HORIZONS - THE DARKHOUSE (Demo)

 

Level and Walkthrough by Justin

 

Walkthrough revised by Phil Lambeth

 

 

Level 2: THE DARKHOUSE

 

Begin in an outdoor area at night. Hit the look key to regain camera control, draw your pistols and run forward into the maze. 

 

Map provided by the builder:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Tunnel

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Tunnel

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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You enter from the east, so W is on top, left is S and right is N.  A dog bolts out from your left, so dispatch it before continuing.  Turn left (S) where the dog came from and take the first right, loop around left for some flares and continue W.  Another dog appears, so deal with it and bear right (NW) and follow to a W wall switch.  Pull it down to open a nearby gate, reverse roll and head back to where you entered this maze.  Head S down the path and turn right to come to an irregular path leading downward W.

 

Go down the path, kill the baby spiders along the way and come to a partially opened gate.  Before entering, go to the NE corner, face S and jump up to grab the upper level.  Pull up and follow to SECRET #1.  Pick up the grenade gun ammo and go around the tree for the SHOTGUN.  Get back down and go through the gate.  Follow the uneven path and right (E) to go up the hill when you emerge out into the open.  Follow the even walkway over a small mound and follow around to a tree.  Loop around right there and hop down in front of a crawl space.  Crawl through, pull out and follow to where a dog attacks.  Open the nearby door and shoot the fuse box next to the burning barrel.   Pull down the wall switch to turn on some lights.  Continue along the path until Lara turns the corner and her attention is diverted toward those lights.  Walk forward a few more steps and grope in the grass for a hard-to-see GATE KEY. 

 

Go back to the crawl space and return to the maze.  Loop around left at the tree and continue to the uneven path leading downward to your right.  Go down, turn left and go through the gate.  Follow through the tunnel and run up the incline to the level walkway.  Continue to the next crossing, turn left (W) and then right at the next crossing.  Continue slightly SW to the closed gate and use the Gate Key to open it.

 

Enter a wide-open area as ominous music starts playing.  Follow the path NW to the covered staircase leading to Darkhouse (as the flyby informs you).   Before going up, however, follow the walkway N and turn left at the small house that requires a key for entry.  Go to the cliff's edge over the water, where the N end of the main house juts out slightly.  Turn around to face S, hop back and grab the ledge, and shimmy right until you can pull into a crawl space for SECRET #2.  Pick up the GRENADE GUN lying on top of a block that has to be lowered before you can open the trap door overhead.  Get back out, shimmy left past the house, pull up and go to the covered staircase.  Go up and turn left to arrive at the outdoor swimming pool.  Jump in for a quick dip and pull out W.  Crouch to shoot the low window and crawl into the house where you're met by a baby spider.

 

Open the W door and enter the next room.  Before opening the door on your right (the door on the left is stuck), pull down the ceiling trap door facing E and pull up S into the duct.  Going N leads only to a shaft where you'll drop to your death.  Draw your weapon of choice and deal with two baby spiders.  Follow to the intersection and turn left.  Take the first right and open the floor trap door.  Go down and turn the valve switch to douse some flames elsewhere.  The N door is stuck, so exit S and open the door at the end of the passage.  Turn right at the crossing (the door ahead is stuck) and left in the next hallway.  Open the door and turn the valve wheel in the next room.  More flames are doused.  Pushing the button seems to do nothing but attract a zombie, but you can make short work of him with your grenade gun. 

 

For a short cut out of here, go S down the previous hallway and take the second left.  Kill two baby spiders (apparently triggered by trying the first left) and open the door that leads back outside.  You can shoot the nearby low window, but that merely takes you back into the basement.  Go beyond to the stairs leading to the kitchen.  The glass door is locked, but not to worry.  Simply shoot one of the windows on either side to gain entry.  Vault up onto the oven and pull down the ceiling trap door.  Turn around and pull up S.  Follow the duct and pull up higher, drop down and go through a crawl space and finally drop down into a room where you'll find the BASEMENT KEY.  Open the door and deal with another zombie. 

