RELICS OF POWER (PART 1)

 

Levels by Richard Hill (Seth94)

 

Walkthrough by Phil Lambeth (Levels 1 and 2) and Nina Croft (Levels 3 and 4), with a special thanks to manarch2 for confirming the locations of all 13 secrets.

 

 

Level 1: CORNISH CLIFFS

 

 

Jump from the helicopter, slide down and land in a pit facing a closed gate.  Approach the gate and turn left into a passage.  Follow to the end and pull out into an enclosed courtyard.  Pick up the flares NW and pull down the wall switch SW.  Go back and find that the gate is now open.  Stand at the edge of the steep cliff and wait for a vulture to arrive.  Hang from the edge, release and slide down the slope, grab the edge and shimmy left until you see a crack in the wall below you.  Shimmy left until you can pull up into SECRET #1.  Grab the shotgun ammo and large medipack, then jump into the water below. 

 

The current will carry you a long distance (if there's another secret along the way, I wasn't able to fight the current sufficiently to get it) and drop you through a waterfall into a moat surrounding a castle.   As you swim forward and turn the corner, you're greeted by gunfire from a mafioso on the steps.  Pull out and kill him, as well as his dog.  Vault up onto the W ledge and follow it around the corner for some MP5 ammo at the end (next to the waterfall).  There's a small medipack at the far end of the E ledge (note the ladder as you pass by, for later).  Go back and up the N steps.  Turn around and shoot a mercenary firing at you from above. 

 

Use the block to pull up onto the higher ledge and go around to the SE corner.  Pull down the wall switch in the E wall there to open a gate and release a mercenary and his dog.  Go into the E room where they came from and move the crate from the E wall to lie underneath an opening in the N wall.  Pull up inside and crawl through to the end.  Drop down onto a ledge and go around for grenades and shotgun ammo.  Get down and pull down the wall switch near the closed gate to release a trap door back in the moat area.  Crawl back to the previous room and exit W to the moat area.  The lowered trap door is on your left.  Vault up onto the block beneath it and pull up onto the higher ledge against the N wall. 

 

Pull down the wall switch at the other end to open a gate down below in the W wall.  Go there to find a flooded room.  There's nothing in the water, so take a running jump NW to grab the monkey bars.  Monkey swing to the N wall, release and grab, and shift all the way to your left.  Climb up into an alcove and pull down the wall switch to lift a gate elsewhere.  Drop down into the water and climb out S.  Take another running jump NW to grab the monkey bars, but this time monkey swing in the opposite direction, starting out S and taking a winding route until you can release and grab a ledge near the N wall.  Pull up and grab the ivy-covered wall ahead.  Climb up to an upper area and shoot a mercenary.  The gate you raised is in the SW corner.  Enter and crawl to a pushblock.

 

You can neither push nor pull, so let's look for Plan B.  Go back to the monkey bars, jump up to grab, and monkey swing around in a counterclockwise direction until you can drop down onto a ledge.  Jump across to the ledge at the SW corner and greet the other side of that pushblock.  Pull it back, then jump back to the previous ledge.  For a secret, go to the E wall, left corner and hop back.  Take a running jump, curving slightly right, to grab the ceiling near the SE corner of the room.  Monkey swing around to your right, and when you're directly over the entrance ledge far below, turn right and monkey swing to the wall.  Release and grab the wall.  Climb down a fair distance until you're able to black flip into a large window alcove for SECRET #2.  Pick up the flares and uzi ammo, then drop down to the entrance ledge.  Repeat the moves described in the previous paragraph to reach the upper area where you shot the mercenary.  You'll find another revealed crawl space in the SW passage.  Follow to a dead end.  You can't miss that poised boulder to your left.  Head E down the ramp and run off to the right as the boulder comes crashing by.  Jump NW to grab the window opening and pull up to find a wall switch.  Pull it down to open the gates back in the moat area (as you can see, it's still raining steadily outside). 

 

The gate down below has also opened to provide a short cut, so descend the blocks and shoot a dog and a mercenary.  The opened gates are on the upper tier, so go to the N wall and climb up past the lowered trap door.  Make your way around clockwise and enter the S opening.  To your right is a ladder for later.  Go left, turn the corner and find a fire trap.  Use the overhead monkey bars to monkey swing over the first row, then take a running jump with grab to clear the second set of flames. Turn left and slide down to an opening that overlooks a deep, partially flooded room.

 

There's nothing to do up here right now, so drop down into the water, swim over to the SE corner and pull up onto a ledge.  Intermittent flame blowers are triggered in the passage ahead, but when they go out they stay out for a while, giving you plenty of time to get across to the S pushblock.  Move it back patiently as far as it will go, timing the flames as you proceed.  Turn around, jump into the water, swim over to the SW corner and pull out into the passage.  Go around and time your way past the flame blowers from the other side, push the block once, go back around and jump back into the water.  Pull out onto the ledge and push the block once to the left, get up onto it and pull down the wall switch to extinguish the flames on one of the pillars in the partially flooded room.

 

Get back into the water and pull out into an alcove in the middle of the N wall.  Pull up higher. To your right is a large medipack, to your left is shotgun ammo.  Step out to the opening near the shotgun ammo and face SE.  Take a standing jump to grab the opening in the E wall.  Pull inside and crawl forward for SECRET #3 and shotgun ammo.  Get back into the water and climb out onto the short pillar near the E wall.  Jump to the ladder in the taller W pillar and climb up to the top.  Take a long running jump E and grab the ledge.  Pull up and find a wall switch that lifts a gate at the top of this room.  Jump back to the previous pillar, turn left and take a running jump to grab the ladder on the N pillar.  Climb to the top and pull up in the left corner where the flames won't hurt you.  Turn left and take a standing jump to grab the ladder in the tallest E pillar, then climb to the top.  This is where you came in.  Jump SW to the ledge jutting out of the wall, and from there jump W to grab the ledge in front of the opened gate.  

