Tomb Raider Requiem.
This
walkthrough can be used for both old and Revised
version of the level, there were minor changes in game play and we mention the
difference where they occur
Levels by vinraider.
A video walkthrough by KillerGameplayz can be
found here.
Walkthrough by G&D Productions.
Savegame
Folder;
There are two versions of saves in the folder, one for
the “Old version” (downloaded before Dec 28, 2016) which many are still
playing and one folder with saves for the “Revised version”, obviously you have
to choose the correct folder.
Links to the
Levels: |
||
1-Paris. 2 secrets
Walk
straight off the stairs and get some Flares
from the dark corner.
The Bar Key.
Go out of
the alley and take a left, at the bus stop are some doors, in the corner left
of the keyhole is a small medipack. Go back to the bus stop and into the alley
left (S) and use the button in the dark, go back and the door left opened up.
Climb over the crates to the right hand corner and push a button to open a
hatch in the ceiling. Go back and pull a crate from the opposite corner, (right
of the door) and put it against the opposite wall (W). Climb it and turn right,
pull the dark crate there once and move the lower crate back to the front, put
it under the hatch. Now you can move the other crate on top of it and you are
able to climb up through the hatch. On the corner of the terrace are Flares, then hop over the corner (SE)
to a small walkway and from there jump to the pillar in the alley to get the Bar Key.
Find the Bar, Jerry Can.
Drop down
and go back to the street. Go straight and pass the alley you came from, follow
the street around the corner and to the right is an
open passage down to a storeroom. We’ll visit that in a bit, but remember where
it is. At the next crossing go left to Place du République.
The Bar is at the other side (S), open it and go
inside, left is another keyhole, for later…
Go behind
the counter and jump up to open the hatch in the corner, face the left wall (S)
and grab up into a duct, follow through and drop down into a corridor. Go into
a storage room and find a Medipack, a Scorpion-X
clip and a Jerry Can. On the
last shelf behind you are Flares. A
door opened, go out to the corridor. A policeman is guarding the Bar and he
closed the door to the street.. Don’t go into the Bar.
Diary…I must find a way to get rid
of him quietly..
Back in the
corridor, grab back up into the duct and at the other end crawl up to the
opening and use Alt and forward to jump down and kick the policeman to the
ground, he will drop the Bar Key you
can use to get back on the street.
Fuel.
Go back
into the street on the right (NE), at the next crossing a right and then left
down to the storeroom. On the shelves is a Scorpion-X
clip, turn left and go into the corner right of those boxes, kick the wall
in (Ctrl) and go through the crawlspace into another basement.
Diary…That pipe is leaking fuel…
Go into the
back, on the table is a Scorpion-X clip;
fill the Jerry Can in the pool of fuel. Get out and back up to the street.
Using the Fuel on the Generator.
Go right
and at the corner sort of straight ahead into the Allee
des Mimosas (W). To the left is a
door with a code pad. Go straight and into a small area with a forklift and
crates, climb the high stack of
crates in the back and grab the ceiling, go over to the high stack in the
entrance, drop and grab, then pull up. Run jump with a curve to grab the wall S
and get Flares. Turn around and jump
up to the balcony above the warehouse area where you came from. Go into the
crawlspace and drop down into the back of the warehouse.
Diary…found a generator, but without
some fuel, I`m afraid that it will be useless..
Go into the
left corner and put the Fuel into the tank, in the other corner is the
generator you can now start up by pushing the button. A trapdoor goes up
somewhere.
Route over the Balconies, the Code.
Push the
button next to the door and get out, turn left to climb that stack of crates
again and get back up to the floor above this room. Now at the crawlspace, run
jump to grab an opening in the N wall, behind that tree.
Drop into
an alley, get Flares from the steps
(W), then go to the back of the car, get a small
medipack and get into the crawlspace behind the
car (most left side to get in), push the button and get back out. Next to that stack of crates a platform
went up, climb up to the crates and jump up to the balcony (E), a jump over the
fence to land on a sloped piece of roof (SE), grab the edge as you slide off.