 

You've been in this room before, so follow the previous path to exit the basement E.  Once outside again, run past the kitchen and re-enter the basement via the first window you shot out earlier.  Go to the second room and open the N door.  If you want maximum kills you can open the door to your left and disturb a zombie doing his thing in the bathroom.  Use the Basement Key to open the N door.  In the hallway beyond you can either go straight or go downstairs, or turn right around the corner and go upstairs.  Let's explore this floor first.

 

Run N and open the door.  Draw your pistols and shoot a wave of baby spiders.  Push the timed button on the far wall, reverse roll and angle slightly right, and dash between the crates to the timed door in the S wall.  Pull up onto the crate and hop into the vent.  Drop down in the next room where a murder has taken place, search the desk and nearby chest for 2 x flares and push the button in the N wall to move a bookcase somewhere.  Open the door to exit this room and go down two flights of stairs.  Run forward, open the door to your left and enter a small office.

 

The moved bookcase is to your right, so enter the adjacent reading room and search the desk for another BASEMENT KEY.  Note the closed trap door in the corner, go back upstairs (the N room contains a dog and nothing else of note) and detour on the next floor above to open the NE door and search the desk and dresser in the bedroom for 2 x small medipack and 2 x uzi ammo.  There's more to do on this floor, but exit this room and take the stairs up to the next floor.  Loop around right and find the stairs that take you up still higher.  Use the Basement Key to open the door and enter a sparse hallway.

 

Loop around left and open the glass door leading onto the balcony for some flares.  Return to the hallway, open the W door and enter a ballroom.  Open the door to your immediate left and another door to your left and enter the dining room.  Open the desk drawer for some grenade gun ammo.  Run across the dining room and open the S door after searching the desk for uzi ammo.  Enter the kitchen, which you've already visited. 

 

You can open the S door, but there's nothing to do yet in that direction.  Instead, go back through the dining room and W into the hallway.  Turn left and step over the corpse blocking the S opening and enter the downstairs foyer area.  The NW door leads to a small bathroom.  Go down the stairs NE and open the door.  Oops, the kitchen again.  Deal with the zombie that followed you downstairs and return to the foyer area.  Run past the staircase and find that the NE door on this side is already open.  When you enter the passage it closes behind you.

 

You'll encounter two dogs in the passage.  Enter the den at the other end and pull down the cleverly disguised N wall switch to turn off the flames in the main foyer fireplace.  Go back there (the door has re-opened) and enter the fireplace.  Climb up right and enter another bedroom.  Search the dresser and bedside chest in vain before opening the E door.  Run past the passage to your left and enter the next room.  Lara's attention is drawn to the television to her left.  When you go there a dog attacks.  Nothing exciting on the screen anyway.  Search the chest next to the bed for the MASTER ROOM KEY.

 

Exit this room, turn right into the passage and open the door at the end for a short cut to the upper foyer area.  Run around to the N wall and open the door there with the Master Room Key.  In the guest bedroom you'll find the FOX RUBY in the SE desk.  The NW dresser contains a small medipack, as does the SW chest.  The NE bathroom holds nothing of interest.  Return to the upper landing, exit SE and turn left into the library.  Save your game in front of the disguised N wall switch.  Pull it down to lower a ceiling trap door behind you.  Back flip with a roll, sprint to the doorway and take a running jump to grab the hole in the ceiling.  Pull up and reverse roll before the trap door rises again.

 

Pull up N, run forward onto the landing and place the Fox Ruby in the portrait of the attractive woman.  Go to the opening in the railing and safety drop to the floor below.  Enter N where the bookcase moved aside and pull up into the opening.  Drop down into the next room and push the E wall button to turn on the lights and reveal some disconcerting graffiti.  Kill the horrid little monster, then pull down the disguised W wall switch between the two easy chairs.  A block withdraws, so drop down S and follow the passage to draw out another horrid little monster.

