Return to the Old Spire.
Level
by raidertom
Walkthrough by G&D productions.
The savegames and video mentioned in this walkthrough are in this
Folder.
“Something has changed… I’ll follow the Dragon…”
You are in a dark flooded pit, don’t turn but just swim forward and up to climb
out. Go left to those brown rocks and in the cave behind them (NW) are Flares.
Get out, loop left around to a deadly pit, there is a submerged platform you
can use to get across, but it will sink fast… So, hop to the platform and
immediately another hop (or running jump) across.
In the next area take a right to get to a large place with two deadly pools and
a large pit in the middle. You can jump some platforms in the pool NE to get to
the far corner and collect the Uzi clips there if you like. Jump back to
where you came from.
All the Way down the Abyss.
Save, because when you step in front of the mirror near the deep Abyss, you’ll
get a flyby showing you the route down the Abyss next to you and if you saved
you can watch it again.
Go to the W side of the pit and look down. Your goal is that grey ledge. Jump
backwards and hang on the edge and drop down onto the highest part of that grey
ledge.
Stand close to the brown side and turn around and take a running jump with a
roll straight (E) to the right hand side of that opposite grey rock; jump
again, curve left and use Ctrl to land on a brown ledge under it (try to land
on the left side).
Turn around and look down and to the right. Take a running jump to jump over
the top of that slope; jump to get onto another slope and again a jump land yet
onto another slope. Hang and pull up, jump backwards with roll and grab the
ledge from the slope you already were on. Shimmy left as possible and back jump
with roll and steer to the right. You hit another slope; just slide and you
will land on a safe ledge (Savegame.0).
Take a running jump (NW) to that dark rock where you see some plants. Get down
and loop around to the right for some Uzi clips. We’ll be back here a
few times.
Go back onto the dark blocks S, stand on the one right (SW) and run jump with a
roll over the slope right of the central pillar so you’ll slide off backwards
from the back, grab the edge and drop to a crack. Go left around the corner and
drop onto a slope, just slide and then jump back and fro on the slopes to avoid
that campfire and land safely on the ground next of it. Over the campfire you
can see a gate (inside is the crowbar).
Bottom of the Abyss, gathering some Supplies.
Jump a bit NE to a path left of a rock pillar go forward to the right hand
corner and hop down (SE) with Ctrl onto a grey rock below. Down from the rock
and head S and on a rock ledge in the S wall are Flares. To the right,
behind the brown pillar in the SW corner are Uzi clips. A large Medipack
can be found behind the brown pillar SE.
Go E of the pool into some ruins and right around some blocks are Shotgun
ammo and Uzi clips after shooting a crate. Look for a crawlspace up
SE, jump there from the nearby grey block and inside left are 2x Harpoons.
To the right the crawlspace leads to a Keyhole, needing the Skeleton Key. So
for now get back out and spot a large Timed door in the opposite NW corner, for
later. Under a wall torch, near that Iron Gate (NE) are Flares.
The Timed Entrance Door.
Walk through the curtain E, to the left, in front of a staircase is a big wheel
switch which will operate that Timed door outside the curtain. Face E, pull
about 6 times and start running against the wheel, turning right onto the
staircase down (DO NOT go down further) and while curving to the right jump up
to the curtain, through and a bit right over those blocks to get through the
Timed door (savegame.1).
Remember the next route because we will use it a
couple of times.
Open the Gate to the Crowbar.
Go straight and take a right and left around the corner are Uzi clips,
behind you is a shortcut gate for later, once we have the Torch. Go back to the
crossing and straight W, left up the stairs and find Uzi clips and a small
medipack in front of some shelves. Turn back a bit (stay in this room) and
go into the corner with the spider web (NE), there is a lever. It will open the
gate at that campfire, you can hear it and another clue seems to be that chain
that you could also see in the Abyss. Climb over the grey ledge and find the Shotgun
ammo behind the barrels.
The Bar.
Head through the small curtain W, you’ll come to the Bar. On the counter to the
right is a mirror, “Visit the Great Dragon Entertainment”. The lever will turn
on the Music. In the other corner of the Bar is a second mirror, showing an Imp
walking around a submerged room.
Secret: Go up on a grey block S and hop into the
opening SW. Turn around and spot a jump lever. From the very corner and facing
the lever, hop back and run jump to it with a bit of a curve because of the
ceiling shape. You can now pass through the curtain in the NE corner and get Secret #1, a Secret
Dragon.
Get back to the bar.
Spike Pit.
When you go through the curtain W, a Hellhound will attack, there are also an
Imp and Bat to kill. Behind the chair in the back corner are the Uzis.
