Hall.

Summon Parsifal for the First Castle Key.

Go to the SW gate and look up W at the end between the lion statues, a monkey climb, back flip on the slanted block then jump and grab it. Let go at the end (
that blue wall is for later), go W and to a big room, go stand on the higher tile where the Stele is and use the Summon Parsifal.

Watch the show and go get the Castle Key #1.
Go back through the corridors towards the monkey climb and now shoot the blue wall on the right and crawl in, shoot the spider and go left into the opening in the wall. At the end jump up and crawl in and through to a ledge. From there a jump left (NW) over the banister for
Secret #8(39), a Life Potion and 2x Light Potion (all secrets cleared). Jump down into the water hole below.

Now swim E, just before the first spike tile are some Arrows in the pit. Go back for air and swim E, second left/second right around the corner, the second pit has Musket ammo and climb out in the room with the couch. Go N and through the shortcut (down the ramp) back to the Hall.

Final Touch, the Second Castle Key.

Go W up the stairs to the garden with the Puzzle pieces. Push the puzzle pieces on their places (the same a sun will appear under the piece), go to the beam of light on the frozen pool and get the Castle Key #2 (
Clue revealed: move Green 2xS and 2xE, White all the way W and 2xS, Blue all the way N and 2xW, Red 2xN)


Go W down and around the corner, follow through the crawlspaces, and head to the gate S after killing a knight.
Place the Castle Keys at the kneeling Suits of Armour there, go in and watch the flyby.

Get 2 Heal Potions in the left and right hand corner, go through the green opening, slide down into a garden, follow through to a cave and slide down …

 

Level 11 - Merlin’s Caves. 6 secrets

Lara comes sliding down, landing in a pool. Wade up S, walk NW and dive into the tunnel there. Swim through and go N and at the end to the left (W), keep going W and in the next cave through an opening in the ceiling (NW) and up into (what I call) the N Cavern.

The Main Cave.

Go S into the Main Cave and to the right (NW) corner and find a ledge where you can side jump up. Jump higher to the W and get aLight Potion in an alcove.

Jump back to the ledge, then NE to the ledge with a plant on it and face W; climb up. Take a running jump NE to a ledge next to the waterfall (N wall). Jump NE through the waterfall and then over to the other side. Take a running jump SE through the fall to the ledge and jump to use the jump lever on the E wall. This opens a gate behind the waterfall of the W Cavern.

The W Caverns, the Golden Key.


Go behind the W side waterfall, swim into the opened gate and take the left branch, swim straight to the W wall and go to the corner right (NW) where you can stand. Jump up; grab the crack and shimmy left around a corner. Jump down, shoot a bat and grab the Musket ammo S.

Go into the opening E and jump to the other opening across the water, go in and keep to the right, pick up a Life potion, then shoot another bat and keep to the left (NE) to the waterfall E.
Go into the water and swim S to the block surrounded by water. Face E, pull up, back flip, jump and jump again to land on a safe block. Take a running jump to the corner (NW) onto a small triangle block and from there into the opening S (run diagonally over the ledge).
You’ll see a Key in the S; don’t jump over the gap, as there is a spike trap behind it (
red dots mean “active”
). Instead turn around and climb down the ladder into the pit, just slide onto a closed trapdoor. Use the reach-in-hole next to it (N). This opens the trapdoor left of you.


Remember the next part as most of it is the route for the triple timed run later.
Swim down (not all the way) and out the gate that opens SW (shortcut later), go E and climb the block in the water to jump over the other blocks to the N shore (Land in front of the Timed spiked lever, later).
Go W and then right into the tunnel to a crossing, go right a bit (to where you see the waterfall area you entered just before), go left to the N there and end up facing a spiked lever near the entrance of the W caverns.

Jump up to grab the monkey swing and swing to the opposite side. Before the spikes turn left then right again facing the wall., Drop and grab the edge. Shimmy left, the camera changes a bit, keep on shimmying till you have some plants hanging over you (lowest part of the ridge, where the camera changes again). Hoist up and back flip/roll to grab the opening. Crawl in and get the Golden Key.

Climb out S, swim back to the NW corner to grab the crack and shimmy again to the left, jump over the water again. Go in and keep to the right, then SE to get to the lake with the building where you created that shortcut.

Spiked Lever Run to get to the Golden Key Gate/the Crowbar.

Swim to the SW corner of the building, into the shortcut gate in and now go down through the bottom, swim E through that tunnel, keep left and pick up Shotgun ammo in a small tunnel, roll and swim left around the corner to go E again.
Go up in the end and get into the Lower Cave. In the NW corner is a ledge you can pull up to.
In the blue light to the right is a gate with Keyhole for a Silver Key. On the left is a lever protected by spikes.
Go S along the shore, get a Light Potion to the right and proceed S, left around the corner is a rock pillar and on the E side of it is a block. Jump on the block, shoot the bat and grab up to the monkey swing. Better not light a flare, face S and then take a left, at the hanging plant take a right, then a left and straight to the jump lever that is on the left in the blue light.

Use the lever and see the spikes are gone at that lever NW.
Swim there, climb out and save at the timed lever.

Warning!! Save here. Multiple timed run. Finish the sequence before the music stops. Use the flyby camera to your advantage and do a back flip to avoid the spikes each time you pull the switch.

You’ll see another lever with spikes. Just roll (nothing else) while the camera is active and then run to the water as soon as you see Lara again. Dive in and swim down the hole, to the W and up through the hole in the ceiling in the end. Out the SW gate and left to the blocks. Do running jumps over the blocks (no stopping) and quickly use that lever in the corner (could be the spikes are up, but as long as they’re not popping, they are safe). Immediately back flip roll (while still in the camera view) and when you see Lara again, sprint W along the shore, right into the cave, right again and then left, grab the monkey swing and go to the lever to use it. Back flip/roll immediately before the spikes come up, a timed gate opens up (and one to a Secret).

The timed run isn’t over!!! After the back flip roll, swim SW and through the familiar cave to the W. Left in the end and into a small tunnel S, the gate here is also timed, inside turn right and swim into the narrow cave W, up and right (NW) through another gate opened with the last spike lever (
Savegame.20). Climb out and go get Secret #1(40), Shotgun ammo.

Go back and into the water, SE and keep on swimming E through small tunnels and go left at a closed gate, up in the NW corner. Follow that brown tunnel to the lock where you can use the Golden Key.

But inside are spikes… face the gate, standing at the water edge and back flip to a slanted ledge, jump and grab the ledge in front. Pull up and back flip/ jump again to go one ledge higher. Shimmy to the left around 2 corners and pull up in a small crawlspace. Get
Secret #2(41), a Light Potion. Shimmy back along the crack and get to that coloured ledge again. Hang in the middle of that tile, pull up and back flip. Jump and grab the jump lever to disable the spikes with it. Climb back out (open the gate) and go get the Old Sword useful for Prying (Crowbar). The underwater gate you passed before opens up.

The Silver Key, Spike Sprint.


Swim back, down into the small cave and into that opened gate SE, climb out and go up the pole in the end. Hang with Lara’s head just above the edge of the floor and wait till the near by spikes go up. Back flip with roll and sprint in one go through the passage into the next room (
Savegame.21). Immediately jump over that creature and start to shoot it. Then pick up the Silver Key and go out N, down that ladder shaft again and just slide down into that open trapdoor. Swim down through the bottom and follow the cave to the E again. Go up in the Lower Cave and climb out NW (near the blue light). Crawl N under the rock to get to the gate there.

Pushing for a Torch.

Enter and go N, at the end take a right and then to the far NE corner where you can pull out a block (light a flare), behind it is a lever lowering a block in the near by S wall. Move the push block in the room there onto the marked tile; another block goes down W (creating a new entrance to this room).
Pull/push the block to the W (go around) onto the tile in front of the stairs. Dive into the pool S of the stairs and find a lowered block in the W wall. Inside and straight is an underwater lever, this will lower yet another block in the small room E.
Pull the block back inside the E room and push it onto the marked tile, then onto the square left (N) of it (this is a raising block)

Throw the lever that was revealed SE and the push block goes one floor up. Another block goes down on the higher floor E. There’s another marked tile there and you have to get that push block on there. Push it first against the wall (W).

Go out of this small room and back to that first lever NE. Use it and go back into the small room to move the push block onto the last marked tile. The spikes on top of the stairs will disable. Before you go there, push the block back into the corner and find another lowered block in the E wall, go in for Secret #3(42), a Life Potion.

The Torch, the Green Star.

Go out W and up the stairs to use the reach-in-hole, you’ll see a trapdoor open up and a Torch drops into the cave. Go out S, crawl to the cave and dive in, swim down and follow the tunnel W, up one floor through the hole in the ceiling and through the shortcut gate SW. E to the blocks and jump the blocks to the spike lever N. Go W and right into the cave, right again and look up at the crossing, the trapdoor above is open and on the cave floor is a Torch.

Lara: with this Torch I have to light exactly two fires before I throw it away.

Go to that waterfall cave E and wade into the water so the Torch will stay in Lara’s hands. Walk to the low block in front of you and stand against it, save and jump up straight and hit the #1 key to drop the Torch on the block.

Climb up and grab the Torch, run and jump to the slanted block S and jump, two more jumps from slanted blocks will get you on that flat block. Face NW and jump to that tiny ledge again. Then into the opening S and ignite the Torch to the left inside.

Go S to that ladder shaft and turn around (keep holding the Torch), take a step or two forward and hop back into the shaft so you’ll land on the slanted surface below. Immediately jump to back flip onto the red block and go down to light the two big candelabra’s there. The spikes are gone and now you can get the Green Star from the wall. Leave the Torch behind.

Top Caverns.

Turn around, hop onto the red block and a gate upstairs opens up. Jump to the ladder and go up, turn right into the opened gate. Climb up to a crawlspace and follow the stairs to a drop into a tunnel, follow out to the top of the S side waterfall of the Main Cave.

The Switching Platforms.

Here you have to jump the switching ledges to get to the other side (you could choose to use the easy way out, using the green teleport tile W of the waterfall. But then you will trade in all your medipacks. So better give it a go or use the savegame).

Line up for the yellow platform; stand a bit right of it so Lara will run (if you stand straight in front of the platform Lara won’t run due to the deep water)

Turn a bit right in the air and save in a new slot as soon as you hit the platform (do this every time you land on a platform).

Turn right and hop to the blue platform, a running jump with a left curve to get to the next yellow that will appear, curve left in the end. Save and hop to the next blue with a running jump to the next yellow, landing on the right hand side. Save and hop straight to the right hand side of the next blue, save and turn right 90*. Hop to the yellow grabbing the right hand side of it and use the Ctrl trick to get up as fast as possible (as soon as you grab the edge, release Ctrl for a bit and keep the Up key pressed). Curve left while doing a running jump to the blue and go on with another running jump to get across and into the cave (Savegame.22).

To the next Green Star.

Go into the water, swim N a bit and if you look left you’ll find a ledge you can pull up on. (If you want a Secret, first swim all the way straight to the N and find an opening in the NW wall on the bottom in the NW, covered by plants (a swim-through wall), get in for
Secret #4(43), a Life Potion).
Get back to the ledge I told you and climb out. Jump onto the rock with the plant N, slide down the other side (left) and hop onto a ledge left around the corner. Now a jump around left to the rock ledge there and climb up.

Slide down N and get a Heal Potion, then jump to the block over the water (E), hop to the ledge NE and from there a jump to the N over the water, go E and onto the higher block. From here a swan dive (running jump + Alt+Shift) to a lower block E.
Jump over to the S (over the water) and go to that rock on the right of the one with that plant E. Jump up to an opening S and hop down from the other end of the ledge to use the reach-in-hole. A gate opened underwater, you can find it when you drop in the water, swim S a bit and on the left (E).
Follow the tunnel, climb out and look N into a large Hall where you can see the Green Star. Shoot the broken grating S, look up over to opening to spot the clue to the scale puzzle and enter the Scales room.

For the Large Waterskin.


Jump on the left in the water, swim into the tunnel N, down and follow through to where you can climb out, you are on the ground floor of the Hall. On the front of the pillar is a reach-in-hole, opening a gate W; jump to the ledge in the deadly pool and jump into the open gate with a grab.

Jump left onto the ledge and then NW onto a slanted block. Jump back to another slanted block and roll and slide down grabbing the edge, shimmy right around the corners to the back of the pillar where you’ll find a part of a ladder.
Back flip and roll to grab the ladder behind you and go up and right around the corner, drop on the slanted block and slide/jump and jump again, on the third block immediately jump with grab to catch the monkey swing on the ceiling. Follow to the right and right again, don’t go too far as here is a tricky bit (
Merlin1.jpg). Positioning is crucial, as you have to drop and grab the highest point of the slanted wall below and shimmy to the left. Then pull up over, slide far and jump to grab the fire block. Pull up on the right hand corner and turn to jump to the ladder, go left around the corner, hang left and 4 grabs from the ceiling, back flip with roll to grab the ladder behind you. Go up into the passage above.

Up the ramp S is back to the Scales room, so shoot the grate left (E) and go in and over the stone bridge into a chapel. Behind the gate is the Waterskin. On the right in the SW is a lever, expanding a Timed block NE. Roll and run to the block, grab up to the block and grab up E into the crawlspace (
Savegame.23).

Follow through and drop down to the ground floor again. Go to the middle of the room, and facing W, light a flare; lift the third tile from the gate (hidden trapdoor). Go down and use the reach-in-hole to get that Timed block in the NW out again. Go back up to the upper floor, the Timed block is now permanent, hop backwards from the edge of the floor to use the jump lever that appeared there. Go into the open gate and get the Large Waterskin.

Now… when you go top the exit and look up you can see some blue rays above, that is an indication the secret is available (Merlin2.jpg). I am still not sure how it works, but you have to go up again using the lever and timed block, drop down and use the reach-in switch under the trapdoor, go up again and if all’s well Secret #5(44), Shotgun ammo should be available behind the pillar W. Drop down and leave the room.

The Small Waterskin.

Proceed over the bridge and inside go left up the ramp, left at a closed gate and the next gate opens, you’re back at the Scales Room. In the Scales room go to the SE corner and dive into the trench, swim W under the floor and up to use the underwater ceiling lever there. Go back up and climb out, a trapdoor went up under the lever in the S alcove. Save in front of the lever, the next part is Timed.

Pull, back flip roll and run to that lever in the W alcove (on the right), pull it before the trapdoor falls and get to the last lever in the E alcove. Now the trapdoor in the central structure will be opened. This one is NOT Timed, so take it easy.