 

Enter and drop down into an underground corridor.  Follow to a ledge over a river, near a familiar waterfall.  Walk to the far right corner, turn around, face slightly SW and take a standing jump to grab the wall.  Shift all the way left and climb up to a higher room.  Light a flare, crawl S and turn left at the wall.  When you can stand up, go forward and pull up left into a deep room.  Grab the small medipack from the NW alcove, then climb the ledges to find some closed N gates.  Climb the block in the SW corner and jump to the E pillar.  Monkey swing across the room to the upper N ledge.  Go to the W end, jump to the S pillar and note the Roman numerals in the ceiling as you pull up: I, II and V.

 

Pull down the wall switch at the far end of the ledge to open one of those gates in the N wall down below.  Return to the N ledge, safety drop to the floor and enter the opened doorway.  To your right is a bay of five wall switches.  Remembering the Roman numeral clue, pull down the first, second and fifth switches (from left to right as you face them) to open the other N gate outside.  Go there, down the stairs, then drop down three times until you reach another ledge overlooking that strong-current river.  Side step right and jump up to grab the monkey bars.  Monkey swing halfway across the river and turn to your right.  Continue toward the opening you can see ahead in the N wall.  However, don't attempt to approach it directly, or you'll lose your grip and fall into the river.  Instead, continue straight to the N wall to the left of the opening and drop down safely onto a ledge.  Pull up into the opening and climb up into a higher area.

 

Pick up the nearby flares and hop to the S passage.  Follow to an opening that overlooks the river below.  Hop to the slope either to your right or left, and shimmy to the other side.  Pull up at the end, back flip to the opposite slope and jump off with a curve to the right or left as appropriate to bring you safely to level ground.  Continue until you reach a hole.  Drop down twice and crawl through the N triangular opening.  Back out the other side, but of course don't release.  Shimmy left until you're able to pull up into another crawl space.  Crawl around until you can stand, then follow the passage to an outdoor area where it's still raining.  Shoot the dog and mercenary, then look around and note more closed gates.  Go to the NW corner and look right to find a wall switch.  Pull it down to open the nearby W gate and release another mercenary

 

Enter W and find a small medipack.  Move the block so that it blocks the entrance to this room.  However, in this position you can use it to access the higher E ledge.  Go outside and take a running jump S to grab the adjacent ledge.  Pull up and shoot the vulture, then pull down the wall switch to open the gate below you.  For another secret, stand at the SE corner of this ledge, light a flare and take a running jump SE to land on the translucent platform that you can barely discern with the help of the flare.  Walk to the far end and take a running jump NE to land on the next ledge for SECRET #4.  Pick up the UZIS and drop to the floor.  Run across to enter the W room, shoot the dog and climb the ladder to the top.  Climb down two rungs and take a rolling back flip to grab the crack in the wall.  Shimmy right and release onto a ledge.  Pull down the wall switch and safety drop to the floor.  Go outside and find the opened NE gateway.  Go outside to another ledge overlooking the strong-current river. 

 

Step out to the far right corner and take a running jump NE across the river to a ledge.  Jump back across the river NW and enter the opening in the W wall.  Follow the passage to an outdoor opening and shoot the vulture that you've attracted.  Climb the wall to the right of the opening and pull up into a higher passage.  Follow around the corner to trigger a boulder.  Run to the short wall and stoop.  The boulder passes harmlessly overhead, but there's another one up there.  Vault up, stand jump forward, back flip and stoop while the second boulder sails by.  Now you can run safely up the ramp and pull up left.  Follow to a closed gate, where it appears you're stuck.  However, there's a nearby hole in the ceiling.  Face W and jump up to grab the opening.  Pull up inside and follow to an opening where you can access a bridge.

 

Cross the bridge to the N side and pull down the wall switch to raise a trap door to your left.  Return to the bridge and take a running jump E to grab the raised trap door.  Pull up and jump SE onto the stone bridge.  Turn right and run to the N wall.  Turn right, hop back and slide.  Grab the edge and climb down to the ledge below.  Turn around, mount the block ahead and use the zip line to cross the river.  Go around the central column and drop down into the hole.  Proceed S and  and take the SERPENT STONE from the raised platform.  

 

Climb back up through the hole in the ceiling, jump into the water and allow the current to carry you back over the waterfall.  Swim to the steps, go up and climb the N block to the second tier.  Use the block below the lowered trap door N to access the third tier.  Go around clockwise and enter the S gateway.  Remember that ladder to the right I told you was for later?  Well, later is now.  Climb up to a higher passage, step forward and hop back as a boulder comes down from your left.  Follow the boulder's path down the ramp, and you can see another boulder poised to your right.  Turn left, run down the passage and turn right into the side passage as the second boulder rumbles by.  I hope you didn't go too far into this side passage, as a third boulder lurks ahead. 

 

Turn around, hop back to trigger the third boulder and run forward and to the left.  When the third boulder comes to rest, squeeze past it and go where it came from.  Follow to a pit and use the monkey bars to your left to get across.  Release and grab the ledge.  Pull up and go to your right to pull down the wall switch.  Safety drop to the floor (or run off the ledge onto one of the blocks below) and shoot the mercenary who's waiting for you.  The S door in this room is open now.  Enter and claim the second SERPENT STONE.  Exit this room W.  You're now on the second tier, so get down to the steps and follow the E ledge to the ladder in the S wall you noted so long ago. 

 

Climb up to the room above.  Place the Serpent Stones to lift the gate between the receptacles.  Follow the passage to end the level.

 

Level 2: THE CASTLE

 

Continue along the passage.  In the next room pick up the flares and a small medipack.  Step on the grate in the center of the room and it will release under your weight.  Slide down into a flooded area and note the nearby presence of an enemy you can't see from here.  Jump into the water and swim into the N opening.  Surface, pull out and engage two warriors who emerge from the darkness.  Get the shotgun ammo from the NW corner and locate the pushblock at the SE corner.  Pull it out and move it to the middle of the W wall.  Use it to access the upper ledge and pull down the wall switch to lift a gate elsewhere.