Go up to an opening in the N wall, spikes will pop up across a deadly pool.
There are sloped sides with in the pool, those are the triggers to lower those
spikes, (you only have to jump onto the two slopes on
the opposite side of the pit, if you need to go back it will also be the two on
the opposite side) jump on a slope and keep jumping to and fro to
activate the two and then jump into the opening on the other side. Turn around
and run jump to grab the jump lever on the right hand side of the opening you
came from, spikes go down and the pool turns safe for later, the spikes remain
active however. Climb out N and go through, pick up the Harpoon gun and
shoot the crate to get 2x Harpoons.
An opening N is for later, we’ll concentrate on that trapdoor E first. Go up
the steps right of it and to the right is a dark ledge with two levers and a
pressure pad. DO NOT touch those levers yet as they will trigger a flame on the
‘steel pipe’ left.
Open the Trapdoors.
The pad stops the flames on the steel ‘pipe’ E and from that pipe you can jump
S and grab a jump lever. To do this, face S standing next to that pad, hop back
on it and run forward while running off the ledge, go to the lower part of the
‘pipe’ and jump on, turning towards the lever, hop back and jump with a bit of
a curve to grab the lever (savegame.2). The
trapdoors over the ladder open up for later.
Swimming for the Skeleton Key.
Get back on the dark ledge and throw the two levers starting left, the left on
is timed and shows the trapdoor that will open. Side flip to get out of the
camera shot and flip the right hand one, this opens the trapdoor in the cave
next door (N). It also releases a Wraith, so run through the opening N and
straight into the water, go down a bit till you see a flash and the Wraith is
gone. Swim further down and look around that cave for Harpoons SW, swim
N and loop around left for more Harpoons, roll and go straight a bit (E)
then on the right is a Medipack. Roll and swim N and down for more Harpoons
and in the NE corner are more Harpoons to get. Then swim up the shaft
(SW) and get out and back to the two levers.
Throw the left hand lever again, get into the water (N) and swim down, a bit to
the right (E) and up behind the beam to get through the timed trapdoor. A bit
onwards in the tunnel is an underwater lever to the right, gates open up. The gate
behind you (turn right), leads back to where you came from, best take that
first. Because a Sea Hag was set free and she’s chasing you (if she’s not,
approach the gate left (S) and roll as soon as you see her). Swim to the right
into the other gate, be sure she follows you, go down left and back up the
shaft SW as soon as she comes close. Get out and wait for her so you can shoot
her with pistols, find the spot where Lara will aim at her (savegame.3).
Back into the water and keep along the right hand (S) wall where you can swim
back into the tunnel in the steel structure (E), right around the corner is a small
medipack, swim right around the corner again to get back into the tunnel
with the underwater lever. Take a left through the gate (S) you opened with the
lever, up in that room is air. You are under the Bar. On the grey ledge on the
bottom is the Skeleton Key and that one goes to that crawlspace at the
bottom of the Abyss. Swim back through the tunnel, right through the gate and
keep left to get back to the room where you found all those harpoons and up the
shaft SW.
A Crowbar and the route to the Keyhole..
Go backup the steps to the room with the 2 levers and up the ladder S (if you
opened the trapdoors that is, look above for “Open the Trapdoors”). Once up and
you are back at the Abyss, go up the blocks S, stand on the right hand one as
before and you can spot the open gate down W at the camp fire (opened with the
lever behind the spider web just before the Bar). Run jump with a roll over the
sloped ledges right of the central pillar. Grab the edge; get to the crack
below and left around to the sloped block below, hang a bit to the right hand
side of that slope and just drop and let Lara slide. She will end up in the
doorway. Jump to the block to get the Crowbar. In front of the shelves
are some Flares.
“Grey rocks and these black blocks. The only demons
building stuff. No wonder, that they go raiding in our world”
The trapdoor in the ceiling of the Crowbar room is a shortcut which will open
up later. Get back into the doorway, hop out left a bit to the ledge next to
the campfire. Run jump NE and then down left to that grey block at the deadly
pool again. Get to the ground floor and go in E, from the block SE a jump to
the crawlspace and follow through to the Keyhole around the corner. Through the
gate is a drop into water, try shoot the Hag before you go in or use the
Harpoon gun.
Room of the Missing Imp.
Below is the room where we saw an Imp run around before (mirror in the Bar). He
probably drowned… Swim NE and left behind the pillar to use the Timed
underwater lever to open the gate at the other end of the room, a wall starts
hammering down, best is to save while pulling the lever and just swim there
full speed, maybe a bit diagonal to delay till you come close and see the
opportunity to turn straight through. Swim through the gate (right hand side of
it) (savegame.4), up left for air and climb
out.