Dive down into the opening and come into the large flooded room with the Small Waterskin. Go to the E and just behind the pillar that is standing in front of the passage with the stairs, is an air pocket. Swim E and just behind the next pillar is an underwater ceiling lever, pull that and swim (N) and left around the corner to go up through the opened trapdoor and go up. Follow through and drop into a room.
On the back of the pillar is a lever, DON’T use it yet but go straight W from the lever. There’s a push block in the wall (light a flare), pull it out twice and move it against the S wall. Shoot the beast and move the block under the opening S, so you can go back later.


Drain the Waterskin Room.


Go into the passage opened by the push block and follow to the end. In the N wall is another push block, pull it once and you’ll see the opening created by pulling the block. It reveals a reach-in-hole in the Hall with the deadly pool.
Go back to the previous room and now use that Flood lever (it will drain the room with the Waterskin). Climb back up to the entrance, down a ladder, up the stairs and jump over the middle to the other side (W) and use the jump lever on the wall. Jump back up the slope in the middle to get the Small Waterskin.

Now you have to re-flood the room to get out, so go back into the passage E and up the ladder to the room and use the Flood lever. Get back there, swim up SW back to the Scales Room.

Use the Scale.


Go to the pool in front of the Scales and do as follows (In the connection room N is a clue, there is a symbol with 4 water bars up on the S wall):
Fill the Large skin, combine with the small skin and there will be 2 litres left in the Large skin, empty the Small skin and combine the skins again to get the 2 litres in the Small skin. Refill the Large skin and combine it with the Small again so one litre goes into the Small skin leaving 4 litres in the Large.

Use the 4 litres in the bowl on the left and you’ll see the fire in the reach-in-hole at the bridge is now gone. (Would you have used the wrong amount of water the spike traps behind you would have killed you)

Go out of the room N and left into the passage, follow down and right to the bridge, jump to the ledge N and use the reach-in-hole. The pool below is now safe, jump in and swim to that opening S. Use the reach-in-hole and see a tile in the Scales Room is now active.
Turn right and first push the block S once, then to the left (E) once so it will be on the marked tile that was there. Turn around and go into the pool, swim to a now open gate E and get
Secret #6(45), a Life Potion (all secrets cleared).

The Second Green Star.

Dive into the pool, climb out on the ledge N and dive into the water behind the pillar, follow through to get back to the Scales Room. Go to that Tile S of the Scales and step on, a teleporter will appear in the middle of the room. Go there, dive into the water and just wait there at the surface. You will be taken up to a passage above, pick up the Musket ammo and shoot that creature. Go down N and use the Zip-line to end up at the Second Green Star. Pry it off the wall and a gate will open up. Slide backwards down and grab the edge, pull up and back flip to get to the bridge.

To the Main Cave, place the Stars.

Go W over the bridge, left up the ramp and to the right into the new passage. Follow to the end and swim through the tunnel to where a gate opens up, surface in the N Cavern. Go to the small island in the Main Cave and place the Stars.

Watch the flyby and go to that green water column W, climb it to the top and jump into the W Cavern. Wade through the water and head into the cave N. Get the 5x Unknown Magic Materia scattered around the floor of this cave. Go up the steps (W) and into the gate.

The Evil Cooking Pot.

In the middle of the room is a cooking pot and it will fire deadly bolts at you.

Get the Torch in the S side Quarters.

We have to find a Torch first. Do not step on the central ledge, but run into the passage behind the pillar S. Follow up to some of Merlin’s secret quarters. Go S to a closed gate and turn right (W), around a corner right and then left, in the end right again (passing some bookcases on your left) and then the second right into a room with a table. Left into the opening where the ladder is and shoot the box there to get a Torch.

Ignite the Torch in the N side Quarters.


Go W out of the room, turn right and straight down the cobweb passage, follow through to the first floor of the Cooking Pot Room. Go around to the E side and into the passage there. Follow through up some steps and go straight and at the end left, then a right (N). Then first left and come to a gate with two burning wall torches. Ignite your Torch here and now it is time to burn some books in the rooms around the quarters.

Burn the Books, the Arsenic.


From the gate go W and right in the end, Lara will look at the table, stand well back and ignite the books on the table (#1).
Go out and left/ right to a stack of books on the floor opposite the gate. Carefully light that stack (#2) and get the Unknown Magic Materia from the near by box (shoot it).

Now go NE, in the end to the right, a left and right will get you to another table with books (#3). Now go E and right to come to the last stack (#4) on the floor. You’ll hear a gate open up in the flyby.

Some Spirits will come and join you (you can only get rid of those later, or shoot at them till they go underground). Take the Torch and run back N, left in the end and right again (N), then first left to come to that open gate. Go in and get the Arsenic.

Some Sulphuric Acid and Merlin’s Poison.

Take the Torch with you and go S out of this room. You’ll come to a tunnel leading down to the Cooking Pot Room, go around the central ledge and into the S tunnel again. Straight to the gate there and ignite the two wall torches, go into the room and get the Sulphuric Acid, combine it with the Arsenic to get Merlin’s Poison. You can leave the Torch here.

If the pesky wraiths are bothering you big time, climb the ladder behind the pedestal, back flip and run to the end, watch out for the lava pit. On the right on top of a bookcase is the Bird statue (wraith catcher) that will kill them.
Better get down the ladder, as you will be back here later but there is something else you must do first.

To Get to the Cooking Pot.

Go back N to the Cooking Pot Room and go down the passage W, the gate drops shut behind you. In this room are coloured ledges, some of them are being lit by beams from the ceiling. Those are the ones to use. If you wait too long on the ledges, you could burn so do not linger.
First is NW blue, then W yellow, quickly SW to the red. Then SE to the green and things start to happen. Jump back (using the same ledges) and go back up to the Cooking Pot.

Use the Poison, the Green Gem.


Approach the Pot from the Star tile (face E) and standing against it, use the Poison (do back flip after using the potion) and watch what happens. Go up the tunnel S and into the room where you got the Acid before (straight ahead). Climb the ladder behind the pedestal and back flip into the passage, follow, jump over the pit and come to the upper level of the Cooking Pot Room.

Dive into the now safe water in the middle of the room and get the Green Gem from the bottom, a trapdoor opens up. Go back up and make your way back to the tunnel leading down to the Cooking Pot (N), at the bottom of the stairs is the open trapdoor. Drop down into water and follow that cave S and then E to get back to the Main Cave.

Climb that green wall again and halfway up, back flip to the central structure, go to that pedestal, stand facing SW and use the Gem.
Get down to the ground and go up to that contraption E, step in and the level will end (
you can also just run-jump down from the structure onto the green circle).

 

Level 12 - Arthur’s Castle – Evening. 8 secrets/1=quest item

When you go forwards Lara will look up, that’s where we go later.

Go SE and down the steps. A running jump to grab the pole, turn around and angle a bit towards the wall. You may have to climb up a bit before a back flip with a roll to land on a sloped floor opposite the entrance. Slide and jump to (grab) the ledge.

Underground Corridors.

In the next corridor you have to kill the three warriors and watch out for falling chandeliers. Get the Life potion dropped by one of the warriors. First head S towards a closed gate and if you look to the right, you’ll find a Light potion in an alcove.
Go to N end and on the left (W) is a niche with a timed lever for the gate S, best is if you sprint along the slanted side of the corridor (regarding falling chandeliers).

The Drawbridges, Crossbow and Arrows.

From the drawbridge jump to the Tower in the middle and get to the other side, climb down the ladder. Walk out S to where you see another bridge, still up. Hop backwards out of the tower and grab the edge of the roof as you slide off, shimmy left around the corner and drop to grab the crawlspace there. Go in and down, use the lever to raise a platform somewhere. Get out, safety drop to the ground, go NE and get the Crossbow, Monocular and Arrows.

Go out S and up the steps, go left and use the floor lever N. This is for a platform up on the E wall.

Back down the steps and go to the tree NW and climb up the arch on the right and climb up again. Jump straight over the roof and grab up to the platform (E), jump straight onto the stone ledge, turn around and grab up to a small balcony. Running jump to the wooden bridge and back to the Tower.

Go left and jump to another trapdoor (E), turn around and shoot the Bell in the belfry, you’ll see the other bridge lowering (left). Look under that bridge and spot the slanted blocks, those lead to a Secret.
Back to the Tower, down the ladder around the corner onto the now open wooden bridge S.

If you want the Secret, hang from the W side of the bridge, drop onto the slanted block and keep jumping till you can grab the stained glass window ahead, inside you’ll get the “Buzz”
Secret #1(46), 2x Musket ammo. Drop out of this place and get back up to the S side bridge like you climbed up before, start at the tree (NW).

Into the Castle.

Pass the first sword-wielding knight (stand close and roll) and pick up a Life Potion to the right.
Go up the stairs and pick up Musket ammo. Near the knight wait and rolling balls come down, go to the right after the first one passed and avoid them to go up further.

Use the button on the right (E), gate opens back at the start. Slide down W into the corridors with the chandeliers again, go N and into newly opened gate.

The Cutters.

Avoid the moving cutters (I saved standing right, just run as the first one moves left and then at the third a jump to get through) and jump over the deadly water to the left (to the right is a passage to get back to the corridors).

Main Courtyard with the Pink Sphere.

Before you step onto the courtyard, go left and find a wall lever on the pillar near the window, use it to open a gate back in the corridors.

You can now go back to the deadly water E, jump over and crawl through the crawlspace E. Shoot the Warrior and follow through. Climb up to the right and in a chest in the SW corner is another Old Castle Map. Next to it is an opening in the floor, safety drop (loosing some health) and you are back at the N chandeliers passage.

Save before you use the lever behind the opened gate E and see two of the moving cutters have stopped. You have to time the lever in a way that the second cutter stops to the left (you have to get into a gate on the right there - cutters.jpg). Then go N through the moving cutters again (and spot the gate to the right). Jump to the left and go back to the Main Courtyard again.

Main Courtyard, W side, Knights of the Round Table.

Go straight (W) into the passage, watch out for the flame emitter and jump up to the ledge above the flame.
Go straight and find a Heal Potion on the left. Avoid the swords and use the button on the right. Back through the knives, and go out and jump out left of the flame emitter, up the stairs, the two gates there are open now.
Climb up and watch how the Round Table of the Knights of King Arthur gets blown away. Save.

On the left (S) is a trigger tile where you can summon Merlin who will show you what is what. On the right (N) is a lever to open a gate in the far NW. Turn around from the lever and step aside, next to the lever, look W and take a running jump to the second ledge, but only to a tile that is marked with a wheel design. The others are deadly for now.

Jump from wheel to wheel (and forget that pickup as you cannot get it yet). Shimmy along the ledge behind that slanted wall (or just do a boost jump there) and jump to the opened gate. When you happen to hit a wrong tile a flyby takes over and Lara will burn to death.

Timed Trapdoors.

Stand right in the opening and jump forward to grab the ceiling (monkey climb) and save in front of the timed lever. This shows a trapdoor, hop back turning left and take a running jump to the first trapdoor. Best is to use simple stand jumps to get through the moving cutters; there are also trapdoors behind those ledges (
Savegame.24).

Push Puzzle.

Follow through to a closed gate, go S into a puzzle room. On the left in an alcove are Arrows. Go to the W side of the room, a ray of sunlight hits the floor, push the blue pushable W on that spot. Then jump up S and push the pushable in that corner onto the marked tile
Go back down NE, look up at the ceiling and spot the glass you can shoot with the crossbow. Another ray of light will show you the spot where this pushable should go. Now go to the gate S you just opened and use the lever to see one pushable go up.

The Fake Gem.

Go up the stairs SE, left is a closed gate for later, go to the right and take the pushable onto the balcony S, place it under the middle of the stained glass window there. The pushable will go up if you put it in the correct spot.

Get down and go to the SE corner of the balcony (the tile in that corner summons Merlin again to show you what is what, he's ponting at the red tiles), jump (or run down) from the balcony to the red (deadly) tiles because they are not deadly anymore. Watch the development of things

(You could now jump over to the far SW corner using the red tiles to get that Heal Potion). Turn around and jump to the ladder NE, climb up and get the Fake Gem where the pushable was.
Go down N through the rooms with the other pushables and use the Fake Gem in the corridor there.
In this room at the E wall are Arrows, stand on the raised floor in the middle and watch the flyby, as a symbol on the Main Courtyard will be activated. You will have to activate 3 more of those signs.

That gate at the cutters also opened up.
If you want the Secret, look in the SE corner and shoot that blue sphere. Go out W and back up the stairs SE, turn left and around the left corner the gates opened, go in to get
Secret #2(47), 2x Light Potion.

Go back SW to the balcony and run down from the balcony onto the no longer deadly tiles and head back into the opening left (E). Follow back down to the Main Courtyard.

Main Courtyard, E Passage again.

Go straight (E) and jump over the lava and pass through both moving cutters. From facing NE it’s easier to get into the open gate. Go into a small room with a Light Potion E and step on the raised floor in the middle to activate the second symbol. Notice the closed gate SW (
Secret and you need a Torch for that).

Main Courtyard, S passage.

Jump back N, through the cutters and go to the lava N and jump over to the W. In the Main Courtyard go left (S).

The Clear Eye.

Follow down and come to a large hall. Up on ledges in this room are several blue blocks you have to lower in order to get a boulder down later.

First use the big button E under that statue. You’ll get a screenshot from a gate being opened. Go back out to the Court and back E to the lava pool. To the right is that opem gate. On the left on a pedestal, you can get Unknown Magic Materia, then go into corridor right (W), watch out for the burner and use the floor lever around the corners.
Head back again and into open gate at the right (S).

The Churchyard.

Go to the right of the church and shoot a knight, go to the back of the church and into that crawlspace (facing N). At the end is a tile that summons Merlin, look at what he is pointing. Go back to the front of the church and look up (N), shoot that blue sphere there to open a gate further on. (Very hard to shoot, better save first and find the right spot (jump over the fence) before you waste all your arrows). Go to the back of the church into now open gate, and come to a small cemetery.

The Churchyard, Summon Galahad and Zantetsuken.

Go in and to the right; Lara might look at something and that is a lever on the wooden fence near the group of crosses. This opens the gates N. Go up the ramp into the church, go to the altar at the end, to the right is a ladder you can climb. Go into opening right (NE) and climb out at the end, hang and shimmy around the corner. Crawl straight S (
get on your knees and hit “sprint” to roll) all the way to the end and climb up to the right, use the button there to lower one of the chandeliers in the church.

Crawl back N through the crawlspace and take the first to the left, head over an arch to the other side, hop up into the upper passage, go left and find a button on the side of a pillar SE, the second chandelier will be lowered too.
Back to the arch and safety drop to the floor, go to the chandeliers and pick up Summon Galahad from one and the Zantetsuken from the other, a gate opens up.
Get out of the church, down the ramp and to the right (W), to the front of the church and through the exit (N).
Go back to the Main Courtyard (left) and into the opening S again.