 

Get down, jump into the water and swim back S.  Pull up onto the pier as you enter the main room, either to your right or left, and shoot the mercenary up on the stone bridge whose attention has been attracted.  Swim across and pull up onto the S pier.  Turn left and take a running jump to grab the ladder in the W wall.  Climb up, shift left and drop down onto the stone bridge.  Take a running jump N and grab the far ledge.  Pull up and hop onto the block to your right.  Go to the SW corner and jump S to grab the opening above.  Pull up for SECRET #5 and retrieve the flares and large medipack in the passage.  Go back to the opening and run off N onto the ledge. 

 

Run across to the NE passage and follow as the gate slams shut behind you.  You've entered a large maze-like area.  If you wish to map out your position, remember that you're facing E as you enter.  If you take the "left only" route, as I did, here's what you'll find, in this order:  An alcove with a grate and the Roman numeral I, a mercenary, a closed grate with the Roman numeral V, an alcove with uzi ammo on a window ledge, and a little later break the pattern by turning right as you face a lighted wall torch.  You'll go up some stairs and come to a wall switch that lowers the grate at Roman numeral I.  

 

Go back the way you came, turning right at every corner this time, until you come to the opened grate at Roman numeral I.  Drop down and locate the wall switch.  Guess what that does?  Pull back out and go back to your right toward the entrance to the maze.  Continue past it and make more right turns until you reach the opened grate at Roman numeral II.  Drop down and grab the MP5 ammo.  Push the pushblock twice into the next room and push it aside to reveal a wall switch.  Gee, isn't this fun? 

 

Pull out into the maze and engage the waiting mercenary.  If you follow the maze making right turns, you'll first come to the closed grate at Roman numeral IV, then an alcove with grenades, then the closed grate at Roman numeral V, and...I finally found the opened grate at Roman numeral III, but it was strictly trial and error, and all I can say is that it's basically S from Roman numeral II. 

 

Anyway, when you've finally found it, drop down twice onto a ledge at the water's edge.  You're facing a double timed run to get across safely. Jump into the water, swim to the other side and pull the underwater lever to extinguish the flames on one of the two pillars.  Swim back, pull out and jump to the first pillar.  Turn around and jump NW into an upper alcove.  Pull down the wall switch to turn off the flames on the second pillar.  Jump into the water, swim across and activate the underwater lever again.  Swim back and now you can jump to both pillars and reach the S ledge before the flames return (jump from the middle of the first pillar to the second pillar, so you won't bump against the ceiling).  Pick up the shotgun ammo at the right end and pull down the wall switch at the left end to access the grate at Roman numeral IV in the maze.  Return there.

 

Make your way N, then E until you reach the Roman numeral IV grate.  Drop down, crawl through over a grate and climb the ladder at the end.  Shift left, drop down and pull the wall switch.  Return to the maze.  Make left turns and you'll eventually return to the beginning.  Continue, pass Roman numeral I and you'll finally get to Roman numeral V.  Drop down, go around the central pillar and slide down E into a passage. Follow to the end and emerge in a large room with bookcases.

 

Loop around left and squeeze between the bookcases to find a small medipack at the end of a short passage at the SE corner for SECRET #6.  There's nothing in the SW corner, so run across the room and in the wider passage on the left locate a book switch in the N wall and activate it.  You hear the sound of a door opening close by.  Turn around, exit this passage and loop around left to the other wider passage at the N end of the room.  You'll find the opened doorway, but before you enter, go into the small room W and find receptacles for three keys.  Finding those keys is your assignment for the rest of this level.  To start off (although you could choose an alternate route to begin by going through the E opening), go to the NW doorway, enter and jump into the water.  Follow the long winding passage to a pool.  Watch out for the falling debris (there are several places you'll trigger it as you swim about) and swim left (NW) to pull up onto the short pillar.  Shoot the mercenary on the pillar near the W wall, and the crocodile in the water.   

 

Jump back into the water and locate an underwater lever on the W face of the pillar opposite and slightly to the right of the entrance to this area.  Activate it to open a door above you.  Climb up onto the same pillar you used for refuge earlier and jump up to grab the bridge.  Pull up and run forward to the upper W ledge.  The door you opened is to your left, so enter another library and follow the passage around until you reach a hole in the ceiling.  Pull up into a room where you hear blades clanging ominously nearby.  Hop up onto the ledge and find two wall switches (N and S).  Both are timed but are involved with separate tasks, so you don't have to worry about using them at the same time.  

 

Before doing anything else, hop down through the hole and remove the annoyance of a mercenary.  As long as you're back down here, you may as well explore the first timed route.  Loop around right through the library, and when you get outside turn left and then right to cross the bridge.  Turn right at the intersection (note the closed trap door in the far corner ahead) and go to the N wall.  Note for later the crack in the wall to your left.  Climb the ivy to an opening high up in the wall, and as you pull up you'll see the source of all that clanging.  Hop down into the depression, then pull up onto the block ahead in a crouched position.  Crawl underneath the blade and stand up.  Don't even think about trying to get past the second set of blades ahead and below.  To your right, beyond the grate, is the room with the two timed switches.  So near, and yet so far.   Look up to see a smaller grate above the larger one.  That's the one you're going to lift with a timed switch in a few minutes.  But first, let's get a secret.

 

Crawl back past the swinging blade, exit this area and return to the room with the timed switches.  Save your game, pull down the switch on your left (S).  Hop down the hole, sprint through the library and turn left once you get outside.  Sprint S along the ledge and turn left into the timed door at the end for SECRET #7.  Pick up the desert eagle ammo and return to the room with the timed switches.  This time pull down the one on your right and follow the route described in the previous paragraph.  Instead of pulling up onto the block with the blade and crawling underneath it, you may wish to save some time and take a little damage by hopping past the blade on the right side.