Hang left, pull up and back flip with roll to grab the roof, go right and back
flip with roll to grab the trapdoor that went up in that opening when you
started the generator. Jump straight across onto the balcony, turn left and jump
to the next where you can grab a small medipack. Hop over onto the slanted grate and jump
right around the corner to the next balcony, a few jumps later you can look
into a window.
A serious
TR fan lives here as you can see, but that’s not important, the note on the
desk IS, make a note of that number (6013),
jump back and around the corner, then onto that dumpster down in the street and
you are right in front of that door with the code pad.
The House, platform at the Garage, One Euro.
Use the
code there. Enter and left is a closed door, the door straight ahead is the
bathroom, on the left in an alcove is Scorpion-X
clip. To the right, in the corner under the stairs is a button to open the
door next to the front door. Go in and left on a shelf is a small medipack
on the wall behind you is a button to raise a platform at the Garage.
Go out of
the room and upstairs and kick the first door right, near the window is a chest
of drawers with a Medipack.
Back out and right, at the end of the corridor through a small door and on the
bed stand is One Euro.
To the Garage, the Scorpion-X.
Leave the
house, take a right and at the crossing go left as in that dead-end street (Rue
Edith Piaf) and left in an alcove is a Scorpion
X-clip. Go back and straight (E), then left around the corner and you are
at the Garage. Go into the left hand alley W and push that dumpster (SW) into
the corner there. Get up and climb up to the balcony. Go to the other end and
face the balcony behind the tree (E) and turn a bit to the right. Take a
running jump through the tree and grab the balcony there.
Go inside
through the open French door and to the right in the corner near the vase on
the table grab another Scorpion-X clip.
Now push open the doors to the E balcony and jump to the balcony left. Turn to
the right and jump across to that platform you raised when you were in the
house and from that onto the roof of the Garage.
Crate Puzzle.
Go left
through the broken window, climb down a ladder and grab Flares from the table. On the wall left of the Bike (E) are two
buttons to raise a series of car lifts in the other end of the Garage, don’t
use them yet, or put them back. First move two crates, one onto the lowered
lift and the other next to the lift to close the gap to the block in the
corner, use the right hand button and move the crate from the lift to the
corner. In that corner is another Scorpion-X
clip (SW). Go down and use both buttons, go back to the crate. Climb over
the crate and push it onto the second lift. Use the left button and the crate
goes up again. Move it into the corner of that walkway and climb up into a
crawlspace above. Follow to a room where you can open a door with a button. Go
back through the crawlspace, down to the floor and up the stairs to the open
door. On the table there is the Scorpion-X.
Be careful there is just enough ammo to go around, don’t waste any…
To the Metro, the Hotel Key.
To get out
of the Garage, climb that ladder (S) and jump back to that platform, safety
drop down and head SE into the street, around two corners and then go left (S)
and straight ahead is Place du Republique with the
Bar and Metro station.
Go down
into the Metro, after two flight of stairs go right
and left to find the ticket machine, use the Euro you have and pick up the Metro Ticket from the floor. Go down
another flight of stairs (S) and first go left to the closed Châtelet station, pick up 2 Scorpion-X clips and
then go to the other side, Marie des Lilas. Use the
ticket there to get through the ticket gate
Diary… The power is still on, I can’t explore that tunnel for now.
Take a
right and at the other end of the station, just before going into the passage,
grab up to that wall with missing tiles, climb left over the tracks to the
other side. Next to the vending machine is a button to open the door there. Go
in and grab the Hotel Key, next to
it is a Scorpion-X clip, take out
the weapon as you alarmed some policemen. Be careful, this weapon has a very
sensitive trigger and before you know it you will be out of ammo, so make every
shot count (it takes ten rounds to kill one).