 

Continue S past the steam blower, turn right and enter the alcove where another steam blower is operating.  Hop up N and follow the passage past another steam blower until you come to a trap door.  Pull it up and safety drop into the vent below, sustaining an unavoidable health loss.  Nearby is another floor trap door.  Pull it up and drop down into the meat freezer.  A door opens when you land.  The nearby grate is not breakable, but you can jump up and shoot the hanging slab of meat.  Do so to awaken the two dogs outside.  They're so hungry that they do you a favor by breaking the window and coming toward you for dinner.  When they see you, however, they lose all interest in the meat, so kill them. 

 

Exit the meat freezer and turn left.  Going straight ahead just takes you back to the kitchen.  Go outside and use the stairs to get up to the driveway.  Loop around left and hop up E into the alcove.  Pull down the wall switch to open the garage door at the end of the driveway.  Inside the garage, the door at the bottom of the steps simply leads to previously explored territory in the basement.  Instead, pull down the NW wall switch to raise a platform outside.  Exit the garage and loop right all the way around the house until you reach the cliff overlooking the water.  Slide down and go to the end of the rock outcropping.  Jump NE to the raised platform and hop over to the balcony for the SHED KEY.

 

The shed is right in front of you, so if you don't mind losing a bit of health you can simply take a running jump with a right curve to land on the bank below.  Otherwise, you'll have to take the long way around the house.  Use the key to open the door to the small shed.  Open the trap door inside and use the ladder to climb down to the room below.  Enter the subterranean tunnel S and hit a level jump.

 

SUB BASEMENT

 

Follow the tunnel past a spear trap, an empty pit and a flame blower that's not working properly.  When you come to a chasm where condensation is dripping from the ceiling, shoot a couple of bats and jump W across the gap.   Note the trap door up in the corner to your right as you follow the tunnel left.  When you pass over the wooden flooring and the camera angle changes, reverse roll and run back toward the boulder coming toward you.  Duck left into the alcove for protection.  When the boulder has gone by, go to the open trap door, turn around and grab the ledge above, pull up and use the reach-in switch to open the gate in the previous tunnel.

 

Go there, jump over the spear trap and enter an underground work area.  Climb onto the crate, jump up to grab the ledge above and shimmy right until you're just past the crate.  Pull up and backflip onto the scaffolding.  Run S past the spear trap and turn right before the flame blower can activate.  Continue to the end and pull down the overhead trap door.  Pull up S and take a running jump SE, using the action key at the end, to land inside the opening.  A squishy-block spear trap is activated, so time a run past it and stop.  Another spear trap is activated ahead of you, this one from the ceiling.  Run past the spears as they're ascending, and you'll come to a room infested with baby spiders.

 

Clear the area (some of them may drop down through the cobweb), then hop up N onto the rock slab and save your game before pulling down the timed wall switch.  Reverse roll, run forward and jump off the rock slab, continue straight ahead and jump onto the slope in the far wall.  Jump off with a twist to land on the wooden platform, run forward and turn left to scoot past the timed gate. 

 

Continue along the tunnel until you reach a pit with a spear-riddled ceiling. Drop down onto the NE block and kill all the baby spiders down below.  Hop down and shoot the invisible barrier in the E tunnel.  Follow around the corner to SECRET #3 and the UZIS.  Get back onto the block and take a running jump W.  Slide down and the gate ahead opens for you.  As you enter the next room the gate closes behind you.

 

This room has eight pillars with eight mounted torches, but only four of the torches are to be lighted, and those four in a particular order.  But first we must make it possible to reach those pillars.  Go to the gate in the S wall.  Pull up onto the slope just to the right of it and back flip onto the pillar behind you.  Jump NW onto the nearest portion of the bridge (the rest of it will collapse beneath you when stepped on) and hop SW onto another platform in front of a reach-in switch.  Activate it to raise a platform.  Take a running jump NE onto the farthest collapsible portion of the bridge (saving the rest for possible later use) and run forward onto the safe pillar.  Back flip onto the NW slope and jump off to grab the raised platform. 