In the E wall are some openings.
Climb the middle block where that statue is and place the Zantetsuken in the statue.The gate on the left and up, opens, go there. Use the jump lever on the left. Go out and climb on the block right of the statue. In there is another jump lever to use. Get out and jump down the gate behind the statue (E) is open now.

Once in pick up the Arrows on the right against the wall and in the back, behind the curtains are two movable statues. First go stand against the handle on that wheel facing W and push once (clockwise). Then push the statues under the brown disks on the contraption. The door N opens so you can get the Clear Eye. There's a gate behind that pedestal.

If you want the Secret, push the pole twice (clockwise) again and the statues accordingly, the gate behind the pedestal opens. Get Secret #3(48), 3x Unknown Magic Materia and Arrows.

Boulder Challenge with a Torch.

Go out, stand on the S side of the room and look up to the N and shoot the white sphere in that big eye.
Run and jump into the passage NE and watch the cut scene, try to avoid the bouncing boulder when you go pick up a Torch from the middle of the floor. Run NE again and back up to the Main Courtyard, into the passage right (E) ignite the Torch on one of the scones.

For a Secret, take the Torch with you and go E, jump to the ledge in the lava and go right passing through the moving cutters, get into the passage to the left, behind the second one and light the bowl that is straight ahead. Leave the Torch here a bit. Enter the room to the right and jump up into the SW corner where the gate opened up, get Secret #4(49), 2x Unknown Magic Materia. Go back with the Torch and to the right through the moving cutters, jump left at the lava and get back to the Main Courtyard.

Go back in S to the large hall and light all the 5 bowls that are scattered around where the dancing boulder is (3xN-2xW). Do back flips and side jumps to move around and avoid the boulder.
The boulder explodes after the last one. Head back to the Main Courtyard. Now we have 3 symbols lit up on the walls. Leave the Torch behind.

Main Courtyard, N Side, the Cathedral.

Go to the N passage, the gate is open, go on and left, jump over banister and go left around the corner to find a button near a fence. This opens a gate nearby and to the SW. You better go get some ammo first. Go straight N from this gate and get some Arrows from the floor. Go back S and straight into that open gate, follow up to the roof. Go to the gate at the end shoot a knight and climb up the battlement on the right (S), look for a yellow sphere SW, shoot it (pistols) and the gates open up E.

Bouncing Boulder, the First Knight’s Heart.

Go down the red corridor, then go left (W) into the “boulder room” (blue) and find a ladder NW, go up and make your way around the room to the SW corner. Get some Magic Materia and climb the ladder around the next corner. Again jump around the room to the lever on the ledge NW. Use it to open that gate in the red corridor. Make your way to the ground floor. Go S (red corridor) into the open gate left.

For a Secret, go into the SE corner of this room and just before the sloped floor, jump to grab the ladder N and climb up and to the right and up the slope to get
Secret #5(50), a Heal Potion. Slide down again.

Go to the stele in the middle of the room and save your game. Use your Summon Galahad artefact on that stele, watch the fly by and be prepared to run away towards the “boulder room” so the ball can smash the 4 tiles there (they turn grey).
Run out the room go left (N) and left again, sprint through the corridor into an opened gate at the end. There is another tile for the boulder, it will be immobilized then and the next Secret will become available. In a corner behind this structure is a button that lowers the glass from the pedestal W. Get the First Knight’s Heart on the pedestal W.

Go out this room and to the right. In the wall left is a crawlspace, use it and in the next room go left and climb on top of the pillar there (S left of the gate), crawl through and you are back where you started.

For a secret go behind the Tombstone and climb on the blue glass block there (look back and you see Merlin trying to show you something), hoist up through the stained glass window for Secret #6(51), Arrows and a Life Potion.

The 4th Symbol, the Second Knight’s Heart.

Now go to the middle of the Cathedral and all the way E, turn and look up W to the ceiling to spot one of those breakable windows, shoot it and get the clue to where the pushable should go (in the W to the bright spot). Another blue circle appears and the cathedral entrance gate opens up.
Go out of the cathedral (S) and to the Main Courtyard. All 4 symbols are blue now; this means you finally can shoot that sphere in the middle. A blue tile appears E. Get on the blue tile to see where to go next.

Go back into the passage E, to the lava and jump to the right, through the cutters to the three corridors and go right (W) at the intersection. Up in the room W and shoot the red spheres to get the Second Knight’s Heart.
Pass the pedestal and go up some steps (S), step on the green tiles. This gives you access to another secret.

For the Secret, turn back to the room where the red spheres were, go out E to the corridor and immediately to the right where that lava pit with the pole is. Left around the corner a gate has opened, jump in there and follow to Secret #7(52), Arrows. Back to the lava pit, jump out around the right hand corner, go back left to the pedestal and up to the green tiles again.
Go a bit further and a gate left opens, in here is
Secret #8(53), the Secret Armour Left Greave (all secrets cleared).

Go back out and safety drop down in that hole in the floor. You are back in the start room. Jump on the green block NW to get one floor up, make your way to the red opening S. Go to the Knights and place the two hearts. Go in, climb up S twice and slide down…

Level 13 - Guinevere and Lancelot- Forbidden Love. 4 secrets/1=quest item.

Lara Falls into a pool in the Pool Hall, climb out W and go to the N side of the pool where you can see stained glass windows, jump though those and go into the NW corner of this secret room, hop up NE and jump over the slanted blocks into the far NE corner. Get Secret #1(54), Musket ammo. Grab up to the slanted block and hang right, time the spikes and pull up over, slide a bit and jump hard right to the safe ledge, get out to the Pool Hall.

Hop into the water, go to the underwater door N and open it. Get some air, swim through to the next room after timing the spikes and go right around the corner to the bottom, get the Life Potion, Light Potion, Musket ammo and Unknown Magic Materia from all corners. Better go back through the spikes for some air and return.

Timed Block.

Now swim to the Timed underwater lever on the pillar NW and save while pulling it, use the look key to get out of the camera showing a block go up, turn left and swim back S to the Pool Hall. Time the spikes and go up right in the pool, climb out and run-jump left over the corner of the pool to get to that block SE. Quickly use the jump lever on the pillar (Savegame.25) and watch the flyby of gates, doors opening up. Most of it will only be visited later in the level.

Making a start, open up the Thermae (roman bath).

Go out the E gate, straight ahead is a ladder for later, take the open doors on the right in the back (SE) instead. Go in and right, up some steps and left is some Unknown Magic Materia. Proceed E till you bump into a greenish wall, to the left is where the red block to the Lava room lowered.

Take only running jumps. So jump to the first ledge over the lava, left of the entrance, curve right to jump to the left side of next ledge, then right again to the left side of the third (kind of a zig-zag route). Now curve right again to get to the last one in the corner, curve left and jump to grab the crawlspace in the N wall (Savegame.26). Follow through to a room with a lever. Use it to see the door to the Thermae open up. A block lowered in the passage NE, go there, up the ladder and follow through a crawlspace to a room with a blocked off lever.

Morgana’s Magic Wands.

Go W into the passage and run back as soon as you meet the spider. Take him out and go W again, in a passage right are some popping up spikes.Run through and around the corner (watch the spikes) you can pick up Morgana’s Magic Wands (Uzis) and some Light Potion.

Go W and at the end around the corner is a lever to lower that blue block in the room E. So go all the way to the E and after using the floor lever in the E room, a gate opened up at the far SW corner of the Pool Hall. So go back through the corridors W again and keep left. Safety drop down into the Pool Hall.

The Thermae, the First White Cross.

Enter the opening SW and go through to the Thermae.

A lot of steam here, on the ceiling N and S are 2 textures resembling that painting in the NW corner. Hidden in the ceiling near the 2 textures are 2 jump levers; use them and go to the painting NW. Jump against it and it will now break.

Crawl in and go N and right. Pick up the Unknown Magic Materia crawl back and right again (N) and at the end right. In the room is a lever still covered but on the pedestal you get the First White Cross.

This triggers the cover to go down, so use the lever; this opens a trapdoor at a ladder.

Back into the crawlspace and go to the right (W), get Light Potion on the right and a Unknown Magic Materia and a Heal Potion there and return to the Thermae, the long way around (first N and right, right and around a corner left). There’s nothing in that E end of the crawlspace.

Go back out and return E to the Pool Hall.

Upstairs, the Second White Cross.

Head into the E gate, go straight to that ladder and up to the floor above. Shoot the vase SE and step on the tile to get the Life Potion, this will trigger the block N to go down. Go into the room and to the S side of the central structure. Use the jump lever on the central structure (face N) and a gate opens on the right (E), go in and get the Second White Cross and a Life Potion. A block lowers S, go use the lever to open a gate downstairs. Watch the flyby.

Burning Floors, opening the way to the Third White Cross.

Go back down the ladder, turn right and go left into the big wooden doors SE (again), up the steps and take a right opposite the lava room you visited before. Halfway down that passage and to the right are the open gates, but be careful, the floor in the room W is deadly. Save and do a running jump with curve towards the room so you can jump onto that red breakable ledge, quickly take a step forward and jump to grab the black block.

From that block, jump to the next and up to the monkey-climb above. Follow to the jump lever on the wall, a gate opens up N, go in and save before running the red ledges. Stop on the fore last (#5) and just drop down into a safe spot between the spikes. Walk through the window N and get Secret #2(55), Musket ammo and the Old Castle Map from the chest. Get out; jump E onto the remaining red ledge and the gate will open up on approach.

Go right in the passage and see the gate in the far S end is now open. Go down the blocks and then up into the crawlspace SE, follow to a lever and open a gate with it. Get out of the crawlspace and head N up the ramp through the opened gate. As soon as you go into the room a spider will come for you, best is to hop back as it will not follow you down the ramp. Go N into the dark passage and throw the lever, return to the spider room and go through the opened gates to the lower level of the room with the burning floor.

To the N we could place the White Crosses, but as we are still one short, you can also do it later. On the black ledge in the middle of the room is a lever on the E pillar, hop up and use it to lower a block in the passage above. Go back out E, down the ramp S and up the blocks NW, follow the passage to the lowered block on the right (just beyond the room with the burning floor).

The Third White Cross.

Go in, run to the S end and pick up some Unknown Magic Materia. Go NE and shoot the red vase, use the lever behind the fence to lower a block in the passage and notice the gate SE. Go W to the passage and left to the lowered block on the left, jump on the table for some Unknown Magic Materia and shoot the red vase in that dining room to get the Musket ammo and trigger the tile. The gate in the previous room will be open now. So go out, right and right and to that gate in the back (SE), pick up the Third White Cross there.

Place the Three Crosses.

Go back to the passage, all the way to the S end and down, up the ramp around the corner to where you can now place the three crosses in the room under the burning floor (N wall). Placing the first gives you access to place the second, and so on. A flyby shows a gate opening up upstairs.

To the Bedroom.

Go back out, and to the right, down the ramp, up the blocks, head all the way N to the lava room and then left down the stairs to the hall with the ladder. Climb up and go left/left to where the gate opened W. Follow this corridor, time the blades and 2 Knights will attack. After shooting them, look for a lever in the niche near that last Blade and throw it to lower a block S. Step into a small room with a puzzle piece. Move that onto the tile W and go through the open gate W.

In the corners of the next room are 4 tiles, step on all of them and the next gate opens up. 2 more Knights attack when you go into the bedroom.

The Bedroom, Summon Lancelot.

Look for a jump lever in the NE corner of the main room, (up N) and a bookcase will open up in the adjoining room behind the wall you face, go in there and pick up the “Summon Lancelot” sphere. Look in the NE corner of this room and shoot the vase, behind it is a Timed gate to a secret later.

A White Cross, a Ruby Gem.

Go back to the bedroom and Summon Lancelot” by placing the red sphere facing S in the statue. Lancelot will come down and leaves a White Cross on the pedestal SE. Get that and place it on the wall N of the bed.

Go into the Throne room behind this wall (out the bedroom and left) and get the Ruby Gem. A gate opens near the ladder to the upper levels and also a gate behind the glass wall of the bedroom.

For a Secret, use the lever on the E wall of this throne room and a gate opens in that secret passage where you shot the vase. Go back to the bed and save in front of the lever to the left of the bed (W wall). Use the lever, back flip/roll and sprint into the open bookcase where you got the Summon Lancelot, up into the Timed gate NE and save again. Time the spikes and follow through the gate you opened with the lever in the throne room. Go to the end where Secret #3(56) awaits, more Musket ammo.

Get back to the bedroom, out N and right follow back and get down the ladder to the lower level, turn right from facing the ladder and go left around the wall to the opened gate (is to the left of the big wooden doors).

The Love Puzzle.

On the ceiling are the clues, in the SW corner is a red bloodstain on the ceiling, let’s start with that one. The blue vase with the red bowl on top goes there. When placed correctly, a red heart appears on top. Now have a look at the picture on the ceiling in the middle of the room, 4 squares and 4 puzzle pieces with parts of that picture on top. In between the popping up spikes you can get Light Potion, a Heal Potion and a Life Potion.

Now go to the piece N, move it S to those transparent blocks and leave it there, a heart appears on top. The piece at the E wall goes SE, the one against the W wall push pull it E. The last piece will come up and push it to that last corner.

Electric rays start to shoot out of the hearts and point into the passage, follow them and find a gate opened SW of the puzzle room, past the wooden doors.

Transition.

Place the Ruby Gem on the red receptacle and the gate left and back of you opens up. Go in and get the Light Potion and Musket ammo, this will also op up a gate in the previous room, go back there and head W. Go into the passage on the right and collect Unknown Magic Materia, 2 x arrows and a Secret Armour Right Greave as Secret #4(57) (all secrets cleared). Go out and into a room with a bright red circle. Step into the circle and you will be transported to the next level.

 

Level 14 - Castle Heart.

Climb up on the green block NW and make your way to the S, jump on the red block and then up to the blue archway SE. The door opens on approach.

Level 15 - Arthur’s Castle - Night. 3 secrets

A Waterskin.

Jump the ledges and go to the one with the pedestal in the far away corner.

Best way to do the next run is to run along the S side of the ledge and curve hard right, jump and grab the ladder W, shimmy right, a bit down and back flip. Grab the Light potion and enter the library. Pick up the Empty Waterskin and the Old Sword from the table (you probably still had those). SE is a Ram’s-head jump lever to open the door next to its left (E).

Merlin’s room, Merlin’s Bolt, a Blue Star.

Go into Merlin’s room and pick up Light potion. Examine the book on the pedestal, and then pull out the push-block in the SE corner twice in one go!

Go in and pry the Blue Star from the wall. Back out and to a push-block SW, pull it out and aside. Go into the passage and grab up W. Next to where you pulled up is another Light potion. Around the corner left you can get Fire Magic Materia. Go to the crawlspace SW and get in, push the button a gate NE opens, get back out of the crawlspace, into the gate NE to get Merlin’s Bolt. Notice the 2 wall torches.

The Fake Gem.