“Oh, no… I’ve forgotten my umbrella”
And why would that be important? Because of the acid rain that comes down in
the valley ahead. There are several side caves where you can hide from the rain
and get your health back up.
Valley of the Poison Rain, the Rusty Key.
Duck and roll with the sprint key through the opening. Run forward and jump with
a bit of a curve around that purple (was once a) plant onto the corner of that
grey rock (W wall), turn right and hop onto the safe path. Best is to first go
into the opening N by jumping to the sandy corner ledge NW and get your health
up by standing on the stairs. Run out along the right hand wall, onto the
corner ledge and jump a bit to the left onto the path. Run left to the right
hand corner at the end and jump to the dark grey rock on the right. Run along the edge and at the end jump a bit left down
onto a dark brown slope, you’ll slide into a tunnel where Secret #2, a Secret
Dragon awaits you. At the end of the tunnel you can get your health
back up.
Now you have to run jump out (on the left of the opening) with a curve to the
right around the sloped rock, landing on a triangle ledge next to a pad in the
deadly pool. Use the pad to get around the pillar and run a bit N and to the
right into a cave with a “mirror” which will show a flyby of the rest of the
challenge.
On the corner opposite this cave you can see a burner over a pad (W). That’s
the route back later and we can kill the burner. Run out of this cave and left
against the pillar is a jump lever, use that to stop that burner and get back
inside. Now run out and to the right, then curve left towards that yellow plant
and jump through the plant onto the pad in the pool, a running jump will get
you across. Be careful in the next bit, because of a burner that will start
when you get close, try to curve right and jump to that grey block in the pool
as soon as possible. Take another running jump straight (NE) into a small cave
where you will be safe.
Looking out of the cave to the right you can spot a pad in the pool and a fence
in the far corner. You can shoot that so be sure to have the pistols ready to
draw. Run out sharp right onto the grey ledge and at the end curve left to jump
to the pad, a running jump to grab the ledge ahead (N). Pull up and draw
pistols, run left, jump onto the higher ground and shoot the fence right.
Inside you’re safe (savegame.5). Shoot the bat;
grab Uzi clips near the entrance and a Medipack from behind the
table and the Rusty Key from the table itself. Next to the entrance is a
wall lever, which will open a gate in the staircase opposite the valley
entrance. It also shows the way back through the valley.
Back to the Abyss.
I used the first side cave again to take shelter, run out and keep right, curve
left and jump to the path in the pool, jump to the grey path with the burner
and turn left to jump on the grey block and into the cave W again. Run out,
jump to the block and a bit left to get past the burner, then right onto the
ledge to the E wall and run S, up the slope and go left fast to get to the cave
with the mirror.
From here straight from the mirror to the grey path and to the brown ledge a
bit right, left to the pad in the pool (where you killed the burner by using
the jump lever before) landing in a way to be able to do a running jump to the
grey path S, right and at the end a jump to the sandy corner ledge in front of
the staircase (savegame.6).
Make use of the Crowbar and the Rusty Key.
Go through the gate and you’re back at the Timed wheel. Go use it again, run
through the curtain W, over the blocks into the Timed door on the right (NW).
Left and up the stairs to the room with the big spider web, through the curtain
W to the Bar, through the curtain W and up to the right to the spike pit. If
you used that jump lever before, the water will be safe and you can trigger the
two slope tiles (the two closest to the spikes) at ease and climb up N. Next
room loop around right and get up the ladders in the room with the two levers.
Go left and then right to the edge of the Abyss.
Timed Trapdoors, to the Crowbar lever.
Run jump and grab the grey ledge SE, the one you came from in the beginning.
Jump up left and find some Uzi clips next to a pressure pad. The pad
will raise two timed trapdoors in the Abyss.
Hop on backwards and start running a bit right to where you can jump through
the gap between the two slopes and grab the first trapdoor, pull up fast (maybe
release Ctrl for a millisecond to be able to pull up faster) and run jump to
grab the next platform. Pull up and hop forward (savegame.7).
Use the Crowbar lever on the ledge (facing N) and a trapdoor opens in the back
corner.
Go down into a cave and find some Uzi clips in a trench at the N wall,
then go down NW and pick up a small medipack.
There’s a Blue Crystal behind a gate in the water, we’ll get that much later.
Shotgun and a Note.