 

Pull up and take a running jump slightly NE onto the sloped platform ahead.  Jump off onto the scaffolding.  From there jump slightly NE onto the green-tinted pillar with a mounted torch.  Hang from the N edge and drop down onto a wooden platform.  Use the reach-in switch there to modify the behavior of the nearby flame blowers.  Hop back up onto the previous pillar and jump up to grab the ceiling.  Monkey swing S across the room and turn right to make your way past the intermittent flame blowers.  At the end of the path drop down onto a pink-tinted pillar.

 

Use the reach-in switch in the W wall (hard to see) to turn on a flame at floor level (and raise another platform) and hop back from the N edge of the pink-tinted pillar (if you safety drop you'll fall right through it) to the solid portion of the bridge below.  From there, hop down to the floor.  Go to the flaming pipe in the N wall (it won't hurt you) and turn around to find a reach-in switch in the pillar to your left.  Reach in and pull out a TORCH.  Ignite it on the nearby flame and save your game here, as the tasks that follow need to be done in the precise order described.

 

Map provided by the builder:

 

 

 

 

 

 

X

3

 

 

 

 

X

X

 

 

F

 

2

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1

4

 

 

 

 

 

 

 

If you wish to bypass this puzzle, you have the option of lighting an incorrect torch intentionally to open the gate in the S wall.  Choosing this route (set forth below) takes you through several hazards that you can avoid simply by lighting the torches in the correct sequence.

 

Alternate route (S gate): Pull up S and grab the large medipack. Shoot the two snakes in the pit below, then drop down into the pit and pull up the other side (watch out for the falling debris). You'll lose health contacting the spears, so pick up the large medipack and replenish as necessary. Save your game at the S opening. Face SW and jump forward. Run past the swinging blade and jump over the spear pit while avoiding boulders coming at you from three directions. Pick up another large medipack on the other side, continue along the passage and stop at the spear trap gauntlet. Check the timing of the spears.  If the vertical and the horizontal spears trigger at the same time, then don't bother.  You'll never make it.  Reload your savegame before the boulder ramp and try again.  Hopefully this time there will be an intermittent triggering of the spears.  If so, save your game again and stand with your back against the wall, facing the spears.  When the vertical bank of spears starts to rise, take a running jump across the gap.  Wait a split second (it's hard to be precise here) and take a standing jump over the second gap.  Once you've completed this sequence successfully, save your game again.  The rest is fairly easy.  In the next room run up the right side of the first ramp to avoid the swinging blade.  Run up the second ramp and stop in front of the spear trap.  You need to time not only the spears but the flame blower.  Run to the left of the flame blower and stop, as there's another one right around the corner.  Time a run past it and slide down into a room where you'll find the ORZHOV RELIC on a plith.  The exit gate opened when you landed, and the E gate in the pillar room opens when you took the artifact. You can either continue the game now (from the bottom of the second paragraph following) or reload your earlier save and play the "intended" way as set forth immediately below.

 

Go to the S gate, jump onto the slope just to the right of it and jump off onto the pillar.  Don't light the mounted torch there, but hop NW to the bridge and take a running jump N to the green-tinted pillar.  Don't light that torch either, but jump NW onto the slope and immediately jump off to land on the wooden platform against the N wall.  Take a running jump NE onto the slope and jump off to land on the central scaffolding.  Stand jump SE down onto the green-tinted pillar and light Torch #1.  Take a running jump W to the slightly shorter pillar, hop down to the floor and light Torch #2 on the adjacent low green-tinted pillar.

 

Get back onto the bridge as you did before and jump across N onto the green-tinted pillar and light Torch #3.  Finally, get back up as you did before to the tallest pillar in the NE corner and light Torch #4.  Toss your torch to the floor (where you can find it later) and make your way back down.  The gate in the W wall is now open, so enter to find the ORZHOV RELIC on the plinth.  When you pick it up the gate in the E wall opens, so retrieve your lighted torch and take it with you up the E slope, across the pit and through the tunnel to the room with the timed gate.