Go back down to Merlin’s room and place the Bolt on Merlin’s statue. Follow the electric lights back to the start; you can now jump left over the lava falls because the lava pool has been frozen over. Go to the reach-in holes with burners, start in the SW, then take the NE one and then one by one the emitters will stop and finally you can get the Fake Gem from the pedestal where it appeared.

The Torch and a Second Blue Star.

Go back to Merlin’s room and up a floor through the passage SW, and use the Fake Gem on the NW door.

Once in go to the N wall and pry Blue Star #2 from the wall. Grab a Torch and go out S, back downstairs, and out to the Library. Drop the Torch somewhere and place the two Stars on the fireplace S. Turn the wheel in the middle, go get the Torch and ignite it behind the fireplace. Turn around and hop up W and you are back at the torches room, go S and left/left into the room where the Bolt was to ignite the two wall torches (lowers blocks for a secret).

Then go back to the Torch room and run up the ramp W and around the corner throw the Torch through the crack N (stand against the wall, jump up and hit the #1 key or take a step back and hit the spacebar).

Some Secrets.

Get a fresh torch and ignite it again and go out to the Library. Drop the Torch for now and go W to the where the lava was (blocks lowered by the two wall torches). Slide down and in the last room pull the block E out so you can get behind it and get Secret #1(58), Life Potion behind where the block was. In the small pit you can find Secret #2(59), Arrows. Go S, jump to the ladder (a bit from the wall or she won’t climb) and get back to the Library.

Prepare the Potions.

Take the Torch and go into Merlin’s room, ignite the two fire baskets with the blue glass bowls at the N wall and get the Blue Potion you produced. Do the same on the S wall and get the Yellow potion N. Combine the two to get the Green potion.

Go to the cauldron W and use the Green potion on the cauldron, use the wheel that is on the side of the cauldron so it tips over. Fill a water skins (doesn’t matter which one) and use it on the scales (facing E), the door in the Library opens. You can leave the Torch when you go there.

The Room with the Sawblades.

Go into that door NW and use the ladder on the pillar to climb around, back flip to the floor. Go N to what looks like a torture room and hop down, go to the left and up, around the corner is a valve, a gate opens up.

Jump back to the ledge at the entrance and grab up to the monkey climb. Go to the N and stay left at that blade, get as close as possible and quickly go forward as the Blade retracts. On the ledge is a Life Potion. There are 2 buttons to use and each will show a red sphere in the Library. A blue block will go up.

Go back using the monkey climb and use the ladder on the pillar to get back to the Library, climb the blue block, face W and grab up to the passage above. This is where the first Torch landed, grab it and proceed. The gate you opened with the valve is halfway down the passage. Go down there and to the right for Secret #3(60), 2x Heal Potion. From the chest you’ll get the Old Castle Map (all secrets cleared). Get the Torch and get out and back to that passage go into the N end of the passage, there’s a gap in the E wall, throw the Torch in there after you saved.

Go Kill the Rose, the Blue Gem.

Go back down into the Library and into the door NW, over the lava pit. Pick up your Torch there and ignite the wall torch next to the door. Go into the open door with the Torch if you like, but there’s a new one in the next level.

 

Level 16 - Tower Guardian. 3 secrets/1=quest item.

Follow through and go into the room with the big rose bush in the middle. Jump down and get the Old Castle Map, the Flintlock and a Monocular from the chest. The pedestal has some Flintlock ammo.

If you forgot to bring the Torch, in the N opening you can find a new one. If you jump into the opening S and run over the marked tile in the back, you get a hint from Merlin (as well as a place to ignite the Torch).

Merlin: Throw the burning Torch! Burn to see the rose! Make the rose not to see you.

Jump to the ledge and jump over to the rose bush, throw the Torch into the bush till they start burning. Leave the Torch, as you don’t need it anymore. Get out of there the big rose is deadly. Stand in the entrance where the rose won’t take aim at you and shoot the 2 yellow pollen tubes inside the rose (Do that with the Flintlock/Monocular). This could take a while though. When the rose dies it will leave behind a hole in the floor. Dive down and get the Blue Gem.

Now for some Secrets, noticed those nice flowers on the walls? Some are in a group of three, but others are four, one of those has a bright yellow heart, shoot those "extra" flowers and you'll get Secrets (no goodies). First is SW from the rose bush floor, Secret #1(61), next is on the N wall, Secret #2(62), now go to the NE corner where a gate opened, jump in for Secret #3(63), the Secret Armour Left Gauntlet (all secrets cleared). In the NE corner is some Napalm Magic Materia.

Jump back out and place the Blue Gem in the pedestal E, next to that door and enter the door to come to the battlements.

The Castle, the Fire- and Blizzard Materia.

Shoot the giant spider and continue E, shoot 3 more spiders further down. There are two pushable statues near the Merlin’s statues. Pull/push the first statue onto the different looking tile and Merlin’s statue explodes, leaving behind the Fire Materia. Then to the N is another statue, push it onto that brownish tile and the second Merlin statue explodes. Go get the Blizzard Materia.

Head W and place the Blizzard Materia on the statue and watch the flyby, an icy bridge is formed over the pit towards a ladder. Climb up into the tower and use the Fire Materia on the statue, another flyby in which a dragon will melt the ice wall.

1: Lightning Ledges, the Blue Plaque.

Stand NE against the fence, there’s a visible ledge where the lightning strikes. Jump to it and turn SE to jump to the next, better light a flare and one more jump and grab E and then into the tower N. Grab the Blue Plaque there and a door opens up E. Go down the steep passage.

 

Level 17 - Time Tower. 3 secrets

2:The Green Plaque.

Follow through, jump diagonally through the middle of the Blades and go to the right (S), get the Light Potion and a Heal Potion, then open the chest to get the Old Castle Map.

Go back N and straight, take a right and right again. Run after that blade and turn right to use the Ram’s head lever and get the Green Plaque. Return to the two Blades at the start where a door opened up now.

3: The Pink/Yellow Plaque.

Go in and get the Arrows from the pedestal, to the W is another pedestal. Look up and shoot some of the blue glass panels, the Pink/Yellow Plaque will appear on the pedestal.

4: The Grey Plaque.

Now go NW and down a passage to a corridor with moving blocks. Go stand in the middle and somewhat back from the first block, sprint through the blocks and if the timing is right you’ll get through the first 4 without problems (Savegame.27).

Then pass the last block and go left (N) in the corridor with the ladders, climb the ladders into a room with an Axe, go to the wall torch and take a left (S). Shoot the glass window and go inside for 2x Life Potion and Light Potion on the pedestal. Back out and left (W), go left at the Blades and roll past the Hacksaw, in the end of that passage you can shoot a window. Then you’ll find the Grey Plaque on the pedestal.

5: The Orange Plaque.

Go back the way you came and down to the corridor with the ladders, go to the opposite side and turn the wheel on the left hand ladder, Lara will be transported up. Get through the Hacksaws (you can stand in between them) and get the Orange Plaque. You’ll see a door open up, go back to the ladder and climb down to the ground floor, turn the wheel on the right hand ladder and go all the way up to the upper floor. Go N to where the door opened up and enter.

The Colour Puzzle.

Save first and look at the floor, there are similar symbols to the ones on the plaques in your inventory. Only jump on those symbols and do not touch the others. You can use the path around the puzzle field though. When all 5 symbols are triggered you’ll see a door open up. (Before you leave, notice the symbol on the tile in the middle of the puzzle field)

Go back to the ladders.

Detour for the next secret: go halfway down the long ladder and hop through the Hacksaws. A blue crystal block lowered and now you can step on a last trigger tile (White with green edge as in the puzzle field) in that room. Go back up to the puzzle room and only the central tile remained, now holding Secret #4(64), a Life Potion.

Go back to the ladders.

Frozen in Time.

All the way down, then to the N side and up the ladder, through the open door straight ahead, shoot the Ghost that will show up. The passage N with the moving pillars is for later, go straight over that pool and hop past the skeleton (there is a nice way to get rid of him later). Go all the way up the ladder in the end and follow through shooting Ghosts till you reach the Time Tower. Shoot that big clock to stop time and go all the way back to that passage with the moving blocks (N from the pool). Same as the skeleton, they are frozen in time.

Detour for a Secret: Go E, back to the previous room (with the Blade), take a right into the passage (SW) where the Blades and Hacksaw are and follow to where the pedestal with the plaque was. Stand facing the slope and grab the cracked ceiling, you may have to move sideways but go up and drop at the fence, to the right is an alcove with Secret #5(65), a Life Potion. Go back and to that passage with the frozen moving blocks.

You can now pass through them and just around the corner of the first blocks the camera will change, face W and shoot the block in front to open the way to Secret #6(66), 2 x Life Potion and 4 x Time Magic Materia (all secrets cleared). Go N again to reach the Transporter room. Step into the contraption and the level ends as Lara gets transported.

 

Level 18 - Magic Infinity - Morgana’s Power. 5 Secrets

The Light Levers.

Lever 1.

In the room where you start are blue transparent objects, stand between the 2 S ones facing W and back flip, jump again and try to grab the monkey climb above, you may have to jump to the very edge of the blue point before you can grab it. Shimmy forward and climb up the ledge and get Light Potion, E is more Light Potion and to the S is the #1 of 6 Light Levers, pull it.

The Main Hall.

Get down to the ground floor and go N. Up on the left is a crawlspace in the wall, get in and pick up the Light Potion. Use the lever there to open up a door in the Main Hall.

Back out of the crawlspace and head N to the Main Hall. Go left (W) at the Main Hall and go into the room W. This is the room with the Light Beams. You can see you already activated one of them. Go around the room to pick up 2x Light Potion and 2x Arrows in the corners. Leave the room and just to the right when you come to the Main Hall you’ll find a ladder you can climb.

Lever 2.

Jump to the other side N and pick up Arrows NW. Jump back to the ladder edge and jump over SE to that triangle ledge in the corner. Take a curved running jump to the left triangle ledge and hop over to the N. To the right is the door you opened, don't go in yet but first pick up the Heal Potion in the corner and Light Potion from the crawlspace W.

Walk S to the edge of the floor and look up SW to spot a ladder surface, side flip onto the slanted wall and jump to grab that ladder. Go up to get your feet on the ladder and back flip. Pick up the Old Castle Map, Crossbow and Monocular. (Examine to see where all the levers are) and throw Light lever #2.

Before going down, look at that crawlspace W and you see another bouncing ball there, shoot it (Crossbow Fire Magic ammo does the trick very well). The door one floor down behind the chest is open now. No need to go there just yet as inside is a still deadly pool.

Lever 3, Knife ball ledges.

Safety drop from the E end of the floor and go to the door E you opened with the lever in the crawlspace. Save and jump the ledges quickly as Knife balls will drop from the ceiling. Grab the ladder in the end and go up to a reddish room (Savegame.28). Grab the Arrows up there in the corner and follow through. In the next room shoot that bouncing ball there to raise a block. Climb the block, jump to the high floor N and use Light lever #3.

Lever 4.

Go back down to the lower floor and climb into the opening W, walk down the steps and right around the corner look up left. Shoot the bouncing ball; this opens the door to another lever. Go out S and right into the crawlspace, to the open door on the right. Look up as in the middle of the room is another ball you have to shoot, this turn the deadly water into safe water. Go through the water to use Light lever #4.

Lever 5.

Get out and jump to the S and go into the open door SW to use Light lever #5. Pick up Light Potion from behind the door and go back out to the ledge in the Main Hall.

Lever 6.

Shoot the yellow bouncing ball that is bouncing N and up and the door in the SE opens (maybe you already did?), use the triangle edges to get there or go along the N side of the room.

Enter the blue door SE and go to a Timed lever that will open a door in the other side of this room. Save in front of the lever, use it and roll and run with a left curve to the edge near the first ledge so you hop to it, just hop to the next with a small step forward in between and then a run-jump to the one near the open door, jump in there (Savegame.29). Inside operate Light lever #6 and see all Light beams are activated now.

Grab the Light Potion in the corner and jump back to the second ledge. Hang down from this ledge and drop/grab to get to the ledge below with Secret #1(67), Light Potion. Walk onto the blue tip E and grab back up to the ledge above. Jump back to the exit and go into the Main Hall. Drop to the ground floor and enter the room W. The door W in the Light Beams room is open. Go down the ramp to the outside.

Outside.

Jump to the first island W and then to the one with a green crystal, turn N and jump there. Then jump up W and from there to the roof, shimmy to the corner and jump over the roof into the structure. Use the ladder to get the Light Potion (could be you will land right next to them without using the ladder), use the Light lever. A sphere disappears S, you could see it through the fence. Climb up the ladder and back flip to the ledge. On the windowsill S is Light Potion.

Running jump down S to that small island and go left jumping islands to the one with the green crystal again. Jump N and then up to the one SE, then continue S. Look SW and see that blue water like patch, jump there and keep going W.

Follow through around the corner on the large block and go jump N now. One more hop NW. Jump N to the last and grab the ladder, climb up then look W to the building to spot a dark opening and jump in there. Get Secret #2(68), Life Potion.

First Fake Gem.

Jump back to the island. Face N and hop climb down the blue wall underneath the island. Go jump E, then S and get Secret #3(69), a Heal Potion. Jump back N and now jump into that building E. Climb the ladder on the left wall, climb into the alcove to the right to get the Heal Potion and then climb up the ladder to the top. Get the Fake Gem and somewhere else a wall is being lowered.

Down the ladder again and the blue door on the bottom is open. Jump SW and slide jump right to the next island. Climb up the ladder and jump W, up the long ladder, jump SW to the island in front of the building up S where that blue wall lowered. Get the Light Potion first and then use the lever.

Do not dillydally, because some wraiths show up. Jump to the island N and then jump with a left curve into the building where the big planetary door is now open. Run in and to the end near the green crystal (wraith catcher), the wraiths will be gone. Going back a bit you can get a Musket ammo pick up in a small plant.

Then go all the way down to the end of this passage and jump NE. Then to the building E, get 2x Unknown Magic Materia inside. Go out and left (S) and jump SE, shimmy along the roof to the corner, back flip and roll to grab the roof behind you where you can climb up on the flat ledge. Then jump to a ledge N, further to the E to that the blue ladder and climb up. Jump inside the tower and get 2x Unknown Magic Materia there. From here, jump to the island where you came from and then jump to the island with the moving pillar. Jump N to an island and E up another ladder. Jump N and go up another ladder.

The Fake Gem Tower, place the 1st Fake Gem.

To the W from this island is blue structure. Jump in there and place the Fake Gem. More ladders appear to upper levels of the Fake Gem Tower.

The Second Fake Gem.

Get back to the island E. Jump down to a pink island and from there, take a standing jump to the blue walkway NW.