Go up E again and left into the passage N, you’ll come to a deadly pit with a
pad. Stand two steps back and hop back to run jump to the pad and a running
jump will get you across. Two Hellhounds and Werewolf attack and a Demi god
shows up in the pool. Best concentrate on the hounds first. I jumped to a fro
on the slopes left and right and shot them (you can also do the shooting in the
passage E). Now take out that Demigod as that will open a gate in the SE
corner. Then go into the opening E and find the Shotgun and a Note
next to the skeleton..
“Plantation: Red, Yellow, Blue”
Must be a hint for later! The gate that opened is in the SE corner, above that
block. Inside you will be above the cave where the double trapdoor is and there
is a hang glider.
For a Secret: First go straight S and to the right
is a grey slanted block, stand on the higher ground next to it and back flip
onto the sloped side in a way that you can grab the spotted ceiling (monkey
climb). Turn around and go onto the block, duck to get Secret #3, a Secret
Dragon.
Use the Rusty Key, the Walther 9 mil, a Torch.
Use the Glider to the very end, ending up in a crevice of the Abyss. Go right
and jump diagonally through the corner to the crevice NW. Loop around left
where you’ll find a wall lever left around the corner, opening a trapdoor at
the other end. The trapdoor leads down into the room where the Crowbar was, no
need to go there yet, just jump to the path beyond the trapdoor and follow left
around. A bit further to the left is where you can use that Rusty Key. Go in
the gate next to it and inside is the Walther 9 mil, in the back are several
Torches, pick one up and two werewolves attack. Shoot them.
Raise the platform for the Torch (we need that later).
Go to the end of the passage (W) and leave the Torch here. Left around the
corner is a pit with a skeleton and a small medipack, climb out again
and straight ahead is a pit with a steep slope, look right of it and spot a
flat light grey ledge just below the edge of the floor and a lever. Saves you a
trip through the whole level later, if you do this now. Drop down, use the
lever raising a platform down behind you, roll and hop a bit left onto that
slope, immediately jump again to the right ending up on that steel corner
pillar. Turn left and jump into the alcove with Walther Clips. Now face
out to the right and run jump with a sharp right curve onto the top of that
slope, go left into the passage and go get the Torch back.
Igniting the Torch.
Take the Torch to that trapdoor down to the Crowbar room (that is back E around
the corner). Hop up into the open gate on the left (E) and jump down to the
left over the fire. Turn around and walk as close as possible to the fire, hop
back twice and stand jump with a bit of a curve over the corner of the slopes,
turn a bit left and ignite the Torch OR stand with your back against the wall
facing the fire (S) and hop over the fire to the left corner of the fire and
slowly turn around to ignite the Torch (savegame.8).
Use the Torch, a Bypass Gate.
Hop out to the E and run jump a bit left to that path, go to the end and face
out left. Save and throw the Torch down so it will land on the ground and not
in the pool below (OR from the crowbar room backflip with the Torch over the
slope S ending up on a lower ledge in then deadly pool, turn around and then
take a jump to the S and go to the E side). Now jump down too and take the
Torch into the room E, in the left back corner (near the red curtain) is a wall
torch you can ignite, opening the bypass gate so you won’t have to do the Timed
door ever again.
Use the Torch, the Yellow Energy Crystal.
Go through taking the Torch with you and go left, straight and then left up the
stairs, through the room with the spider web and straight through the curtain
to the Bar. Go through the curtain straight ahead (W) and up right to the Spike
pit jumping the two slopes to lower those spikes again. On the other side go
sort of straight (N of the open trapdoor) and follow through to some kind of
machine room. Jump onto the ledge with the chain and wheels, left. Ignite the
wall torch and this causes the machine to malfunction and explode. The fire to
the right also stops, drop the Torch on the floor and a Demigod will come down
the passage E to pay a visit, go up close, duck and shoot him. In the machine
room, jump up into the alcove right of the wall torch and get your first Energy
Crystal, the Yellow one. Behind the gate N you can spot a Key Bundle
we’ll get to later.
Preparing the next Torch use, the Laser Sight.
The fence with the Keyhole is for later. Take the Torch and run down onto the
block into the water of the room S, run jump to the dark ledges on the right in
the back, and go to the platform you raised when you got the Torch, stand
against it, jump up and hit the #1 key to drop the Torch on that thing. Walk to
the S and near the end turn SE to jump with a curve into the alcove where the Laser
Sight is.
For a Secret, skip the blue part if you don’t want
the Secret:
Back into the water, to the raised tile in the water and face left to the
opening in the wall. Get in there.
Arm the Walther with the Sight and keep it drawn.