 

Turn right, hop up to grab the crack and shimmy right to the timed opening.  Pull up and crawl inside.  Hop or vault over the depression and pull down the wall switch to lower that corner trap door you noted earlier.  Get back out, shimmy left past the blade, drop down and crawl underneath the blade.  Return to the bridge and jump NE to the crack in the wall.  Shimmy left to the lowered trap door and pull up.  Note the closed door ahead and follow the ledge S to the end.  Pull up onto the block and pull up right onto a window sill overlooking the river.  Turn around and jump W to pull up into a higher room. 

 

Walk carefully S and take a running jump and grab over the spike pit.  Try to land as close to dead center as possible, or shimmy there before pulling up.  Two boulders ahead are triggered when you pull up, but if you've positioned yourself properly they'll pass by without hitting you.  Pull up and find a wall switch to your left.  When you pull it down the door near the lowered trap door is opened.  Return there and enter.  Run up the ramp and follow the passage to those impassable blades.  Save your game for a timed run.  Pull down the nearby wall switch to lift a gate out in the pool area, then return to the ledge.  Drop down onto the corner pillar, take a running jump SW to the pillar in the water, and pull up onto the bridge.  The gate you lifted is on the S side, but unfortunately some spikes block your way.  If there's a way to lower them, I couldn't find it.  I simply sprinted through them, taking considerable damage, and got through the S doorway to claim the RUBY KEY.

 

You're through here, so replenish your health, drop into the water and swim out through the E opening.  Follow the passage back to the library.  Pull out, go through the E opening and up the stairs.  Emerge on the walkways over the library.  Explore this area for a large medipack at the NE corner and go to the SW corner.  Pull the block E four times, then pull it once N.  Get up on it to access the higher ledge.  Go around the ledge to find desert eagle ammo in the NW window sill, then go back and pull up into the alcove in the E wall.  Hop down onto the wooden pier and shoot two crocodiles in the water (you may have to swim around a bit to attract their attention).   

 

Jump into the water and swim NW past the waterfall.  Near the NW corner find a wooden platform against the W wall and pull up onto it.  Hop up NE and follow the rock ledge to the E edge.  Take a standing jump and grab the monkey bars.  Monkey swing E as far as you can, turn toward and against the wall, release and grab the crack.  Shimmy left until you can pull up into an alcove.  Run SE onto the adjacent ledge and locate a ladder next to the waterfall.  Look up and notice a crack left of the ladder.  Jump up to grab it and shimmy left past the waterfall.  Pull up into a crawl space and continue forward for SECRET #8.  Pick up the flares and uzi ammo and shimmy back to the ladder.

 

Climb the ladder to a higher rock ledge.  Walk N a short distance and jump up to grab the ceiling.  Monkey swing N, following the ceiling track, and turn left to approach an opening.  Release at the end and grab the edge.  Pull up into the opening and slide down into a small room.  The gate lifts as you near it, and blades start swinging.  Jump past the blades (the last one requires you to use the control key because of the low ceiling) and run up the ramp (no boulder trap).  Pull up two times onto a ledge overlooking a river.  Grab the ceiling and monkey swing over the river into an opening in the W wall.  Follow around to another opening and take a running jump E across the river.  Hang from the edge and shimmy right along the crack until you can pull up onto a ledge next to the waterfall. 

 

Pick up the small medipack in the alcove, turn around and take a running jump W across the river.  Climb the ladder and pull out onto a castle terrace.  Three warriors come forth to challenge you.  After dealing with them, you can see two more warriors lurking in the NE opening, but they appear to be afraid of you.  You have the definite advantage by firing at them in their closed quarters.  Note the closed N gate, find the opening in the rock wall near the SE corner and pull up into it.  Pull up higher and follow around to a high ledge overlooking the castle terrace.  Shoot the vulture and look up N to see a higher ledge.  You can't reach it with a standing or normal running jump, but you can reach it with a "walking running jump" (shift key first, then up arrow and jump key).  Pull up, walk to the far end and pull up into the crawl space in the W wall.

 

Drop down into a corridor at the far end and prepare to meet an advancing warrior.  When you emerge into the open, a vulture is attracted.  Climb to the top of the ramparts, and on the E end of the highest ledge you'll find a wall switch that opens the gate down below.  Pause for some uzi ammo in the NE corner and drop down to the floor.  Kill a dog and a mercenary, then enter the N gateway.

 

Follow to a deep room with a surrounding ledge.  Safety drop to the floor below but watch out for the darts that criss-cross the room. Getting around on hands and knees is your best bet. There's a closed gate in the N wall and openings E and W.  In the W room you'll find shotgun ammo in the NW corner.  In the E room is a pushblock in the NW corner.  Move it out of this room (you can push it on one side and avoid damage from the darts) and onto the matching floor tile in the larger room.  This opens the N gate, so enter and take the EMERALD KEY from the raised tile.

 

Crawl out to the pushblock and move it to one of the corner pillars so you can use it to access the higher ledge.  Exit S and kill the mercenary on your way out.  Run down the waterfall and allow the current to carry you through several waterfalls and bring you back to the castle moat.  Swim W, then S (you pass a lowered underwater trap door on your left and you can see a flame blower overhead) until you reach an underwater trench at the S wall.  Swim down and up, then pull out into an area where a dog and a mercenary are waiting for you.  There's a closed gate W and a closed gate S, so exit E, use the ramp to hop to the nearby ledge and go through the E opening to a multi-tiered room.  Shoot the mercenary and pull up onto the E ledge.  Pull up to a still higher ledge and find a large medipack in the SE corner.