 

Once there, toss the torch onto the spider web that covers the pit.  When it burns and shatters, drop down into the water (being careful not to land on one of the pillars).  Wade out and shoot several bats.  Go N past the swinging blade, pull up onto the slope and back flip with a twist to land on the scaffolding.  A simple back flip didn't work for me.  Take a running jump W to the bridge and go up to turn the valve wheel.  This turns off the flames in the E opening. 

 

Enter the E tunnel and pass the dormant flame blowers.  In the rainy cavern use the crate to access the scaffolding.  Climb to the top and jump W to the next section.  Time a jump past the spear trap and back flip off the slope onto the top of the scaffolding.  Don't try to hop higher, right or left.  Instead, take another running jump S over the spears and continue with a standing jump and grab to the opening.  Pull up and run through the tunnel, encountering one of those horrid little monsters along the way, and continue to a level jump that brings you back to the basement of Darkhouse.

 

Level 2: THE DARKHOUSE

 

Climb down the ladder and deal with two snakes that have gotten into the house.  Go S and around the corner to find another ladder leading up to a passage with a wall switch (you may or may not see a zombie on the other side of the grate).  Pull it down to lower a trap door outside and to drain the swimming pool.  Return to the ladder to find the shaft filled with water (presumably pool water).   Swim down and loop all the way around to the right to access the drained pool.  Exit the pool, go down the covered stairs and head S toward the gazebo.  If you wish, you can go past the gazebo and take out the zombie that was protecting the grated opening.  Climb down the ladder in the gazebo and go through the N tunnel to another level jump.

 

 SUB BASEMENT

 

Continue along the tunnel and shoot the baby spiders.  When you reach the wooden bridge, walk slowly across until a boulder is triggered.  Wait until it comes to a complete stop, then you can safely shimmy past it and pull up beyond the collapsible portion of the bridge.  Hop up into the W opening, open the door and climb up onto the crate.  Turn around, time a jump onto the platform so you don't get scalded, and pull up S.  Turn around again and take a running jump and grab to the N platform.  Pull up and enter the passage. 

 

Kill the snake in the partially flooded passage and continue to the crossing.  Turn right, enter the crawl space and drop down into the water. Swim up into the pool and pull the underwater lever underneath the N platform.  Pull out quickly onto the platform, kill the snake if you wish, then jump up S to grab the vent.  Pull up and follow to an opening.  Drop down, kill the zombie and open the S door.   You're back in a familiar area.  Turn right and go through the open doorway.  Search the desk for shotgun ammo.  Loop around left and place the Orzhov Relic to open the trap door.  Drop down and run a few steps to another level jump.

 

Level 2: THE DARKHOUSE

 

Enter a conference room and search the small chest for some DIARY NOTES and the CITY KEYS.  Take a snoopy look in the diary and learn that the tablet on the conference table has some apparently supernatural qualities.  You won't find out what they are here, however, so use the City Keys to open up the N wall.  Step inside and enjoy the concluding flyby as the level ends.

 

 

 

Original Walkthrough provided by the builder:

 

The Maze

 

We begin at the back entrance to the Estate property. Run forward into the maze, and dispatch the Dog that surprises Lara. Take the first left, then a right, take care of another bloody Dog and continue on the right path to a Lever Switch (S). The switch opens a Door in the tunnel below. Head back toward the entrance of the maze, and take the right all the way down (a left as you entered the maze).  Follow the path to the tunnel and kill the Spiders, passing through the Door and back up to the maze.

Secret#1 is through a hole in the ceiling at the far corner near the gate.