Turn right and run down onto the slope, slide down onto a Timed trapdoor, turn
right and hop back against the wall looking up with the gun to spot a bell,
shoot it and a flame will stop at the Secret. You should just have enough time
to put the gun away, turn around and grab up to the crawlspace behind you (S).
Go get Secret #4, a Secret Dragon. (If you fail to grab the
crawlspace, you will fall through the trapdoor, go to the teleporter and end
back up at the Timed wheel. Go W through the curtain, go to the right through
the bypass gate, take the route up the stairs to the Bar, through the curtain W
and up right through the Spike pit. On the other side go in N of the open
trapdoor and follow through to the machine room. Left, down into the flooded
room and up to the opening right, this time hop straight over the slope to the
ledge behind it and go left to where the Secret awaits).
Now you HAVE to go through the trapdoor and use the teleporter, get back to the
machine room, the flooded room as you did before.
Up with the Torch.
Go to the Platform with the Torch, grab up, take the Torch and jump to the
ledge with the lever (S), turn around and hop a bit left onto the edge of the
slope, immediately jump again and veer right to end up on the steel corner
pillar. Hop up left into the alcove where the ammo was and from there run jump
out to the right, landing on the top of the slope.
The Crate Puzzle.
Just right around the corner is a lower passage (W). Go down, jump over the gap
and find a wall torch, ignite that and a gate opens on top of the stairs left.
Go through the small pool of water to get rid of the Torch and possible torch
bug. Climb out left and go up the stairs.
We need to get one of the crates on top of the white block right of the ladder
N so we can get into the room above.
In the W wall is a bypass passage to move the ground floor crates to the other
side if needed. There’s a lever operating the raising blocks and burners in the
entrances on a block in the middle of the room (also W side). That lever also
operates the block on the central ledge to move a crate up to the third layer.
1: Move the wooden crate in the S section once to the E (it will be in front of
a raising block on the central ledge).
2: Throw the lever on the block on the central ledge, blocks will rise and the
burner in the bypass NW will die.
3: Go to the N section of the room and pull the crate standing against the
central ledge once so it ends up next to the raising block on the central
ledge.
4: Move the other crate there straight to the W, one of the crates against the
raising block.
4: Pull the second layer crate standing left of the ladder (NW) out and push it
into the corner against the lever block.
5: Pull the crate W out of the entrance once and then push it against the
central ledge.
6: Use the lever on the block to lower the raising blocks, now you can move the
crate next to the lever block onto the central ledge and on top of the crate in
the S section, leave it there till later.
7: Use the lever on the block to raise the raising blocks and push one of the
lower N side crates (the closest one) in front of the opening W, against the
raising block.
8: pull that crate standing in the W side bypass out once, go to the S section,
into the bypass there and to the N to push the crate onto the lower crate.
9: Back to the S section and push the crate once S into the corner against the
lever block.
10: Use the lever on the block to lower the raising blocks, pull the lower
crate out and move it back into the corner next to the lever block.
11: Move the second layer crate (standing next to the lever block) onto the
crate next to the raising block on the central ledge.
12: Pull the lower crate (SW) out and move it to the E once so you now have a
row towards the high block N.
13: Move both second layer crates against each other on top of the lower crates
N.
14: Turn right and pull that crate E onto the raising block on the central
ledge.
15: Use the lever to raise the block and move the third layer crate onto the
white block N (savegame.9).
Going after the Key Bundle, the Small Waterskin.
Climb the ladder N and drop onto the crate, grab up N to the higher floor. Down
the steps is a closed door, left is a Keyhole, so take a right and use the
lever in the opposite corner to open the door, two Imps come out, shoot them
and go inside. On a pedestal right is the Small Waterskin and suddenly
an Imp drops from a trapdoor into a pit with sloped ledges. Go to the pit, turn
around in the middle, hop back grabbing the edge and climb down the ladder.
Shoot the Imp and grab the Key Bundle. The gate opens and you’re back in
the machine room where you can now open the fence straight ahead, grab the Walther
ammo, Uzi clips, small medipack and Shotgun ammo. Go
back up into that gate you came from and use the ladder or the side slopes
(pull up and start jumping from one to the other to the top, then to the right)
to get to the upper floor.
Exploring Outside, a Shotgun and the Golden Key.
Go to the right, pick up the Shotgun ammo near the open doors (NE) and
step out into the open, go left, stay on the high wall and run to the far N,
must be the river Styx, even the Gondola is there.
Next to the wall is a wooden crate, pull it away from the wall and go look
where it was to find another Shotgun. Three Skeletons show up or are
those the Ferrymen? Slide down (S) and shoot them into the Styx River.