 

Go to the ramp and take a running jump W into a wide corridor.  Go forward and find yourself on a high ledge overlooking the pool that you climbed out of.  There's a closed gate NE (leading to the final secret that we'll come back to at the end of the level) and a ladder NW leading to a closed trap door.  Pull down the switch in the N wall to lift one of the gates in the pool area below.  Turn around, jump into the water and pull out W.  Make your way up to the opened W gate and slide down to a room with a descending spike ceiling.  Run ahead and slightly to your right, pull down the wall switch, turn left and run quickly toward the N opening and hop into it.  Follow the passage up a ramp leading to a grated window overlooking the castle moat.  Loop around and pull down the wall switch to your right.  This opens the other gate in the pool area. 

 

About halfway down the ramp, turn around and locate the ladder in the overhead shaft.  Climb up to a higher passage, follow to another ladder and climb down to the ledge overlooking the pool area.  Jump down into the water, climb out S and enter the newly opened gateway to find the quad bike.  Drive it out (it's a rather bumpy ride, and remember that there's no reverse gear) of this room and turn left.  Use the ramp to get through the E doorway and into the dirt-covered room with the race track.  Now that you have a way of getting back out again, drive N down the ramp into an open area.  Dismount and climb the NW block to access the top of the dam.  Run to the S end and pick up the shotgun ammo

 

Get back down and note the lowered trap door in the N wall.  Drive the quad bike up the E ramp, loop around to the left at the top (so you can get back down more easily), dismount and follow the passage for some uzi ammo.  Continue forward to an opening that overlooks another dam, and note that the trap door below has been raised (its purpose never became clear to me). Hop down, run forward and pull down the wall switch to lift the underwater trap door you noted earlier (screen shot) as well as the gate to the final secret (no screen shot).  Run back, pull up into the opening and return to the quad bike.  Drive it down the ramp and run over the mercenary who has appeared below.  Drive S up the rocky ramp to the race track area and prepare for a test of your driving skills. 

 

Drive up the ramp slightly to your lift and keep up your speed as you round the corner so you'll clear the gap.  Turn right, drop down and drive forward, around the corner and up the bumpy ramp.  To clear the gap ahead you're going to have to loop around to the right at a high rate of speed.  If you wait until you get to the top to make your attempt, you'll never clear the gap.  Be sure to steer to the left as you land on the far ledge, or you'll find yourself stuck.  Once there, follow the ledge to another ramp.  Again, you need to pick up speed before you make the turn or you won't clear the gap.  Once across, steer left, then take an immediate right to go to the SW corner, then turn left and an immediate right to go up a wide ramp. 

 

Your quad bike riding days are over, so dismount at the top and pull up N.  Climb down the ladder at the other end and hop down to a moss-covered ledge overlooking the castle moat.  Turn right and take a running jump and grab N to the block.  Pull up and safety drop from the other side onto the raised trap door.  Or, you could simply jump NW from here and grab the climbable W wall, rendering the raised trap door meaningless.  Climb the W wall and shift right at the top to pull into an opening.  Turn around and jump up to grab the ceiling.  Monkey swing along the marked track and time your way N past the two flame blowers.   Turn left past the second one and continue toward the E opening.  Release, grab and pull up.

 

Slide down into the next room, kill the warrior to your left and pick up the SAPPHIRE KEY from the raised central tile.  Climb onto the S ledge and get the small medipack at the E end.  If you want to detour for that last secret, drop from the W end of this ledge into the water below.  Swim to the S wall and down into the trench.  Swim down and up and pull up E.  Go forward into the quad bike race track area.  Get up to the second tier and take a running jump W to cross the gap.  Run forward, down the ramp and turn left in the next area.  The NE gate is now open, so enter for SECRET #9 and pick up the grenades and shotgun ammo.

 

Exit this room, jump into the water below and swim N back to the castle moat.  Swim counterclockwise all the way around the castle and pull up onto the wooden pier.  Pull up W into the opening and drop down to the ledge below.  Kill the waiting mercenary and drop down to the floor.  Enter the W room and place the three keys to open the central trap door.  Drop down into the water, swim E and pull out into a cave.  Run forward and SE to end the level.

 

Level 3: EXCAVATION SITE

 

Secrets to find: 3

 

You begin the level in a cave passage. Go through and when you arrive to a fork, first go to the right. You’ll emerge above a huge drill. That is your ultimate goal on this level: use the drill to make a hole in the ground and enter the tomb of King Arthur (next level). For now, go to the right from the entrance and drop from the roof of the building on the stairs below. Kill one orange-suited worker, go down the stairs and into the tunnel on the right. We are going to find a card key which opens the building near the drill, as well as gain access to the first secret.

 

KEY CARD A: Follow the long tunnel until you come to the end of it. Climb onto a block in the right-hand corner and RJ (run-jump) from it to grab the ladder on the opposite wall. Go up and climb into an upper cave. You can see a building and a worker through the fence. Opposite the fence, you’ll see a ladder. Climb up almost to the top, shimmy all the way to the left, back flip with Roll to land on a slanted block behind and immediately jump off to grab the monkey swing above. While hanging, turn around and follow the monkey climb to the wall. Drop to grab the CS (crawlspace) below. Climb into a higher tunnel on the right, then again, climb into another higher tunnel on the left. At the end of this tunnel you’ll find an SMP and a push block. Pull this block once to reveal an opening on the other side of it. Since there is nothing more you can do here, go back to the CS and drop down in the main cave.

 

Go deeper into the cave, beyond the ladder you just used to reach the CS. In the far left corner you’ll see a low block. Climb onto it and RJ to grab the ladder nearby. Climb almost to the top, back flip with Roll and grab the ledge behind Lara. Stand jump diagonally to grab the edge of the opening in the cave wall and pull up. Follow this passage to the push block you moved aside earlier. Now you can enter the passage on the left. Follow it to a zip line. Use it to land inside the area behind the fence. Kill the worker and enter the building. Near the grated window, you’ll find a switch which floods a deep shaft nearby.