Walk slow N to the end and jump into the building. Get the Light Potion, walk N and again jump on an island. Look left (W) and spot a transparent blue ledge, jump there and then left to the next. From here to the ladder on the building and after climbing up you can get Secret #4(70), a Life Potion and Fire Magic Materia. Go back to the ladder but before you climb down, stand a bit away from the left side (no full step). Climb down to about the bottom of the upper window and back flip, steer hard right to land back on the blue ledge (Saves-2/Savegame.0 (the second Saves folder).

Jump back to the island E and continue E towards the building far SE to get into the building (watch out for that planet, take a hop and a running jump). More Light Potion on the right and then proceed to the end.

Shoot all the blue crystal cones you see and start island hopping (N) and then NW. Jump to the blue walkway and at the end save. Take a step back and run jump to the planetary island, a running jump to the next and it would be better to immediately run right and jump to the next island (Saves-2/Savegame.1). Turn around and shoot that Harpy. Jump to another planetary island (grab on the right hand side and shimmy right around the corner) and jump to a blue path N. Around the building to the big island W and a flyby starts. The whole island changes and another Fake Gem will be available W, run through the hot steam and get it, quickly get back to the safe E side and see a white tunnel appeared S.

Jump in and ride it to the end, jump back into the building S, jump over to the blue walkway and get to the pink island near the Fake Gem Tower.

The Fake Gem Tower, place the 2nd Fake Gem.

Jump S to the blue ladder and go up, jump into the Tower (W) and place the next Gem.

The Third Fake Gem.

Jump out to the pink island SE and look SE where you can spot in the distance a path of blue ledges, that’s where we go next. Jump (with CTRL) to the SE onto the near by green island below (losing some health). Go S over two blue pathways and then turn to jump E towards that blue path, the camera will change to a nice view…

Just walk slowly so you won’t fall off and from the end start jumping islands to a far building E, between blue arches. The path is easy to find, but you will get quite dizzy here due to the cameras (there is a Harpy somewhere around that might pester you) and watch out for falling stars on the transparent blue ledge. Just jump to it and immediately run through to jump to the building.

Once on the island with the structure, you can find some Unknown Magic Materia to the right, go to the end for the Third Fake Gem, on the roof of the building is Light Potion. Make your way back over all the islands and walk the blue path again. Once on the S end, jump W and into to the tower there.

Climb the ladder and get 2x Musket ammo, climb down and go to the W side of the floor. Face W and use a trick move to get down to the roof below. Stand a step away from the edge, hop back and hit Ctrl when you are just below the edge, you should end up on the roof below, grab the edge and shimmy right around to Secret #5(71), a Merlin’s Magic Staff (Grenade gun) (all secrets cleared). Shimmy and jump to the opposite corner NE and jump down to the island with the moving pillar. Jump N to an island and E up a ladder. Jump N and go up another ladder. Jump down NW onto the pink island.

The Fake Gem Tower, placing the 3rd Fake Gem.

Turn S and jump to the blue ladder, go up and hop NE (pink island). Go up the green ladder (S) and also a bit onto the red part, back flip/roll and get onto the pink island, jump to the Tower (W) and place the 3rd Fake Gem. All three levels are activated and a planetary door opens way up S. Jump back to the pink island, go up the ladder (S) to the top and jump the islands and blue paths to the Light Lever W.

The level changes.

Level 19 - Morgana Furious.

Prepare for a battle. Shoot the furious Morgana and that will take quite some doing. Tip: because you can easily fall off the ledges, turn W and immediately start shooting her with a heavy weapon (Crossbow & Fire Magic ammo). When she gets close, run W and do a jump roll to land on the last ledge, shoot again and repeat this a few times.

After she is dead, watch the flyby and get transported to the next level (Saves-2/Savegame.2).

 

Level 20 - Castle Heart.

Three of the pylons around you are now active. Climb up in the NW and jump up. Climb the red block S, turn around and jump to the higher blue blocks. Then jump to the W wall and from there make your way to the S wall (white opening) and enter the now opening doors.

Level 21 - The Final Gem. 8 secrets/1=quest item and the use of a Darkness Gem to get to the bonus level.

Go further through the doors that will open, first go right (W) and jump into the alcove. Turn around and jump up to grab the ladder, go up through a stain glass window and back flip into a passage with Secret #1(72), the Crossbow, the Monocular and some Arrows.

Get down the ladder and go straight and pick up 2 x Light Potion, go in and go left. At the end is on the left a gate that opens. Jump in and get Secret #2(73), the Secret Armour Right Gauntlet. Go back out and to the right find a glass pillar and shoot it. Pick up the Time Materia and continue E. Go around the corner and jump into the glass window on the left (W). Pick up a Life Potion and Musket ammo from the pedestal. Note the glass pillar in the corner.

When going out, prepare for battle. After shooting the Goddess of Time go W to the Library.

The Library.

Go all the way upstairs to the second floor to the E wall. Look S and through the balustrade you can see a small corner, you have to jump there. Stand against the balustrade and face SW, take a step back and then hop back once, then hop over the balustrade onto that corner just behind the balustrade. From there grab the opposite corner, pull up and jump over the balustrade to get the Fire Magic Masteria, Time Magic Materia, Napalm Magic Materia, a Musket and Merlins Magic Wand SW. There is a book or two that will attack you, just shoot it.

In the Library there are a couple of bookcases that need a book.

The Red Vividarium Book.

Hop over the balustrade down to the floor in the middle of the Library and go to the statue W, pull/push it E to a marked tile in the middle of the room. Camera shot of a block going up. Go to the outside (down to the ground floor and leave SE) where the level started and climb the pillar, jump N over the wall and slide down. Go W and pick up the Red “Vividarium” Book.

Go back outside and use the ladder, head back into the library. Place the red book ground floor W (a bookcase with lots of red books) and a bookcase opens next to Lara (right). Go in and to the left to the water and swim N; climb out and get the Musket ammo NW and a Heal Potion NE.

Around the corner (N side of the room) is a TIMED lever for gates at the W wall. Hop back turning right, jump over the ridge W and jump in the open gates. Walk around right to a button. Push it, back to the water and get another ”Vividarium” Book from the hole in the bottom. Swim to the E and go into the passage behind the open bookcase and turn left to place the book in the bookcase at the end (N). Turn around, go S and find a newly opened bookcase to the right (W), opposite the one you opened earlier.

The first pit in this red passage seems deadly, but isn’t, dive in and get into the crack NE to find Secret #3(74), the 1st Mors Secunda book (Collecting 6 of them will give you access to the Darkness Gem and thus to a Bonus level). Get out of the water and go S, hop over the poisonous water and jump through the moving blocks.

Swim W and left around the corner, then up for Musket ammo. Look SW and spot the ladder, jump there with a curve and go up to get Arrows on the pedestal. Look up and spot that stained glass window. Climb up facing S and get Secret #4(75), the 2nd Mors Secunda book. Get down and jump into the water below.

The Torch, the Green Book.

Under water is a cracked wall (E wall almost directly beneath where you got the Ammo), swim to the middle of it and open it (Ctrl), the lever inside opens the red door underwater around the corner in the S. There is a Life Potion on the bottom and another cracked wall right (W side) Use the lever in there to lower a blue block SE. Swim SE like a madman to get some air there. There is a pile of Torches in this room, but you can’t take one with you yet, but first you have to drain the next rooms.

Drain the Passages.

Go S and dive into the water and swim left up against the strong current to the S. At the end you can go up for air. Then dive down again and go left to use the underwater lever there (NW), now the place is drained.

Light the Torch.

Go back N and climb the ladder up to where the Torches are. Pick up a Torch and go down again, all the way to the S and at the back go up a slanted part of the floor. From the highest point make a stand-jump up E and go to a pedestal with a clock on top. Leave the Torch for a bit and move the push able clock into the passage, then right (E) and onto 2 marked tiles there. A big bowl in the passage will ignite, so carefully ignite your Torch there.

Drop the Torch for a moment and look in the N wall for that stained glass window, grab in there and go all the way to the back of the next room, to the right is Secret #5(76), a Life Potion and 2 x Arrows.

Then jump up the ledge N and find a button on the back of the pillar. You’ll get a screenshot of a room near the start of the level. When you go back to that blue pillar thing W you can get 2 x Light Potion left and right. Get back to the Torch and pick it up.

The Green “Viator” Book.

Go all the way back to the N, then left and jump over the spikes trap. Halfway down the passage, go to the alcove left and carefully ignite the 2 bowls, the flyby shows 2 ropes over a pit. Leave the Torch here, pick up the Light Potion and go S up the ladder.

Use the 2 ropes to get across the pit (aim a bit right of the second rope) and grab the Green “Viator” Book . Get the rest of the pickups, Light Potion and a Heal Potion and make your way back to the Library (the first part is made easier), the second, through the moving blocks is a bit harder as you don’t have safe water for when you catch fire (I just ran through along the right hand side). Get back N to the Library.

Detour, open a Gate.

First go SE back to the start of the level and opposite the entrance of the castle go into the stained glass window. The glass pillar inside is gone, now you can operate the jump lever to open a gate in another part of the library (later). Get out and go back to the Library.

Place the Viator.

Back at the Library go up the stairs to the first floor and place the green book on the E wall bookcase (next to the stairs) and the opened bookcase is a bit further to the right.

Do not jump in the water but face S and grab a crack in the wall, shimmy left around the corner and climb or drop down, use the button there to see a block go down. This is to reach a Secret. Climb up and back flip in the water there is also strong current here but you can swim up to the entrance and climb out.

Timed Run, 2nd Green Book.

Now jump over the slanted ledges and save before that Timed lever (levers with a circle are timed) and better have a look around the corner. There is a Godess of Time you better kill first. Then you have to jump over the lava along the left side and grab a monkey climb after a jump from the last ledge. Into the green passage and around the corner left is the gate you opened (Saves-2/Savegame.3). (You can also wait till she gets close and then use the lever, run past her).

Get the 2nd Green “Viator” Book and go out of this room, go left and climb up NE (if you used the button at the strong current pool that block is down). Turn around and get Secret #6(77), the 3rd Mors Secunda book from the room above.

Place the 2nd Viator.

Jump down, over the lava and to the water, jump as far as possible because of the strong current and get out, head back to that open bookcase and go left there to place the Viator book in that hidden passage (S).

The Old Castle Map.

Go back into the Library and left. In the far SW corner (1st floor) is the wall you opened, open the chest and get the Old Castle Map. The green dot on the map is where we have to go.

The Blue “Thanatos VI” Book.

Look left from the chest and head into the passage S, up some steps, follow through and DO NOT go into that crawlspace W (I told you not to go in there didn’t I ?). Go down into the room S, you get chased by three wraiths. Run SE and jump into the opening behind the column there to get rid of the wraiths on the light beam (wraith catcher).

Back into the room, get the Blue “Thanatos VI” Book (this triggers also a rope) and go to the column SW and hop through that familiar stained glass window to get Secret #7(78), the 4th Mors Secunda book.

4 Tiles to get out.

Get back to the room, climb the ladder E of the pedestals and step on the tile there (#1). Then jump to grab the rope, swing left to the back of the room (S) and grab the middle one of the three blocks there, pull up to step on tile #2. Safety drop down and go up the ladder W, step on tile #3 and then grab the ladder N, climb right and around two corners, drop and jump NW to step on tile #4.

Get back on ground floor, climb up into the exit N and immediately left into the opening, slide down to the room with the Torches. Jump in the water and make your way back to the Library (swim N). The moving blocks are still now so be careful of the emitters and get back to the Library.

Place the 1st Blue Book.

Go up two stairs to the top floor and place the blue book at the N wall. Enter the open bookcase on the right, climb up and look up left in the dark there and find that gate you opened before. Climb in and get Secret #8(79), the 5th Mors Secunda book (all secrets cleared). Get out, head E to the end and here it is jumping of collapsible tiles.

Collapsible Tiles, a 2nd Blue “Thanatos VI” Book.

Skip the first 2, just jump and grab the one N, pull up and jump straight ahead to grab the next, pull up and run jump N to the right hand one. Then take a running jump through to the passage N. No need to jump on all the other tiles (Saves-2/Savegame.4).

Go up the stairs, down some steps into a crawlspace. The camera changes, go to where you see Lara behind the Life Potion turn right and shoot out the wall N. Crawl in to get the 6th Mors Secunda book. Then crawl back to the Life Potion and get it. Turn E, ignore the openings to the right, take the last one and crawl out.

Get the Light Potion, and slide down, kill the Goddess of Time, pick up more Light Potion (3x) in alcoves on the left and go to the pillars. Shoot the glass one and pick up the Blue “Thanatos VI” Book. In case the Goddess of Time blocks the exit (if you dodged her), shoot her from behind, takes a lot of ammo though.

Go down where the pillar lowered (S) and you are at the other end of the Library.

Place the 2nd Blue Book.

Go W and place the Blue Book SW in this part of the Library, be careful you don’t fall into the hole with a ladder there (new shortcut to the ground floor). The open bookcase is behind you. Climb up behind the bookcase and down the ladder into the room. Get the Musket ammo. Walk in the direction of the statue N and watch fly by of the boulders falling.

The Time Materia.

Place the Time Materia on the statue and watch the flyby. The whole place changed. Go into the passage where the boulders are, jump with a running jump over the boulder and get to the ladder up W, climb up and get the Purple “Kratos” Book from the middle of the yard. Go to a newly opened gate at the S end and slide down to a passage you visited before, take the left side and go through the water and back to the Library (E).

Using the Mors Secunda books for the Darkness Gem.

Go up to the second floor, E side and use one of the six Mors Secunda books in the middle bookcase (E wall). Go in the open bookcase on the right and place the rest of the books to open the gates, in the N are also some 2x Flintlock ammo and Light Potion. Finally go through a transparent wall and get the Darkness Gem from that room. Go back to the Library again.

Place the “Kratos” Book.

Go to the ground floor NW corner and up the ladder behind the bookcase, to the right of the gates N you can use the Kratos Book, the gate opens up. Follow the passage down and a flyby starts.

The Hydra’s Room, the Light Gem.

(F1 Hint: Oh my... those hydras are huge. But they seem very vulnerable at their base. I could just run into one of them and shoot it like crazy)

First you have to battle the Hydra’s and in case you get burned there is water around to douse the flames. Just run in shooting Uzis and get as close as you can to each Hydra, they will be gone very quickly (Saves-2/Savegame.5). Keep an eye on the health though.

In the pools in the corners you can find 4x Musket Ammo, there are two pick ups in one pool SW.

The puzzle pieces have to go on the fields next to the central block, start with either one and work your way around till the Light Gem will become available. Get that and return through the Library (S) through that opening in the floor on the right, go towards the entrance and loop around to the right . The gates are now open.

Place the Light Gem.

(Lara might be looking down in this place, ignore that as it is something that couldn't be fixed).