Secret: Go down to the light grey ledge next to
the wall NE; slide backwards and hang from the E side and drop to grab a crack
below, get in there and crawl or roll to a ladder. Go up and into the
crawlspace above to find Secret #5, a Secret Dragon. To get out, stand on the very
corner and face SW, run off holding Ctrl to get back to safe ground (OR duck in
the right hand corner facing SW and hit ALT + forward to jump out..)
Go up the slope N through a portal, giving Lara a Dragon Shield (she’s flashing)
as protection against the Locust. (Don’t use a
medipack when she is in this state, because it will not help and disappear)
Go up to the grey ledge and turn left, hop down over to the slope (W) and do
some safety drops down, Locust will attack but have no effect. On a pedestal
next to the gate is the Golden Key. A screen shows the door, in the
passage after the crate puzzle. Walk to the N end of the ledge, standing most
right and run jump straight onto the tip of the slope (sloped right), jump and
keep jumping between the two next slopes to get onto the higher one, one more
jump and you are on a flat pillar. Jump to the block straight ahead (S), turn
right and run jump up onto the slope W, grab the edge. Pull up and back flip
with roll to grab the ledge behind you, go up and down the slope S back to the
harbour. Follow the path along the right hand wall to get back to the doors. Go
to the staircase W and open the door left around (N) using the Key behind the
stairs.
Boulder Trap.
On the ledge NE are Flares, down the stairs is a trapdoor and up right
of the entrance are some boulders. Go down along the left side and turn around
when you get close to the bottom of the stairs. Now you have to hop back onto
the trigger for the boulders and jump up the stairs again, turning left and
jump after the two boulders which go over the side slope, but before the one
coming straight down through the door (you can also jump over the blade to the
right hand corner (savegame.10). Now the
trapdoor is clear. In the dark above the trapdoor is a jump lever, a monkey
climb leading to it, you can jump to the monkey climb from the stairs in the
previous room. Stand facing N, with your feet just on the top of the stairs and
start your run jump from there to grab the monkey climb. But there is another
way, and that is a curved jump around the left corner pillar in the back.
You’ll drop through the open trapdoor onto a platform coming up over the
spikes, hop back and run jump forward with Ctrl to get to a crawlspace.
The Dragon’s Cage.
Drop out the other end and go right to the far corner of that “flower” bed for
a small medipack the other “flower” bed left has Shotgun ammo
between the plants.
Proceed through the Dragon portal (flashing Lara) down the stairs into the
Dragon’s Cage…
“Poor Dragon… It’s time to free him…”
Go left and then right to the back of this place and straight into a side room
(NW) and go up the steps on the side to place the Yellow Energy Crystal. A gate
opens up in the room adjacent to the Great outdoors.
Back to the Dragon cage and left to the NE corner where you’ll find a ladder to
climb up to the steel wall. Drop on the other side and run through the wall of
water to the Dragon and start swimming. Look for a ledge in the NW corner and
climb up into the room above.
The Remaining Energy Crystals.
In the SE corner is a Medipack on a barrel (don’t use it now, you’re
flashing), nearby in the E wall is a fence you can shoot and inside left are 2x
Uzi clips (We’ll explain the jump lever on the
N wall later). The wall lever in there will raise a block in the
Outdoors. Go out and loop right around through the now open gate to the
Outside, go left to that corner ledge again and do the jumps over the slanted
pillars again to get to the upper ledge S. Climb the block you raised and grab
a crack in the S wall, shimmy right around till you get to a jump lever. Use it
to raise a platform on the steel pipe behind you. Jump up and use the wooden
crate to get onto the platform.
Grab the Wing Glider and ride it to the ledge, more ledges appeared behind you,
jump those to get to the high white block and notice you’ll need water for that
bowl there.
I : SE teleporter, the Pacer, the Heart.
Hop down onto the ledge with the bowl and then run jump to the ledge on the
left (SE) with the Teleporter. You’ll end up somewhere else; the Teleporter
next to you will get you back to the bowl. Go out of the room and grab some Flares
straight ahead, Uzi clips on the other side. Go out NE and come to a
closed door. Climb the ledge left and go up to some Shotgun ammo, you
may have noticed you stepped on a trigger to lower the spikes at the keyhole
left. Hop back once down the slope, the spikes have to stay down, turn left and
run jump over to the other slope and go up to use the Key Bundle. The door
opens, get down there and the spikes pop back up behind you.
Cave with the Skeletons, the Spikes, open the Gate.