 

Go out, then left, and find FLARES in the corner behind the building. Now go around the building, to the other side, keep away from the burning barrel and enter the passage near the barrel. Climb into the higher passage on the right, and enter into the second room of the building. Kill another worker and use the switch to raise a trapdoor elsewhere. Return to the building, and climb on its roof. Once on the roof, first go left and find UZI CLIPS. Then return to the other end of the roof, jump with Action into the opening in the cave wall, and follow the CS to the end. Drop backwards out of the CS and you’ll land near the opening leading to the lower cave. Don’t drop down yet. Instead, go all the way around the area protected with the fence, and find another passage at the other end of the cave. Enter and follow the passage to a deep shaft which is now flooded. Swim down to the bottom and find KEY CARD A. Go back and return through the passage to the area with the fence. If you don’t want to collect all the secrets, you can now return to the area with the drill.

 

OPENING THE ACCESS TO SECRET #10: If you look around, you’ll notice that a trapdoor on the steel column in this cave has been raised in the meantime. In order to get there, you have to use that ladder in the corner (where you climbed to the zip line). This time, don’t jump into the opening on the cave wall, but turn around, and make a carefully lined diagonal RJ and grab the metal trapdoor. Pull up, turn left and stand jump to grab the CS in the cave wall. Drop backwards in the tunnel beyond and use a lever to raise a gate elsewhere (you’ll see a medipack behind the gate). Climb back to the crawlspace, hang from the edge, drop and grab the crevice below, and safely drop to the ground. Now you can return to the big opening in the ground and climb down the ladder which got you here in the first place. Return to the cave with the drill.

 

KEY CARD B: You can use the card to open the building near the drill now, or later when you get the drill key. If you enter the building now, kill one worker patrolling inside. Since there is nothing you can do here at this point, exit and go down the stairs. This time, go left and find another passage near the corner of the cave (E). You’ll emerge near another building protected with a fence. If you look around, you’ll notice an opening with water (protected with grating), a metal platform high above (with the trapdoor you raised earlier) and some climbing walls and ceilings.

 

Start the climb on the climbable wall near the fence. Climb up, then to the right above steep rock, and once you reach the corner, go up a bit, and back flip to land on the metal ledge behind. Climb into the alcove, stand all the way in, and jump up to grab climbable ceiling. Monkey swing forwards, then to the left, and drop to grab the climbable wall. Climb to the left and drop on a block on which you can stand. Enter the opening in the cave wall, go right and RJ to grab the large stone block in the corner. Pick up some SHELLS and enter the passage here. Near the end of the passage, safety drop in the room below.

 

You’ll notice a pushable crate here. Leave it for now as it is, and drop through the opening behind the pillar into the passage below. Follow it to the end and use the switch to open a trapdoor nearby. Return to the pushable crate and push/pull it below the opening in the ceiling, so that you can climb on it and return back to the cave with the drill. Safety drop to the ground, roll and run ahead a bit. You’ll see an opening in the ground where you lowered the trapdoor. Enter and follow it to the water shaft.

 

Dive down to the bottom of the shaft. You’ll see a wall switch you cannot use under the water. On the opposite wall you’ll see a closed grate. Swim down into the UW passage below the switch (W) and then up another shaft. Here you can climb out of the water and use the wall switch to drain the shaft. Remember this switch, as you have to use it again. Climb down the ladder and return to the first shaft. Now you can use the wall switch you saw to open the gate on the opposite wall. If you go through this gate, you’ll notice a hole in the corner, with a UW lever you cannot use without the water. So, return to that switch you used to drain the shaft, and use it again to flood it.

 

Swim down the second shaft, back into the first, and through the opened gate. Use the UW lever in the corner to open a door above you. If you swim up, you’ll see a pushblock in the wall, which means that you have to go back into the second shaft and use that switch again, to drain the shaft again. Finally, return back to the room with the UW lever. This time, go into the corner above the UW lever and jump into the alcove where you opened the gate. From there, jump diagonally to grab the metal ledge with the push block, pull up and push the block into the wall once. You’ll pick up the KEY CARD B. Now you have to return to that switch again and flood the shaft for the last time. Go up the first shaft and climb out of the water into the passage from which you came here. Finally, climb up into the cave with the drill.

 

KEY CARD C: This time, go straight ahead towards the steel column and go up the ladder beyond the column. Once up, go right and follow the tunnel to the fork at the beginning of the level. This time take the other passage (now it is directly ahead). Along the way, in the far left corner near the curve, you’ll find some SHELLS. Kill one worker near the building, crawl into the corner where the gate is raised and finally pick up SECRET #10: LMP (Large Medipack). If you climb onto the roof of the building, you’ll find FLARES in the NW corner. Drop down and open the door of the building by swiping Key Card B in the reader. Jump into the pool ahead and use the UW lever (W) to open the door E. Climb out of the pool, go through the newly opened gate and climb down the ladder. You’ll emerge in another big cave with man-made buildings surrounded by water. Once you are out of the passage, climb on top of the roof here and find a CS in the cave wall. Inside you’ll find SECRET #11: FLARES. Once you take it, climb down to the ground and start going left around the water trench.

 

Along the way you can kill a worker from a safe distance. Climb to the building, but don’t go near the burning barrel. Then climb onto the roof of the building, go left and find an LMP. Behind a bit higher block of the roof you’ll find a switch (near the N wall). Use it to open the door of the building A bit further you’ll also notice a closed roof trapdoor. Drop down from the roof, go around the building to trigger the appearance of another worker, and also kill a crocodile in the water. Notice a closed gate in the water as well. If you search the bottom of the pool, you’ll find some FLARES. Finally, once the air is clear, enter the building through the door you’ve just opened.

 

Kill one worker and notice some interesting things: a card reader near another closed gate, four pushblocks in the corner, a card on a burner ledge in the next room and a pushblock in the wall. So, the goal here is to push three blocks from the first room into the second room, so that you can pull that block in the second room out of the alcove hidden behind it. It is relatively easy, although a bit tedious. The main problem here are two stacked pushblocks. You have to get rid of the upper pushblock somehow.