Use the Light Gem on the object S and the green gate opens up. Behind you the red blocks lowered giving you access to the receptacle for the Darkness Gem (this will allow you to pass through the dark passage which will unlock a Bonus level, which will start later after the Avalon level if you found the Secret Map).

Go use the Darkness Gem and the gate opens up. Now you can only take the right hand gate and stand in the centre of the contraption to get transported to the next level.

In case you didn't have the Darkness Gem, use the Light Gem, go through and step into the teleporter.

 

Level 22 - Castle Heart part 3.

First part after using the Darkness Gem:

Head up the stairs and open the chest.

“You unlocked a Bonus level!!!”

In your inventory you will find a Map to Topaz Island; carrying this, the Bonus level will start after Avalon.

Go through the doors (N), slide down and you are back at the Castle. Jump out and stand jump SW and enter when the ice sheet is not frozen solid. Push the button there and you'll see a cage go down on the tower outside (skip the next paragraph).

First part after using the Light Gem:

After the teleport you will stand in the middle of the Hall (not the same spot as after using the Darkness Gem), look up S and spot the two upper openings with ice walls, that's where we go. Go up the green block NE, go up S and up the red block S, turn NW and jump to the bright pillar. Then N to the next and from there to the wooden wall SE, to the ledge S and into the near by opening with the ice wall. Go through when it opens up and push the button and you'll see a cage go down on the tower outside.

From here on the routes are the same:

Go back out and jump straight down onto a white pillar, turn around and see more icy surfaces you can go through and push the buttons/use levers in each one of them. There are 4 levels of openings.

You could make notes of what the levers do, they lower or raise the bridge parts out side.

1. Second floor most right hand lever lowers the bridge on the left, but only one half of the one on the right.

2. Second floor the third panel (counting from right to left) lowers part of the bridge left.

3. Second floor left panel lowers the part of the left and right bridge.

Here we go: On the top level are 2 buttons, one for that cage we already lowered and one more to open 2 doors outside, you can reach that opening by going to the high blue pillar W and jump to the W wall, from there you can reach that opening via the ledge.

Go down to the red/white block in the SW corner of the hall and enter the opening there, pass through the moving pillars and use the button to open the door to the Monkeys.

Go back out and make your way via ground floor and up the green block NE to the first level, second opening from the left. Climb down a ladder and use the button to open a door in the tower outside (you can see it through the window).

Go back into the hall, jump to the red/white block right (E) and climb it. Jump into the opening in front of you (2), throw the lever and part of the left hand drawbridge goes down. Back out, onto the red white block E, jump to the pillar NW and face the S wall. Jump into the opening in front of you (3) and throw the lever. You should now have the left hand drawbridge down and the right hand one half down.

3 Monkeys and Time Materia.

Jump back to the red/white block E go down from the block into the SE opening there (you opened this door at the moving pillars) and follow through left. Find an open gate left around a corner and you are in a room with 3 levers and 3 monkeys. The only lever that works for you is the one in the middle. A monkey appears behind you. Just wait a bit, it will climb up N and pull the ceiling switch for you. After the explosion pick up the Time Materia on the floor.

To the Tower.

Go out of the room and straight S, over the bridge to the Tower, left around the corner is a lever that will change the position of the bridges again, pull it down. Walk onto the E side bridge and jump down NE into the small pool. Wade out NE and go to the steps on the N side of the Tower. Climb into the open gate with the greenish light and use the button to open two more ice walls as shown in the flyby. Climb down, up the stairs N and to the Hall.

The Hall, more Levers.

Climb up the blocks again as you have to use some levers again. Go up NW and head S to the red/white block. Go straight into the opening there. Pull lever 1 down, jump back to the red/white block and jump E over to the next opening where lever 2 has to be up, lever 3 no change. When you look outside, both bridges should be completely down.

Top of the Tower, the Cherub Statue.

So jump back to the red/white block on the first floor in the SE corner and through the door S over the bridge through the Tower to the opposite side. Go up left or right and at the end avoid the nasty knives. Climb the block at the end and jump up the ledge avoiding the traps that are there. You can shimmy past the first set and jump passing the second and third (Saves-2/Savegame.6). Go left or right and jump over the balustrade to the balcony in the middle. Go up the ladder and back flip from almost at the top.

Go over two iron bridges and when you are on the other side, jump up, turn and jump on top of the iron bridge. Run along, jump to the top of the roof and pick up the Cherub Statue. Go back over the iron bridge and make your way to the other side and avoiding the traps to the floor where the draw bridges are. At the spiked bags you can safety drop down, avoiding all traps.

(A shortcut down: remember that small pool in the garden below? From the E side steel bridge, the flat part you can jump down into the deepest part of the pool (I did a back flip) after you saved of course)

Jump back to the small pool, get out of the water and place the Cherub statue on that small pedestal S near the dry well.

The well is now filled with water so dive in and retrieve the Zantetsuken from the bottom and get out of the well. Go back to the Hall of the Castle. Use the blocks to get to the second floor at the N wall and use the Time Materia and the Zantetsuken on the statues in the left and right hand rooms. Go out and now to the middle icy panel, follow through over the waterfall and the level changes...

 

Level 23 – Dedalus.

“Trial I, Beginning, 2 skulls.

Shoot the scorpion and read the message: “Trial I, Beginning, 2 skulls” .

Merlin: Congratulation!!! You’ve found all six pieces of Arthur’s secret gear. Now you are immortal. But still remain careful and take care of your body, if you crash your bones no one can help you. So be careful of falling or rolling boulders. Be aware that water can remove immortality from the gear sometimes. You can jump from great heights if you land on your feet. You’re too heavy to swim, but now you can walk underwater.

Got all the armour pieces? You really have special abilities now, you can jump from great heights for instance. Players without the special abilities will have to swim here where we can walk. Enemies won't hurt you, except for the poisonous ones.

Pick up some Magic Materia from the battle floor. Go to the S side of the entrance bridge (that part is open) and jump off backwards grabbing the edge, let go and grab the crack, shimmy right and pull the jump lever there (door opens). Run/swim around to the other side, climb the block and climb back up to the floor above. Shoot another scorpion and go right (W). Jump in to the opening in the wall.

First Dark Skull.

Stay well away from the blue light (with armour no problem), jump through the swinging axes and avoid the boulders at the end (you can sprint through in one go). Go to the right and right again (yellow passage) and jump onto that block in the water. Turn around and jump up W and to the left and left again and find a Dark Skull, jump back to the passage, go S and keep left into the red light get onto the block SE and jump back up to the stairs W. Go up to the crossing.

Second Dark Skull.

Now go into the SW passage and jump up to grab the monkey bar (or just jump in the pool) and get to the other side of the pool. In the left back corner is ladder, climb it and back flip. Crawl through and left is a button that needs pushing (opens UW door at the start). Go back, down the ladder, jump in the water and get out E, go NE, jump passing the rolling balls and the axes and again into the water. The door is SW. Go in and around to the right and in the corner of that small building you can pull up. Pick up the Second Dark Skull and leave, run back to the block and climb up.

Jump back into the opening W and through the axes and rolling balls back to the bridge. Go to the right (NW) and place the two Skulls to the right on the hands there. Go through the door and find another message:

Trial II, Water Chaos, 1 Skull.

Lightning Ledges.

Stand on the right, hop back twice and take running jumps over the platforms till you are safe (takes a bit of luck). (Saves-2/Savegame.7), with this save you will also have all the armour and secrets till now.

Demigod Square, a Dark Skull.

Slide down, drop and shoot the Transparent Demigod that is waiting there (hardly visible, so just start shooting). Into the passage E and around the corner is a Life Potion.

Get in the SE pool and crawl into the SW tunnel and around the corner down is an underwater lever and a button, so use the button (a pillar lowers). Go back out and climb out the pool. Go W and push a button around the corner, another Demigod awaits you. He leaves you a Dark Skull. Climb up between the two waterfalls in the S and place the Skull to open doors N. Get down (if you have the armour, just run down) and go to the N side, to the left of the waterfall is a ladder you can climb, go to the right once up and enter the top of the waterfall.

Read the message: Trial III, Dark Oblivion, 1 Skull. Shoot the Hellhound; watch the flyby a bit further on.

Shoot the scorpion and go to the end of the bridge (spot the Gem receptacle). Jump to the transparent ledge on the left then jump to the walkway (NW) and at the end is a push object. Pull it to the only empty spot on the N wall row of statues. Behind it on the W wall is a button to raise a block, so you can push this statue into place. Spikes will be disabled at another button.

The Crystal Key.

For now go back SE to the bridge and jump on the other transparent ledge NE (Look N and that pillar is a way back up when you fall into the water below).

Then take a jump to the grey roof SE and shimmy right as far as possible. Pull up, back flip and roll to grab the next roof (or make use of the transparent ledges below). Jump to the roof W and shimmy left till you see a last pillar below and another ladder above. Pull up, back flip and jump again to grab the ladder. Climb right to the jump lever and pull it. This opens an underwater door near the far side W wall and E behind a column there. Jump down go to the W side and around the corner is the door. Shoot the Sea Hag and pick up Small Heal Potion and a Light Potion.

Use the button/underwater lever S and see a block go down near a push statue. Go back out, go to the far NE corner and jump onto the ledge at the climbable pillar. Jump onto the bridge SW and from there straight ahead (W) and from there to the statue you see N over the water. Jump down and pull the statue to the block 3 times.

Then jump back S, go to the SE corner and push the block there to the edge of the floor (E or S) climb it and climb up to the roof, from the top a run jump grab up to the W side balcony where you got rid of the spikes before. Use the button and go back down to the lower walkway and push the statue to the N wall.

Jump to the central structure and go to the S side where that blue pillar disappeared behind the middle block and pick up the Crystal Key. Go back up to the roof, jump to the transparent ledge NE and to the upper bridge SE and use the key on the right.

The Dark Skull.

Go to the N end of the bridge, drop down into the water and run into the opening S. Use the button in the back and get back to the ladder and up, then make your way to the top of the central structure (roof) to pick up the Dark Skull. You can also go to the SW corner of the pool and from the blocks to the structure and to the roof. Drop down from the roof, jump E to the passage under the bridge and place the Skull in the hand there. Two Hell Hounds and one Scorpion aren’t too happy about that.

Trial IV, Rolly’s revenge, 0 Skulls.

2 Fake Gems.

In case cannot find the 2 Fake Gems, use the savegame at the Crystal Key door.

Jump up W and climb higher.

Slide down W, go left (S) and the view will be restored. Pick up a Heal Potion and a Light Potion. Go W and jump up left where you see a blinking light on your left. Pick up the First Fake Gem and slide down, continue W and around the corner up a huge staircase. Shoot the two guards, and go up, there are some crystals you can shoot and one hides another Fake Gem. It is on the right side of the steps and a light is blinking on the wall where some blue gems are imbedded.

Use the Gems on the top and enter.

2 More Fake Gems for 2 Crystal Keys.

In this cave full of crystals are two enemies and you need to find two Fake Gems in order to get two other gems. Go to the far NE corner of the caves and find a door there, go E a bit from the door to find a blue blinking crystal up NE, shoot it for the First Fake Gem and use it on that door you saw in the far NE corner. Enter to get Crystal Key #1.

Then go first W and straight to jump up where there are some blue crystals on a wall and also a blinking light, shoot the blue crystal there to get the second Fake Gem. Slide back down and go N towards the red crystals and use the Fake Gem on the right. Into the open door N and avoid the moving crystals to grab Crystal Key #2.

Use the Crystal Keys.

Return to the cave and go straight all the way (S) and around a corner to the left then go up to the right through a small opening S (near a blue crystal) and immediately right again, slide down and follow SW, you come to the entrance of the caves. From there jump right again (N) and follow through to another crystal cave and place the two Keys on the door all the way at the end E (Saves-2/Savegame.8).

For 4 Dark Matter and a bunch of useless Metal Balls.

Slide down and keep running, around a corner, the camera is normal again and save your game here. As soon as you enter the room, a bouncing ball will be triggered and it will bother you a lot, (with armour not much of a problem).

SE - Go left and pry a Dark Matter from the wall. Not all 5 are safe to pry off though so watch out. From left to right the Dark Matter is #4

NE - Do the same here. From left to right the Dark Matter is #5

NW - From left to right the Dark Matter is #5

SW - From left to right the Dark Matter is #2

Using the Dark Matter.

Go to the ladder on the middle of the N wall and go up to the opening, shoot the crystal and get the Light Potion. Place the Dark Matter on the skull there and jump down, go E, shoot the crystal in the alcove SE and jump in there. Place another Dark Matter there. Jump down to the ground floor and climb the ladder S. Pick up 2x Musket ammo and place another Dark Matter. Jump down and shoot the green crystal NE, jump there and place your last Dark Matter.

The bouncing Ball won’t bother you no more and the door W opens. Go in and follow through.

Trial V, Forbidden Garden. 2 Skulls

There are quite a number of spooky skeletons here. Don’t get too close. Get to the end and jump over for some Crossbow ammo and a Light Potion. Drop down and watch the flyby E. Get into the garden, Follow the path to the N and up N is the place where you have to use the Skulls later.

From the lower part of the path, go E and right around the building, keep the building (N) on your left as at the corner you have to jump up towards that building (Deda1.jpg) and around the corner is a button that will disables the spikes that surround the Dark Skull.

Don’t even think about taking a swim in that lake N.

Slide down and pick up the Dark Skull #1 SE. Go to the start and then right (N) and at the end on the left side (NW) corner you can spot a ladder up on a wall above, climb it. To the S is a receptacle for a gem. First go all the way to the SE end (see that jump lever E?) at the S end jump side ways to the slanted roof and shimmy around a corner to the end. Pick up the Fake Gem and drop down. Back to the other ladder and once on top, turn around to jump to the S and place the Fake Gem.

Jump back to the ladder and climb the blue block, climb even higher, go SE and jump to the roof there and shimmy to the jump lever. Once down climb up the blue block again, and up on top of the building and get into the open door N wall.

Get Dark Skull #2 and jump into the alcove N. From there climb to the top, and pick up the Summon Merlin). The door downstairs opens up again so leave. Make your way to the ground floor and place the two Skulls N.

Final Trial, Defeat Dedalus.

Follow through (quite a long way) and at the end pick up a Heal and a Life Potion. Go back a bit and climb up W all the way to finally meet Dedalus. Just jump N over the roof to the ground floor and trigger a flyby. In that corner you can get the Monocular, Flintlock and Flintlock ammo.

Some Tips:

Remember that you can fire a Time Materia bolt that will freeze Dedalus for a while, if you fire two bolts you will have more time as one starts after the first, with the full body armour you will not have any problems with Dedalus.

There are various traps, the water around the castle is deadly and Dedalus will constantly release fire bolts. So you have to take care, jumping up on the slopes N will also trigger traps, from spikes to rolling balls. Sometimes you have to first trigger the trap and get away quickly so you can go up safe the second time.