Head left, taking two rights to a tree, and head to the right into a crawl space. Kill the Dog in the next area. There is a power box behind the gate, but it only turns on the lights around the maze. Further ahead is a Gate Key (K) in the grass. This opens the Door (KH) near the first Lever Switch (path adjacent to it) to exit the maze.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Now the level really begins. Secret#2 is underneath the house, where east wing overhangs the cliff. Drop down and shimmer under the overhang and pull up into a crawlspace. If you end up in the water, just swim to the rocks nearest the shed.

 

 

Basement

 

For the most part, you can ignore the open area, and head for the stairs to the pool area. Shoot through the basement window on the right and enter. Kill the Spider and enter the Door to the next room. Open the Ceiling Trap Door and pull up to the vent. Take the first left and then the next right and open the Floor Trap Door. Turn the Valve Switch, turning off the fire in the next room over. Leave the room via the Door and head to the left, to the next hall, and to the left again. Through the next Door is another Valve Switch to turn off the fire in the kitchen. Now you can leave the basement and shoot through the windows to the kitchen. Open the Ceiling Trap Door into the vent. Drop down where the fire was turned off, and grab the Basement Key. Exit the room and run past the Zombie and exit the basement again. Head back through the basement window on the right and open the Door to the right, and use the Basement Key in the next room.

 

East Wing

 

Head straight for the Door across the hall and enter to the east wing attic. Shoot the Spiders and flip the Switch on the far wall. This opens the timed Door on the opposite wall to a storage closet. In this closet, vault up to the vent and drop into the next room. Flip the Switch behind the desk to open the bookcase in the lowest room. Head all the way down and take the left to this office, past the bookcase. Grab the Basement Key from the desk and head all the way back up. The stairs to the main floor are on the right-hand wall, far corner, as you initially entered this area. Use the Basement Key to enter the main floor.

 

Main Hall

 

Head to the right and then the left through the ball room. To the left is the dining hall connecting to the kitchen. To the right is the office off of the main hall. In the living area, head to the open Door to the left and kill the two Dogs. With the Doors reopened, enter the next room and flip the Sconce Switch to turn off the fire in the fireplace. Back in the hall, head up the chimney into the next room. Exit this room into the next, and grab the Master Room Key from the nightstand. Fallow the hallway to the main hall and use the Key to the master room. Grab the Fox Ruby from the desk, and head back to the hallway you just came from. To the left is the library. Pull the Sconce Switch and quickly flip around and sprint, jump up through the ceiling and pull up. On the far wall of the library's 2nd floor, use the Fox Ruby to open the bookcase below. Drop down and enter the wall, dropping into the room next over. Flip the Switch to turn on the lights, and then pull the Sconce Switch on the opposite wall to open part of the wall. Drop into the passage and kill the Blind Hunter. Continue past the steam vents and up and over some passages. You'll arrive at another Floor Trap Door, and drop down (Lara will take damage) to the vent below. Another Floor Trap Door will get you into the meat locker. Jump and shoot the bar holding the lone piece of meat to drop it to the floor, attracting the sleeping Dogs just outside. They will break through the windows, allowing Lara access to the front area of the mansion.

 

Outside

 

Up the stairs and to the left, there is a Lever Switch in the wall to open the Garage Doors. In the garage, you can open the Door to the basement if you like. Pull the Lever Switch to raise the Trap Door on the east wing. Head out and past the main doors to the cliff-side. Drop down and run-jump to the Trap Door, and hop across to the scaffold to grab the Shed Key. You can either run and jump to the ground level, or jump into the water and climb up (or even jump back and go through the front doors through the mansion). Use the Shed Key and open the Floor Trap Door to the tunnels.

 

Tunnels

 

Start off avoiding the spikes, and continue to a wet cavern. Kill the Bats, and jump over to the next tunnel. Avoid the boulder that drops down by ducking into the alcove to the side. Jump up where the boulder dropped from to pull the Wall Switch to open the Mine Door. Jump over the spikes and jump onto the box. Jump over to the scaffold and run past the spikes and flame. Around the corner, pull down the Ceiling Trap Door and vault up. Jump over to the opening in the middle of the room. Run past the crushing spikes into the Spider's nest. (if you look down, you can see 8 pillars. 4 have flames and numbers) Kill the Spiders, then pull the Lever Switch on the wall to open the Timed Door above. Flip around, run, jump onto the slope and flip around to get through the Door. Follow the tunnel to a pit with spikes above. Drop down and kill the Spiders, then jump up to get to the other side.