 

Here’s the sequence: first push/pull the block which is near the gate, so it stands next to the other pushblock and just below the window/passage to the next room. Now climb up onto the blocks and pull the upper pushblock from the corner once. Go around and push this block once so it stands directly in front of the window/passage to the next room. Now pull the middle block out and place it in front of the stacked block. Now you can climb on top of this block and push the upper block into the window/passage behind it. Once you’ve done this, you have three free pushblocks. You need to push/pull them into the second room, so they are lined in front of the pushblock in the wall. Once you finish, you can pull the pushblock from the wall out along three lined pushblocks below, and gain access to the switch hidden in the alcove. Use this switch to disable the burner, and finally, pick up KEY CARD C from the block with deactivated burner. Use this card in the first room to open the gate and go through.

 

DRILL KEY: Follow the passage to the end and use the switch in the window on the left to raise a trapdoor outside on the column made of steel. Return to the room where you pushed the blocks, go right and out of the building. Once out, go to the right and jump to grab the edge of the trapdoor. RJ across it and land on the rocky formation ahead. Go right and RJ to the next rocky ledge there. Go through the passage and climb up the rocky ladder. Follow the passage to another area.

 

Before you start sliding, make a short detour for the secret. From the ledge at the entrance, turn left and RJ onto the steep rocks there. Slide backwards and grab the edge. Shimmy all the way to the right, along the edge of the steep rocks, then along the invisible crack in the rock, then further to the right and pull up into the entrance to a small cave. Pick up SECRET #12: GRENADE LAUNCHER. Go back to the edge of the chasm, drop and hang, and shimmy all the way to the left, back towards the entrance. At the very end of the steep blocks, there is a triangular flat area where you can stand up. From here, stand jump diagonally to grab the rock in front of the entrance. Pull up and save, in case you miss the next jump.

 

RJ to land on the slope ahead. Slide all the way to the end, jump and steer a bit to the left, so that Lara can land on the second slope facing downhill. Slide down to the very edge of the slope, jump and grab the pillar ahead. Use the zip line to get to the other side of the chasm, drop on the slope below, slide and drop on the lower level of the chasm (there are at least two other ways of getting down here, but this one is intended and Lara will lose no health in this process). Go around into the corner to find DESERT EAGLE CLIPS, and once again, save your game. You have to drop to the bottom of the chasm, without breaking Lara’s bones. The easiest for me was to stand above the single-standing building below, with Lara’s back towards the chasm. Now, press Down/Back to make Lara hop back over the edge behind her. Press Action as if you want to make Lara grab the edge. But press it an instant too late. In this way, Lara will not grab the edge, but will land safely on the roof below. There is also a ladder going down, but you’ll lose more health if you drop from the ladder down. Pick up the UZI CLIPS from the roof, drop down and kill two workers.

 

Climb onto the roof of the left-hand building ahead and find FLARES in the corner. Finally, enter the double building and go right. Crawl under the pipe and use the switch to open a door on the other side of the building. Go there and drop into a dark storage with pushblocks. You’ll notice a high wall switch in the corner. You have to push a block beneath this switch in order to use it. So, push/pull the lower block into the near right corner (from the entrance), so that you can climb on it and push the upper block into the opposite (far right) corner. Push/pull the lower block so it stands between two fixed blocks (on top of the right-hand fixed block is the upper pushblok, and above the left-hand fixed block is the switch). Now you can push/pull the upper block to the switch and use the switch to lower a trapdoor elsewhere. Leave the building and climb onto the roof of the right-hand building on the other side. Walk to the right-hand edge of the roof and jump diagonally to grab the ladder. Climb onto the higher level of the chasm.

 

Go around into the corner on the other side, find the ladder on a rocky formation here, and climb up to the top of the chasm. Shimmy to the left so you can land on the rock to the left of the ladder. RJ diagonally from this rock to land on the steep rocks along the adjacent wall. Slide backwards, grab the edge and shimmy all the way to the right. Pull up, jump back with Roll and grab the edge of the rocky pillar. Go up the ladder here and climb through the open trapdoor. Follow the next passage, drop into the lower tunnel and follow it to the opening. Jump up to grab the ceiling and monkey swing forwards, then to the left and drop at the end of the monkey climb to the rocky ledge below. Turn right and RJ onto the ledge there. Crawl into the dark tunnel and crawl backwards into the tunnel below. Follow it and use the switch at the end of it, to open the trapdoor on the roof of the big building outside. Once you are back on the ledge above the building, RJ into the water on the right, or drop onto the roof below (losing a bit of your health), and go through the roof trapdoor you’ve just opened. Kill a worker and take his DRILL KEY. Use the switch in the corner to open the UW door in the pool outside. On your way back, pick up some SHELLS in the passage on the right. Climb onto the roof, drop into the water and swim through the newly opened passage.

 

USING THE DRILL: All you have to do now is return to the cave with the drill. Once you climb out of the water, go right into the opening in the cave wall, follow it and you’re there. Go up the stairs, use the card in the reader (if you haven’t already) and enter the building. Kill one worker (if you didn’t kill him earlier) and use the key in the machine on the right to raise the cover of the switch. Use the switch and activate the huge drill outside. Two more workers will attack, so get rid of them. Go out and drop into the pit below the drill, carefully and gradually, to save health. Follow the lowest passage to end the level.

 

 

Level 4: RUINS OF TINTAGEL

 

Secrets to find: 1 (thanks to _Manarch2 for his help in locating this secret)

 

WOODEN BRIDGE: Follow the passage to a fork, go left and pick up FLARES and UZI CLIPS. Then follow the other passage, carefully (walk), in order to avoid being killed by the spikes. If they extend in front of Lara, make a swan dive over them to clear them (and maybe lose a tiny bit of Lara’s health). Enter a cave with pits and notice one closed gate on the right. Drop into the pit in the right-hand corner (there’s a block below), and to the bottom of the pit. Go through the passage into the second pit and kill one highlander there. Enter the next passage and jump into water.