Go through the door into the Huge Cave with Skeletons on ledges. A mirror left
will give you some hints for the route. There are several ways to go about
this:
Here’s one of them:
Turn right from the entrance, safety drop down to a ledge below (E), face W
near the wall on the left, get to the edge and take one (or two) step forward.
Back flip (no roll) onto a lower slope, just slide off and hit Ctrl at the last
moment to get into the lower opening. Grab the monkey climb and go over to the floor
lever, it will raise a platform in the NW structure, we need that to get to
the Demon’s Heart. Go back using the monkey climb and run jump NE and with a
right curve around the steel thing into the pool OR safety drop loosing some
health.
The Pacer.
Get out E and go under the structure, to the left is a ladder and left of the
ladder, in the E wall is an opening, shoot the fence. Go in and grab Walther
ammo(which will reappear if you run out), shoot the zombies with your
pistols and then go for the Shotgun ammo and Uzi clips.
Go out and left and up the ladder, climb up one level and drop to the floor
right. Use the floor lever to disable spikes as you can hear.
Climb further up the ladder, to the floor above and go down into the hole SE
where those spikes went down. Grab the Pacer and crawl out, safety drop
down and a Demigod will show up in a bit (coming from the N). Best shoot it
before you go climbing again.
Disable some Spikes.
Get back up the ladder in the structure to the top and stand in the opening NW,
run jump to grab the tall grey pillar. Look up in the lower ceiling N to spot
some kind of wooden contraption, shoot that and a rope appears. Get to the rope
and swing N onto that steel ledge with the Skeleton; shoot him off (you can
also give him a head shot before you get on the rope).
If you want to go for that Medipack on the structure under the rope, loop
around left onto that down-sloped grey ledge, run jump from there to the Medipack,
slide down and make our way back up, use the rope again to get to the N ledge.
Go left on that ledge and safety drop down on a slope, slide and jump to get
over the spike trap. From the W end of that ledge a run jump without Ctrl to
the grey ledge in the NW structure. Look down right and spot a floor lever,
use that to de-activate the spikes on the grey ledge you just came from (as you
can see left of Lara). Climb back up to the higher floor.
Jump Lever, Open the Gate to the Plantation.
From close to that block with the burner on top, run jump onto that sloped
steel pillar (S) with a right curve and grab the edge as you slide off. Hang
left, back flip with roll and steer right to land on that grey ledge. Hang from
the side at the spikes and drop to grab the jump lever opening that gate
you saw in the mirror flyby.
Getting the Demon’s Heart.
Make your way back up the ladder SE, to the tall pillar and to the rope, swing
to the ledge N(E), go left down to the ledge with the spike trap and jump into
the NW structure again.
Tackling the Burner.
Get onto that platform in the corner. Jump up to the grey beam S face the ledge
with the Heart (E) and stand left. Line up with the middle of that pad trigger
left and side flip on it, immediately flip back and run jump from where you
land onto the ledge with the heart, you should land on top of the Demon’s
Heart. Immediately grab it, turn slightly right and back flip, you’ll land
on the floor of the NW structure without harm (savegame.11).
There is however a Wraith looking for you, so don’t dilly dally and just run
down S to the ground floor and run to the safety of the pool N.
While you’re wet, fill the Waterskin.
While you’re here, climb up on a ledge E and fill the Waterskin, we’ll need
that later. Hop to the shore.
Small detour for pickups, go to a passage under the NW structure, run to the
docks and shoot the Skeleton into the mist. To the right is Shotgun ammo
on a crate, when you pull those wooden blocks away you’ll find a small
medipack.
To the Plantation, using the Demon’s Heart.
Return to the big room and go up the ladder SE, jump to the tall pillar, the
rope and swing to the N ledge again. Walk up straight ahead; hang from the N
end, right hand corner and drop. Immediately take a jump with roll to grab a
crack in the grey wall. Go right around the corner and to the wall, now go back
3 grabs (you are a little bit closer to the corner). Drop, slide and back flip
onto another slope, you have to slide forwards a bit, then jump hard left to
land on the ledge (savegame.12).
Go to the end of the ledge (S) and turn around, jump up to grab the ridge above
and shimmy left around the corner to where you can pull up at the open gate
(opened by the jump lever).
Grab a small medipack from the table and head up the stairs, shoot the
Imps and the hellhound and proceed through the corridor to the other end.
There’s a stand at the N wall, combine the Heart and the Pacer to get the Beating
Demon’s Heart and place it to open the door left.
The Plantation, the Pink Energy Crystal.
In front of the entrance is a Timed trigger pad, it will open a gate in
the other end of the plantation. To the right is a mirror, it gives a screen of
the gate with the Crystal. Now we have to find our way to the gate fast enough.