Shoot the Bells.

Now we have to shoot 3 bells in the towers to open doors in the towers, with explosive arrows its quite easy, find the best spots (preferably out of sight from Dedalus) and the door to the single tower opens up and Dedalus will move closer to the tower. I must make a note that when using other ammo then explosive, you must aim carefully to really hit the bells, as with explosive ammo you will always hit them 100%. 

Now we can run to the S, over that little bridge and place "Summon Merlin" on the stand and look up on the far W wall you see Merlin.

“Quick, up here! Use the time magic. I can’t materialize more than those you can see, so use them wisely”.

Pick up Merlin Magic Staff and Time Macic Materia and jump over the blue ledges to the castle and up the ladder N. Get more Time Magic from the chest and pry the a Shield from the wall.

You can jump over the fence to the ground floor N. Make your way to the single tower and into the door opened by shooting the bells, up the ladder and left around. Jump N and wait for the boulder, go up the hill there, turn right and follow that path with traps to take a running jump to the opening S. Climb up the ladder and pry another Shield from the wall. Back flip to the ground floor.

Place both Shields on that block near the pool (next to Dedalus). A piece of the earth/grass disappears (S) opening a cave. Go there and in and come to a huge cave.

You can look up, above the water dragon on the ceiling is a huge stalactite. You can shoot some small stalactites (4 of them) around the big one. You will have to shoot at them from different parts of the cave to hit them all or use crossbow's explosion ammo (doesn't always work). This will make the big stalactite fall off and kill the water dragon, one worry less. Jump from block to block, starting left (NE) till you end up in the SW corner. In the SE corner you'll have to use Time Materia to stop that big spiky plant so you can use the sandy corner to jump to the next block (Deda2.jpg).

Shoot the gems and get more Time Materia from the chest and pick up the Summon Knight of the Round Table. Now you have to go back to the tunnel and up at the end to Dedalus. In the NE corner you will have to use the sandy slope to get up to the next block (Deda3.jpg).

Place the Gem on the same contraption where you placed the Shields. A Knight (is it Arthur?) will appear and slay Dedalus, well... after some misses. Merlin appears as well and tells you: “It is not finished yet. Quick pick up the Sword and enter through the portal”.

Pick up Excalibur and go through the portal.

 

Level 24 – Avalon.

2 Cherub Statues.

Careful, no body armour here! Go forward and look up, on one of the arches you see a small Cherub Statue #1, shoot it’s base and it will drop down on the floor. Pick it up and make your way to the NE corner, in the tree is another Cherub (W side branch), push the fish statue next to the tree, climb up and grab the Cherub Statue #2 from the tree.

Up the Archways.

Jump down and go S; jump over the brook and pace the statues on the empty pedestals there. Two fish statues appear, climb on top and jump to the highest. Then to the marble arch S of it. Make your way to the end and jump to the next and so on.

You goal is to end up on top of that high tower like structure. Climb on top of the fish statue so you can get even higher and jump to the next one SE. Keep going to get onto the last series of marble arches. Pull the next fish statue once and climb on top, turn around and get on top. More arches to jump till you can jump on that floating island.

The Big Knight, a Cherub from Hell and a Nasty Angel.

Once on top of the big structure, use the Excalibur to slay the Big Knight you’ll meet. Hop back turning right when shooting (like the horseman on a horse, stay on the side of his axe). Wait out the short flyby and shoot the Cherub from Hell (the Knights little brother I guess). Watch out for the flames. After he is gone blocks appear on the battlefield (Saves2-Savegame.9).

Climb on the block and jump to the next. Once on top, shoot the “angel” by aiming the sword. Use the look button to aim.

Then make your way down to the battlefield as soon as possible, because the blocks are now timed! Once down, the “angel” attacks, so shoot it. Do side jumps left/right, keep an eye on the flames on the ground and on your health bar! (Saves2-Savegame.10).

Pick up the Life Potion N and now it is time to make your way down to the time gate again. You can jump down to and use all the marble arches to get down… Or…go to the E side, stand left and there is a zigzag in the floor. Face W, hang from the edge, drop and you should land in enough water for you to you survive (Ava1.jpg).

Go to the time portal SW and end up in the Castle again.

Merlin is on the ground floor and he is calling: “Hey come here”

(I went jumping S along the W side, jump into an arch S, turn and run off with grab to land onto the red block (did loose some health) and jumped to that opening S where Merlin is waiting.

Merlin: Quick, put the sword in this rock. This will release the magic barrier around the castle and you'll be able to escape.

Lara: What about you?

Merlin: Don't worry about me. I'm just a projection of the past, as the whole castle is. You shouldn't be here either. This was just an illusion made by Morgana who thought she could enter your present through it. But your magic was too powerful for her. You'd be a great magician in our time.

Lara: Thank you

Merlin: No time to chat.

You have to put your sword into the stone as Merlin suggests...

Merlin: Escape quickly before everything within the castle disappears! The Magic barrier is broken!

Then get out of there, to the ground floor and open gate N. Follow through the caves, avoiding all the falling debris and the level will change.

And so Lara escaped from the castle illusion...  and went back to tell her friends about her adventure...

(If you haven't found the Topaz Island Map, the level will jump to the final cut scene here and will give you an opportunity to collect the remaining secrets.) 

 

Bonus Level 25 - Topaz Island Quest.

Open the chest and get the Map of the South Side area of Topaz Island, the Pistols and ammo.

Walk to Cindy: Could you please hurry! I hate rain...

A Shovel.

Go W to the shoreline and jump right (W) around the cliff, go W and up N to get a Metal Bade after shooting the crate there. Go back and climb into the dinghy, instructions how to operate the boat are given.

Go straight S and to the left an island will appear, go close to the shore and hold Shift and left or right arrow to jump out of the dinghy.
On the E side of the island behind the last palm tree you’ll find the Wooden Handle. Combine it with the Metal Blade to get a Shovel.

Lara: Maybe Cindy knows where to dig..

Valve Wheel #1.

Hop back into the dinghy and head SW, drive over a submerged coral reef to another island. Get out at the pipes and dive into the sea on the E side, here you can swim into an underwater cave and find the Valve Wheel left of those crates. Go back up onto the island and place the Valve Wheel on the pipes.

Dig a Hole, Valve Wheel #2.


Take the dinghy, head back N to the big Island to where Cindy waits, no need to talk to her, but if you do:

Cindy: What? I don't know, where to use the shovel. Did you try to look on the map. I'm sure it is written somewhere. It must be one of those X-es.

From Cindy take the dinghy E to a smaller island. Walk E and just before the top with the plant (there is a cross drawn in the sand), start digging a hole. Lara will uncover another pipe with a Valve; turn the valve.

Valve Wheel #3.

Get back in the dinghy and go S, a tiny island has another Valve Wheel.

Valve Wheel #4.


Go straight S from this island to get to a submerged rock with the last Valve Wheel. The rocks will shake a bit, get into the dinghy and head NW to that big island and get out on the N side, go into the ruins and slide down.

Bonus Level 26 - Underwater Ruins. 1 secret, 2 bonus items: sword & cup.

Lara lands in the water of the Main room, swim into the NE corner for a Small Medipack and SW for Flares. There are 4 tunnels leading from this room.

E - The First Fake Gem.

Swim through the E tunnel into a room, go right around into the SW corner, face N and use the underwater lever. There is air at the ceiling and get some before you go into the opening N where a door opened up. Follow through around a corner and through a glass tunnel. In the next room swim through an opening in the floor to the bottom, keep as low as you can and swim through a crawlspace and once you are in a bigger room there is a breathing hole straight ahead.

It’s a nice room to have a look around, but don’t get close to the jellyfish, they are deadly. Swim into an opening NE and follow to a Timed underwater lever, throw it and swim back. A door opened in the W wall (Saves2-Savegame.11), go in and get the First Fake Gem in the far NE corner.

Get some air first and on your way to the underwater lever NE, look to the right between those big beams, there's a Large Medipack hidden between them. Then you can swim back through the blue tunnel SW, the room with the underwater lever and one more tunnel (W) to the Main Room.

N - The Second Fake Gem.

Swim N to a submerged town, go into the lower opening of the tower NE and swim over the circle tile (#1) to activate it. Swim to the top of this tower to activate tile #2. At this point I swam back for some air.

When you get back to the town swim up and roll as right above where you came from is a small crawlspace. In there you'll find tile #3.

Swim out and take a left (N) and around the corner of this house is another opening. Swim into the passage and roll on the tile (#4) in the end, swim out and straight N to the now open door; go in and up for air in the air pocket. There is a Large Medipack in the SW corner under the entrance building.

The Timed Tunnel Maze Swim.

Use the Timed underwater lever E to open a door at the end of the Tunnel Maze. Swim in left (N) and look for the tubes with the grey rims, they are safe to swim through. At the end sharp right through the open door to get the Second Fake Gem. Swim back and go up for air (Saves2-Savegame.12).

A block will rise underneath so you stand on water, climb up N and get Secret #1, Flares and a Small Medipack, all secrets cleared/ missing Secret Items. The block went down again, so you can swim back to the Main Room (S) and into the building at the end right and prepare to swim into the opening S.

S - The Third Fake Gem.

Swim in and left, get the 2 Large Medipacks in the room at the end and go back for air. Go in again and this time straight up against the current, go against the wall ahead before you turn left, stay in the middle of the tunnel as there are deadly plants up in the ceiling and down in the floor are some updrafts. Go up for air when you’re through.

The Giant Squid.

Save here and now you really should try out something … When you swim straight through the next large area, you can go in between the ribcage of a large skeleton, go into the square opening and watch what happens…

What you really have to do though is: Swim into the ribcage along the bottom and wait there so the Squid will pass overhead, go into the opening and down into the next hole in the bottom, go up for air there. Swim back up and left into the crevice S, left around the corner is the Third Fake Gem. Get back to the building and swim back to the Main Room.

W- City Square, place the 3 Gems.

Swim into the W tunnel and follow to the City Square, there’s a large contraption on the bottom, S is a hole with a Giant Squid and N a hole in the bottom, get in there and climb out in the room where you can place the 3 Gems. The contraption is activated.

If you have all previous Secret, a door will open N, go through, through the water and climb up to get Secret Item #1, the Excalibur Sword. Now go E to where the light flashes and jump through the wall, go down left and find Secret Item #2, a Strange Cup).

Go back, to the S and through the passage with the gems (Saves2-Savegame.13).

Back into the water and to the square with the contraption. Swim S to that mound and into the funnel above it….

After the final cutscene and only when you found all secrets and secret items, a Secret level can now be played:

 

Lara back with her Friends in Hotel Croft:

The Final Conversation:

Lara: ...and that's what happened. It looks like this was Morgana's plan to get into our time. And I do believe I saw Avalon, the final resting place of King Arthur. It was a floating Island in the sky. Probably the most beautiful place I'll ever see in my life.

Cindy: Isn't it an island in the mist, surrounded by water somewhere here on Earth? 

Lara: I don't know. The only thing I do know, is that I never saw so much magic in my life. 

Cindy: And what is this for? 

Lara: According to the book, this is a secret Arthur's armour.
It is all well explained in the book. There were six pieces of it and this is the correct position of how they should be if you put them all together.

Cindy: (if you collected all of the pieces) So what now? It looks like you've collected all of them. 

Cindy: (if you collected only some of them) So what now? It looks like you've collected only some pieces of them. Where are the missing ones?

Lara: I have no idea. But it's the only thing I could bring from the castle, everything else simply vanished.
There is also a place for Arthur's sword, which I had to put into the rock to break the magic barrier of the castle, so I was able to escape....
(if Lara got also the excalibur sword in the Underwater ruins)
and which I got back from the underwater ruins near Topaz island. That was its location in the present. 

Cindy: So this is Arthur's armour from the past? 

Lara: Who knows... even if the book says so. I think I saw Arthur at the end, when he helped me fighting Dedalus, well sort of. And his armour was different. Or was it one of his knights? 

Lara:
(if she didn't collect all the armour pieces) Still I wonder, would I be able to collect all the pieces of this armour if I got another chance?

Lara: (if she did collect all the armour pieces, but not the sword) Still I wonder, would I be able to bring with me also the sword if I got another chance?

Lara: (if she found a cup, the access to the secret levels will unlock) You know what is the best part of all of this? That in the ruins I've found also this cup which I believe is the Holy grail which everybody is looking for.


Cindy:And you didn't tell me this???


Lara: I wasn't sure until now, but I think I know, where it should go. 


Everyone: No Lara!

This will load the next level - Secret level Magic Garden... to be continued...

The conversation continues if you don't have 80 secrets, all 6 armour pieces, a sword and a cup:

Jean: After all you've seen and said, all this is still a mystery. I think you're missing something.


Lara: Some things are better left unknown.


Jean: Yes, you're completely right. What will we do with the armour?


Lara: I will probably give it to the Tintagel museum. I don't need another trophy.


Jean: It's probably the best thing to do.


Kurtis: I'm happy you're alright.


Lara: Yes, me too.


Cindy: I can't stop looking at this armour.


Jean: Me neither it seems so magical.


Lara: I can still feel the presence of magic.


Kurtis: Come on, I invite you to a cup of tea.


Lara, Cindy and Jean: Yes, just ...a little bit ...more and ...we'll go.

 

Secret level - Magic Garden - Demo.

Use the 2 Dark Matters from the inventory on the receptacles at the side of the door.

Go through the open gates and take a left and jump to the rock NW, from there another jump to the SW.

Again jump to the NW and again another jump SW. Use the wheel; this raises a block on the ground floor N (behind you).

A Watering Can (waterskin).

First walk to the most N tip of this ledge and look left, you'll see a dwarf with a watering can. Jump to that ledge and grab it, pull up and the dwarf will turn into stone (will be explained later). Pick up the Waterskin and drop down to the ground.

Metal Ball and Seed.

Head, E all the way in the back. A dwarf is playing there in a field of clover and you see a flash. He turns into stone, so pick up his Metal Ball and now go to the W and push that boulder at the W wall to the side. Go in and proceed upwards (SW). You'll get a sudden flash and at the feet of the stone dwarf get the bag of Seed. Keep going up (S), crawl through and pull up on the left (S).

Crawl through and use the wheel, this also raises a block on the ground floor (S).

But first use the Metal Ball on the hand N and enter.

You are in the classroom of the dwarves.

The Classroom.

Read the blackboard:

Dear dwarves, please close the classroom on your way out!!! Beware of flying fairies in case of emergency turn into stone or run to the amulet.

We run out of shamrocks. Use the machine to breed them. The first one who finds a 4 leaves shamrock, will get a prize. Use the detector, if you can’t find it on your own. It would be great if someone catches a wind fairy and put it into the machine, so it will get enough steam!