 

Swim down the UW passage and use the UW lever on the right-hand wall to lower a trapdoor nearby. Quickly swim to the other side of the pool, climb out and kill one crocodile before it devours Lara in the water. Once it’s dead, jump into the water again and enter the UW passage through which the crocodile appeared (on the left side now). Climb up to a wall lever and use it to open the gate on the left. There, where you climbed out of the water, there is a crawlspace above the water, but you cannot reach it with jumping. In order to reach it, you have to raise the trapdoor again. So, go through the gate near the switch, jump into water and use that UW lever again. The trapdoor will close. Return there and this time, climb into the CS from the trapdoor.

 

Follow the passage and slide into a room with a ladder and wooden bridge above. Use the lever in the nearest corner to raise a gate behind the pushblock in the corner. You’ll see that there are two trapdoors on the ladder you have to lower somehow. Locate a pushblock in the corner to the right of the ladder and push it as far as it goes. A CS will be revealed on the right. Climb into it, drop backwards on the other side, and WALK to avoid the spikes. Swan dive above the spikes and climb into the opening on the right. In the next passage, jump onto the metal ledge, and climb through the opening on the left, into the room above. Pick up an LMP and kill one highlander. Use the switch in this room to lower the first trapdoor on the ladder. Also, notice the second trapdoor near the ladder. Return the way you came, yes, across that extended wall spikes, and through the crawlspace near the pushblock.

 

SECRET #13: Once you’re back near the pushblock, pull it back twice and go back to the room with the ladder. Climb the ladder up and to the right, to drop on the wooden bridge. Pull the pushblock on the bridge twice. Drop down to the ground, and use the low slanted block to jump up to the bridge on the other side of the pushblock. Go to the right, through the passage and kill one highlander coming to meet you. Don’t cross the bridge now, but turn around and locate a CS on the left side of the bridge. RJ diagonally to grab this opening, pull up and drop backwards on the other side. Use the lever to drop the upper trapdoor on that ladder in the first room. Return through the crawlspace and drop into the water below. Return through the room with raised trapdoor and CS above it to the room with the ladder.

 

Climb up the ladder all the way and drop into the room with the dead highlander on the right. Exit through the opening in the other corner, and return to that passage with wall spikes. Once again, swan dive above it, climb into the CS and drop in the passage behind the pushblock. Enter the dark room on the right and collect SECRET #13: MINES and UZI CLIPS. Now you have to return through the passage with the wall spikes, and through the room above, and to go down the ladder. Climb onto the bridge as the previous time, on the right side of the pushblock, and go right through the passage. Cross the bridge this time and enter the passage. Pick up the CITRINE KEY from the alcove on the right, and the gate ahead will open automatically. You’ll emerge back in the cave with two pits. Kill one highlander before you proceed.

 

This time you have to cross two pits and reach the other side. Drop into the first pit as before, and go to the other side. Do not go through the opening into the second pit, but climb onto the low block on the left side of the passage. RJ to grab the higher block, walk into the corner, turn right and jump up to grab the rocky bridge above. Right there, make a diagonal RJ onto the sloped blocks on the left, slide backwards and grab the edge. Shimmy all the way to the right, pull up, jump back with Roll and steer Lara a bit to the left in mid-air, so that she can land on the rocky ledge on the other side of the pit. Pick up the SMP from the higher block in the corner (jump to clear the steep block) and enter the passage nearby. Follow it to a closed gate and use the key in the keyhole to open it.

 

KING ARTHUR’S TOMB: As you enter, start running around the room along the walls, to trigger the appearance of four highlanders. Kill them and explore the room carefully. You’ll find some SHOTGUN SHELLS in the corner near Hector’s tomb. You will notice several tombs with inscriptions – they are the Knights of the Round Table, together with their King Arthur. Notice that King Arthur’s tomb also has two barely visible receptacles on the left and right. On top of it you’ll find some UZI CLIPS. In the SW corner you’ll notice a pushblock behind the closed gate. There are several switches and some closed gates. Also, at the centre of the room, there is your prize, but it is protected with four gates you have to raise.

 

First use all four switches in four alcoves from which the highlanders emerged. This will open a gate behind Galahad’s tomb. You don’t have to use two wall switches between the alcoves, they only close/open the gates in these alcoves and are not necessary for the game. Go through the gate behind Galahad’s tomb, and to the left. Use the wall lever here to open a high gate near the pushblock. Two enemies will also appear in the main hall. Go there.

 

The intended way of killing two huge knights is to shoot them with the best ammo you have, jumping around to avoid their deadly bolts. You can also use the tombs, but they can still kill Lara when she’s standing on top of the tombs. However, I discovered that the knights cannot kill Lara when she is standing on Galahad’s or King Arthur’s tomb (they even don’t see her, they just lurk around without a clue). Killing them from this safe spot may take longer, but it’s safe if you run out of good ammo. Once they are dead, pick up two FRAGMENTS from each of them, and place them on two receptacles on King Arthur’s tomb. You’ll get a camera view of the central cage. There is something more you have to do in order to raise it.

 

If you want to pick up some extra ammo you’re not going to use, enter through the open gate W. The gate ahead is now raised, so enter carefully. A wall blade will pop up, so avoid it. Swan dive above it and pick up UZI CLIPS and SHELLS below the inscription: “Leave all hope those who enter”. Return to the main hall. Go into the NW corner and push the block out of the alcove through the gate which was raised in the meantime. Go around the pillar on the right and push the block from the other side as far as it goes. Climb on top of it and jump into the passage above (through the gate you opened before the fight). Use the lever here to raise the cage. Drop down to the floor, and go to the centre, to pick up the SHIELD and finish the game.