Remember the Note you found earlier? Plantation… Red,
Yellow, Blue…
Go to that trigger pad, stand at the S side facing it and run over the pad,
jump to the Red plant near the mirror and you end up at a green one, turn W, go
to the yellow one there and end up at a brown plant, head NW jumping around the
green tree to the blue and then run into the gate (video-plantation.wmv/savegame.13).
Try to get lined up for the next part before Lara is jumped
to another tree so you can immediately run to the next and not end up against a
tree.
Grab the Pink Energy Crystal and make your way back to the other side
along the S side and leave, through the corridor back to the gate at the
Skeleton room. Hang out and shimmy right, drop to the ledge below at the end.
Run jump S to the dark rock and from there jump with Ctrl at the end into the
structure S. Loop right around, jump out to the tall pillar and stand jump E to
a crack in the roof, go left around and pull up inside, follow through to the
SW corner (In case you need to find your way up to the
exit from the ground floor, go up the ladder, out to the tall pillar, turn
around and stand jump E to a crack in the roof, go left around and pull up
inside, follow through to the SW corner).
A few run jumps will get you to the grey rock at the mirror straight ahead, be
sure to have filled the Waterskin as we suggested, saves a lot of running
later.
Leave left through the door, follow through to the room with the Teleporter and
climb on it instead of running!
II : NE teleporter, the Blue Energy Crystal.
Back in the mist, turn around and hop down onto the ledge with the bowl, face S
and pour the water in it. The flyby will show the route to the Blue Energy
Crystal. A Wraith is set free, so this time jump to the Teleporter on the right
(W).
Open the gate with the lever and you’re back near the pool where you shot that
Demigod before. Run to the edge of the pool before you jump and a running jump
across, left through the tunnel and a bit right down to the pool. Get the Blue
Energy Crystal and use the slopes E to jump out of the pool.
We cannot use the Telporter (no way back there) to get back to the Dragon Cage
where we need to use those Crystals, so go back into the tunnel N, over the
deadly pool and right up onto the block in the SE corner. Up through the gate
and at the Wing Glider, drop into the room below.
From the block SW another run jump with roll over the ledge right of the
central pillar, drop to the crack and go left around to the slope below.
Without the Secret, skip the blue part.
For the Secret hunters: Just let Lara slide into
the gate to the Crowbar room. Climb up through the trapdoor NE, go left and
then left through the gate to get yourself a new Torch. Go back through
the trapdoor and jump out left of the gate to land next to the campfire. Jump
NE and then down to the ground floor of the Abyss (taking the Torch with you as
before).
Drop from the slope and jump the slopes over the campfire to the ledge next to
it. Jump NE and then jump down to the ground floor of the Abyss.
Go in E and through the bypass gate left (Ignite
the Torch here), left and then second left up the stairs, through to the
Bar and through the curtain W, up right through that Spike pit yet again and N
into the passage to the machine room. To the right there and jump up to the
gate where you found the Key Bundle. Jump the slopes up to the room with the
doors to the Outdoors and go through those doors. Go left along the wall walkway
to the harbour and up the slope under the Dragon Portal. Throw down the Torch NW to the floor in front of the
gate below and jump to the slope W to safety drop to the floor too.
Secret: Pick up the Torch and go inside and ignite
a wall torch SW, a platform goes up to the right of you. Leave the Torch,
you’re done with it. Go to the opening you visited before, straight E, with
that wall lever and look left up on the wall (N) for a jump lever raising
another platform in the room. Jump from the higher floor N to grab that last
platform and jump up to the monkey climb. Go to the far right corner to use the
jump lever there and then go back to the wooden corner where a rope appeared
close to the platform at the door. Grab the rope, swing onto the platform and
open the door with the crowbar to get Secret
#6, a Secret Dragon. Get out and
drop down.
Using the Last Crystals.
Behind the grey wall in the wooden corner (SW) is a trapdoor you can open by
hand. Drop down on the cage, drop down outside of the cage and go into the side
room S to place the Blue Crystal. Another gate opens in the room we just came
from. Go out and N a bit, then left to place the Pink Crystal in the next room
(W wall), another gate open. Go back to the ladder NE and up to the cage, through
the trapdoor (SW) or through the water with the Dragon to the room above. Use
the floor levers S, W and if you didn’t yet, the one N. This will set the
Dragon free. Watch the flyby and dive into the water to get the Thankful
Dragon Sculpture, you’ll end up in the star gate again, just slide down…
G&D 13-07-2016.