Any volunteers? The prize is 200.000 dwarfian golds. Take what you need from here, freely.

Go E and pick up a Net, a Metal Ball and an Empty Jar and combine the Net with the Empty Jar and get a To Catch a Fairy contraption. Now open that chest SW and get an Ancient Book on the Mythology of South America. When you read it, it will give you the explanation to some symbols we need later.

The Wind Fairy.

Go out of the room, down to the ground and find a crawlspace where the howling wind rocks that tree (S). Follow through and find a Wind Fairy flying around, catch it with the net (hit Ctrl near the Fairy), pick up the Jar with the Angry Fairy and leave through the crawlspace.

At the small pool in front of the classroom you can fill the Watering Can.

Activate the Machine.

Go E, climb up and follow through, you are back at the first wheel. Jump to that rock pillar with the contraption on top (NE).

Now you need that book, look up the symbol for Water and put the water in the machine (face S) and the symbol turns blue, use the Fairy (Wind-face E) and the symbol turns grey, the Seed (face NW) and the symbol turn green. Drop from the S side of the rock and push that boulder aside. Inside is the tile to trigger the machine. Watch what happens and go out, an Angry Fairy appears. Go to the E and stand near that statue there (NE) to get rid of her.

To Find the Shamrock.

Go W along the N wall and find a receptacle for that metal ball, place it and a big blue arrow appears. Under the arrow is the Shamrock. Go W and open the big gates NW by using the Shamrock.

Go in and climb the colourful ladder in the NE corner and climb off to the left. Then jump to the ladder E, shift to the right and follow the passage. Turn around at the end and jump up S. Pick up the small castle and watch the flyby.

You'll end up back in the bridge level;

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Congratulations! You unlocked a secret gameplay. Now you can play through the castle levels much faster. Use Merlin's Magic Staff and one of three magic spells.
Fire magic: it lights all the fires in levels. So to light a fire you don't need a torch anymore or find a switch. Put yourself CLOSE to the object and use Fire magic, so it will hit the object.
Napalm magic: it can blast open some of the smaller doors or those which are made of more massive material. When you see the orange light, move away from the door and the orange light will stop and the door will open.
Don't just stand near the door when you see the orange light, MOVE AWAY from the door so it will stop!
Time magic: you can stop the time, so timed doors won't close so quickly, enemies will stop, traps will stop working. You will get some extra time, about 8 seconds. But in some later levels things may change and time magic won't last so long. Still this is quite an advantage...
By using time magic, TIMED RUNS will be easier. You can shoot more time magic at once and create a CYCLE of time magic, so after one time stop ends, the next starts immediately after the previous one.
Now use all this magic to finish the levels as soon as possible, maybe in a completely different way as before and you might save Lara from her second trip to the castle... This time for good...

You can turn on this tutorial any time by pressing F4.

In The Bridge and Arthur's Castle - Daytime levels an icon in the upper right corner will show you, when you can use one of these three magic.
You can turn off those icons by F8 and turn them back on with F7. By default the icons are on. 
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KAP-Bonus Gameplay:

The Bridge. You will arrive back here after the "Secret" Magic Garden level.

All the Secrets and pickups are there again, but there's no need to go for the Secrets again, you found them anyway or else you wouldn't be here. The amount of ammo for the Magic Staff will remain about 100 for each type, no need to go look for more, but you'll have to get the Musket and Flintlock again. Also get and save as much Flintlock and Musket ammo as you can for the Final Battle.

We're not going to write the whole thing again as the route is the same as the Castle levels walkthrough, only difference is that you can create as many shortcuts as you can by using the Magic. Fire for igniting torches, Time to stop time for a while when in a timed run or freezing enemies and Napalm to open some of the doors, doesn't work for all doors/gates though.

To the Bridge.

First up is the gate up in the E side, you can get there by climbing the bridge, go to the N end and jump E over the walls/pillars.

When close to the gate, the Napalm icon appears, use the Staff and fire a Napalm bolt, the gate turns orange, now jump to the S and wait till the gate opens. Go onto the bridge.

The Bridge.

You'll have to go for the two Keys again, so open the trapdoor, go down and get the Monocular. Shoot the ball W and go E, grab the Crossbow and use the rope to get onto the ledge at the vines. Shoot that grate in the wall (NE) and get on the vines, left around the corner and back flip to grab the break tile there. Make your way into the opening and go to the gate at the courtyard.

Just run to that gate SE and use the Fire Magic to ignite the wall torch (stand about a block away). Go upstairs and don't use Napalm on the Timed gate NE. Just do it the old fashioned way, Timed lever S and run to shoot the vase (you could use Time Magic here). Pull the block to the trigger tile like before and go to the labyrinth, do the same as before but you can leave as soon as the gate opened, to get out go like this: Go S from the jump lever, and a block lowers S. At the crossing go straight and take the next left (S). Jump down into the pool and go into the opened gates N. Go left and do the Mirror Room again to open the gate to the Silver Key. Get through that crawlspace and back to the bridge.

Now the gate S for the Gold key where you have to go through the Lava rooms again (use Time Magic on the Timed gate if you need it) and end up in the room where the Golden Key is, you can also get the Musket there. Do the 4 levers to kill the Flames on the pedestal again. The lever for the gate and platforms up E and get the Golden Key. Get out, up to the bridge and open the gate E to get to Castle Daytime.

So now you know how to shorten routes, for the rest of the Castle levels goes the same, find your shortest way through the levels using the Magic Staff where you can.

After using the Teleport lever at the end of Magic Infinity you will end up in the Witch's Castle Level.

 

Bonus Gameplay - Witch's Castle.

As you will notice, Lara is wearing her full body Armour again, so falling or jumping from great heights will be no problem as long as she lands on her feet.

Rock Climbing.

You're in a magical garden, along the W side rock face is a rock ledge sticking out, go around that ledge onto the mount of dirt and jump onto the ledge. Go jump up (almost straight W) to a Life Potion (witch1.jpg), then where it looks like you can't grab or jump up W, jump up S. Grab up W again and you'll hear a kind of explosion (witch2.jpg). Grab up W and shimmy left to where you can pull up.

Up the Pillars.

Main objective here is to ignite 5 big candle stands, 4 covered by big blue spheres and one in the centre of the ring ledges.

To the NE is a Heal Potion, from there to the W is a Life Potion, in the far SW and SE corners another 2 Heal Potions. At some routes a trail of Heal and Life Potions will lead you through the next part (like the famous '"bread crumbs").

First into the Building, Central candle stand:

Go find the green covered pointy rock a bit W from the middle of the place (witch3.jpg). Jump from that to the crack in the pillar N, pull up in the highest corner and jump to the E, from there you can directly hop to the corner of the pillar SE (or use the safer way using the crack in the pillar S). Turn around and jump to grab the top of the sugar cane pillar with the Life Potion on top. Now go SW, to the higher one W and from the highest point a standjump down to the one SW. Follow the row of pillars to the SE and then jump to the block under the door in the structure.

Timed Trapdoor.

Use some Napalm and hop down E, the door will open up and a block went up to the N, that is a shortcut up in case you fall down (backflip on the rock and jump to grab the block). We can just get inside the structure and up to the roof terrace. The lever is Timed and will raise a trapdoor from the ring ledges to the central pillar. Route is NE from the lever, onto the high block of the battlements and a runjump down onto the nearest ring ledge, run to the long trapdoor and sprint to the central ledge (shortcut without lever and trapdoor, from the NE corner of the battlements you can jump onto the top ring ledge and from there straight to the lower ledge on the central pillar). Go up that ladder to the first candle stand, use Fire Magic to ignite it and see blocks have gone up on the lower E ledge.

Now you have to get onto the ring ledges below, I jumped from the S side to the SE, landing just to the right of that pillar, from there jump up SE onto that stone structure and go to the SE corner. Hop onto the ledge S and go around the pillar to use the big button, the Sphere will explode. Use the ladder to go up and ignite the second candle stand.

Just drop down where the ladder is and go NW, jump to grab the top of the upper ring ledge there, hop down the N side onto that block and to the next, from there up to the next upper ledge. Jump N to the pillar with the Sphere, use the button and climb up to ignite the third candle stand. Back down and just runjump down to that Heal Potion SW.

Go W to the pillar and climb to the top, run jump down to the ledge NW (far down). Climb the block W and jump W, there you can grab the monkey climb to get to the next. Drop grab, pull up and turn around to grab up to a ledge with a Life Potion. Turn around and jump W, go around the next pillar using the crack and jump SW. From that ledge to the pillar NW and you know what to do to ignite the fourth candle stand.

When you're done, jump SE to the top of the arches and go S, drop down from the end and make your way to a Heal Potion on the last ledge (SE). Grab up S, turn around and jump and grab the NW pillar, turn around and grab up to the ledge above. Go S and climb one of the blocks S, run jump to the pillar you can see below S and then get to the last Sphere pillar to ignite the fifth candle stand. Grab the Heal Potion and jump around the back for the button, the ladder is around the next corner. A Magic Bridge appears from the arches W to the top of the rocks W.

The Magic Bridge.

After igniting the last candle stand, just run down to the ground and shake the earth. Go N, there's a block that went up near the NW corner of the arches. Go up to it from the E side and jump onto the arch. There's a Heal Potion on the outer corner of the arches, a banana jump right around the pillar W should get you there. Just drop down and go S to a short stump of pillar (witch4.jpg) climb it and jump W, turn around and jump to grab up to the ledge E, stand on the higher part  and grab up to the block that went up there. Turn S and grab up to the ledge, jump SW, then SE and pull up S.

Turn around and jump and grab the NW pillar, turn around and grab up to the ledge above. Go over the Bridge to the W and follow the winding path sliding down slopes and over a rock ridge to the Castle.

The Witch's Castle.

Napalm won't work on this door, jump to that crawlspace E. Get in and down, follow the stairs to a big Hall. Go N and around the corner of that pillar are Explosive arrows next to a vase (to the N is a door we have to open up later by getting some Magic Wands). Go in E, to the right and down the stairs E there, shoot the skeleton and gather the Unknown Magic Materia from a vase, a Life Potion in the alcove E and a Heal Potion around the corner N. We'll be back here later, but now you are familiar with the layout.

Back up the stairs W, right and left, left again and right into the opening in the wall, shoot that skeleton. Go N, over a pit and left around the corner is a Heal potion, around the next corner is an entrance, shoot the skeleton before he even wakes up and go up the ladder. Grab the Musket ammo, jump to the NW corner ledge and get Heal Potion, then go to the E over that ledge, to the left in a window is a Life Potion and there are also other skeletons near by.

Make your way over the walls to the S wall where you'll find another Life Potion. Now go to the far SE corner where you'll find a Heal Potion and 2x Musket ammo after a jump to the ledge. Jump back and go jump to the ladder NE, up and to the top floor.

Upper Floor, the Magic Wands.

Jump to the ledge W, then to the large one SW and over to the door in the S wall, use Napalm and roll to jump back to the large ledge, the door opens up. Go in and get a Life Potion, 2x Heal Potion, Arrows and Musket ammo. Jump back out and go over to a rope NW, swing to the ledge W and go left around to open a similar door for 2x Life Potion, a Heal Potion, Arrows and a pile of Musket ammo. Jump back N to that candle stand, first jump S into the opening in that tower like structure, go up the pole and back flip off. Shoot the skeleton and pick up a Heal Potion. Up the ladder and jump to the candle stand, ignite it and a Timed door opens up E, switch to Time Magic and fire a bolt while running to the door. I immediately started to shoot the skeletons, but the arrows were frozen in the air till the Time Magic ran out, that was funny. Go get the Magic Wands and a Life Potion. In the hole NW are a Heal Potion, Arrows and a Life Potion. Get back to the ladder and pole and don't use both, just run down :).

Jump to the candle stand NW and when you ignite it with Fire Magic, a Timed door opens up E, so fire some Time Magic and use the rope and ledges to get into that door. Inside are more Magic Wands (that door opens up now), jump back out and run to the big ledge W, look down N and in the deepest part of the Hall is the open door, just jump down there.

Go in and the elevator goes up, out E and find Pistols and Pistol ammo in the room with the stairs. all the way up and a block will lift you into the room where Morgana is waiting.

Hit F2 if you want the text on screen.

Impressive. Your skills are impressive. I was able to see time through your eyes. And yes, I did like it, much better than the times before. Unfortunately my magic has been weakened because you destroyed the first castle illusion, so I don't have enough strength to materialize the past quite as it was. The materia you used, was a signal for me, that someone worth my attention has appeared. But unfortunately Merlin also found out my plan and helped you until now. Luckily for me, you found the grail where I stored my memory and by using armour's power I was able to project it into your mind. And here it's just us. I've been stuck in this magic shell for far too long, waiting for someone from the future to find it, so I can finally live again in the true world. What you see here now, all of this is my creation, an illusion, much like this body of mine. To enter your time and world. I need a body that already exists there. If not, I would only be seen as a ghost and only act as a ghost. I already tried that a number of times, entering a body in past centuries as a ghost, but I was never able to adopt to the existing living body completely. Someone always interfered. I was exorcised one too many times and I've seen too many mental institutions. I always had to go back to my safe shell... then I realized I need a peace and a special magical place to adapt fully to the new body... all of this I have right here... So... I will take over your body...

 

Fight Morgana.

 

The scenery changes and you're on a terrace surrounded by empty space.

First Morgana will send all kinds of enemies, you can use Time Magic to freeze them, then fire Explosive arrows or Fire magic and as soon as the Time magic runs out the enemies will die. Don't forget to save after every successful part of the battle. One strategy is to get up close to Morgana as her claws will not reach you there. After Morgana is gone, the final cut scene will play and after that you can watch the credits.

  

When you Fail... the Cursed Level.

The witch has taken your soul, now you are trapped. You are now playing a strange experience, a completely different and corrupted one. This level was built in the past years and then cut off and stored on a backup DVD (it was Lara's home level). After some years we decided to put it back into the King Arthur project, but the level was corrupted and changed somehow its form. So it is said, this level is CURSED. Play at your own risk. This represents an evil ending, and also this level is a dead end. Next time, try to defeat the witch, to continue, but now, face your destiny.

I went to a totally black screen, just hit the forward key and Lara will appear. No saving/reloading here. Just run through till you get to the witch and she has taken over your soul. Your body will disappear as you walk up to the witch.

Finally you'll end back up at the bottom of the stairs so you can give it another go, don't forget the Pistols and ammo.

 

If you type the names of the level builders when you are in the title menu, you'll get a password. This password is also given after the credits when you killed Morgana.

To unlock lggintitle.zip, password - dwg8Ws3

In the CD-Cover folder in the download is a lggintitle folder, unzip it and you can play a demo of TCUE (Twin Crystals Ultimate Edition).

Dec 4 – 2012 - G&D Productions.