Secret#3 is through a shatter-able web in the pit.

 

Torch Room

 

The next room has 8 pillars and 8 torches. Before we start with the torches, we need to raise some Trap Doors and turn on the flame. Jump up onto the pillar using the break in the wall. Jump over to the bridge and to a platform behind the next pillar. Pull the Wall Switch to raise the Trap Door nearby. Jump over and up onto this Trap Door. Now make a running jump to the slope, holding down jump to flip onto the hanging platform (Lara may jump past and fall to her death). Jump over to Torch #4 and drop down to the platform against the wall. Pull the Wall Switch to turn off the flame on the far wall. Now monkey swing past the timed flames and drop onto the tall pillar. Pull the Wall Switch to turn on the flame at the floor level, and raise another Trap Door. Drop down to the bridge and to the floor. There is a hole in the pillar near the flame, holding the Torch Item. Light the torch and jump your way to Torch #1. Do this the same way as before, making a standing jump from the hanging platform to the pillar holding Torch #1. Lighting them in order will open the Door on the far side to the Relic Room. Lighting the wrong torch, or lighting them out of order will prevent this Door from opening, and instead opens the Door on the left side of the room. The room ahead houses the Orzhov Relic, grabbing this will open the door back to the spider lair.

 

 

 

 

 

 

X

3

 

 

 

 

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1

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If you manage to light the wrong torch or light them in the incorrect order, you will not be stuck. You will, however, enjoy a gauntlet of traps. First up is a spike-ceiling Snake pit. Don't worry, they don't lower. Part of the ceiling does fall, though. Drop down and jump up the other side, taking some damage.

Next up is a boulder run. Drop down and quickly jump and sprint past the swinging blade, and jump over the spikes.

Next get ready for some scary-precision jumping. You must run and jump past the first crushing spikes, wait a second, then standing jump over the next pit. This requires ridiculous timing, but it can be done. The next area is pretty easy. Run past the almost harmless swinging blade, up the ramp and past the spikes and flames.

 

Cavern

 

Once you get the Relic, take the lit Torch Item into the spider lair and throw it onto the web. Drop down into the water, and kill the Bats. Jump onto the slope behind the swinging blade and jump onto the scaffolding. Run and jump to the next bridge and turn the Valve Switch to turn off the flames across the way. In the next area, jump onto the box, and then onto the scaffolding. Continue up to the spikes, and time it to run and jump, jumping off of the ramp. This is easier than it looks, Lara almost never gets hit on the jump back. Run and jump over the spikes and up through the exit. Kill the Blind Hunter, and exit back to the basement.

 

Sub Basement

 

Drop into the next area and kill the two Snakes. To one side is another latter to a room with a Lever Switch. This open the Trap Door under the gazebo and drains the pool. Drop down to the now flooded corridor and up to the empty pool. Climb out and head to the gazebo. Drop down into the tunnels again. Follow the tunnel and kill the Spiders. Run across the bridge and jump over to the left or right, avoiding the boulder. Through the Door, jump up onto the platform with the steam. Vault up, and then run and jump and grab the next platform. In the hall, kill the Snake. To the right, crawl through the break in the wall and down into the water. Swim up into the pool and pull the Lever to open the Door in the hallway. Jump up to the vent above the water and drop into the room, running past the Zombie. Through the Door, use the Relic to open the wall, leading to the secret office.

 

It is here we learn of a strange tablet found at a portal somewhere in the city. We also get the City Keys, which will be used in a few places in the full game. Use the Keys to open the wall to the east wing, finishing the level.