Two of them
will join you in that room if you just wait, the other two are across the
tracks. Climb back along that wall and get back to the streets. Go to the right
(N) and then right, follow the Rue Sainte Catherine right around the corner to
the square with the bus stop and Hotel.
Secret, and I advise you to go get that:
In Rue Sainte Catherine take a left into the alley where you started, climb the
dumpster and grab up to the balcony (stand with your shoulder against the
wall), shoot the left hand window and go into the house. In the chest of
drawers are 2 Scorpion-X clips and a
Medipack.
In the opposite corner behind that couch is Secret
#1,
a Secret Gem. Get out to the street
and left to the square with the bus stop.
The Hotel, Master Key.
Open the
door to the Hotel and enter, get the Master
Key from the little key cabinet behind the counter. Go up the stairs left
and on the first floor open the first door on the right with the Master Key. In
the bathroom is a small medipack, back to the corridor and open the second
door. Nothing in the neither room; just shoot the right hand window and get
onto the balcony. Turn left and jump the balconies till you get to a pillar
next to the roof (Use Ctrl to jump onto the grate next to the pillar).
The Warehouse.
Now jump up
to that flat part high up on the roof and from there to the next pillar. Jump
up left to the opening in the roof to land in a duct. Go through to a
warehouse, opposite wall left of the crate is a Scorpion-X clip. Left around the corner, behind a forklift is an
electricity box, shoot it and throw the switch to open a ceiling hatch in the
NW corner, alarming a policeman. On your way there, on a shelf left is a Scorpion-X clip. Jump from the nearby
crate to grab the high stack of crates and run jump to grab up through the open
hatch.
Timed Trapdoor Run, Metro Station
Key.
Upstairs is
a small medipack
on a shelf, in the N wall is a crate, push that down the open hatch, we need
that downstairs. Drop down on the crate, move it close to the high stack in the
NE corner, but not right next to it (touching corners is what I mean). Get back
upstairs, save in front of the button E. Push, roll and quickly get down the
hole, run to and jump onto the crate you pushed and hop onto the high stack,
roll and run jump to grab the first trapdoor (SW) run jump around the corner to
the next, then a bit left to a hanging crate and onwards to the left onto the
next trapdoor, then jump to grab the crate at the E wall (savegame.0). Left
of the crate is a switch; it will open a door in the S wall, ground floor.
Safety drop
down and enter the door you opened (S) and run in as fast as possible, close to
that policeman, otherwise the table prevents you from hitting him and you don’t
have too much ammo… This one will drop the Metro
Station Key. On the other table are Flares,
get out.
Secret: Do the Timed Run again, but this time when you reach the hanging
crate you’re done with the quick stuff. Run jump with a roll from the crate
onto the side slope W, jump again and grab the platform above the crate, crawl
forward and stand on the very corner, facing the roof of the structure N. With
a straight run jump and grab at the last moment you can grab the roof (to line
up straight, hang from the ledge, pull up and just roll) Around the back is Secret #2, a Secret
Gem. Run from the corner (SW) onto the slope and safety drop to the floor.
Leave E
through that ducts, left of those big doors. Climb the grate and slide down to
the street.
Back to the Metro, turn off the power.
Go right
(N), left around two corners and straight to Place du République,
go down into the Metro, to the same station Mairie
des Lilas and all the way to the end is a Keyhole,
use that Metro Station Key there. Inside climb up to the walkway, pick up a Scorpion-X clip and shoot the electric
box so you can flip the switch to turn off the power.
Diary: I’ve finally reached the
sight (site) where the accident occurred. Let’s see what’s hidden in this hole…
2 secrets.
Pick up Flares left and go to the barriers.
Turn right, if you run down so you’ll slide backwards, hold Ctrl and
slide forward down the next slope, almost immediately jump up left onto a ledge
where you’ll find Secret #1 (3) , a Scorpion-X
clip, a small medipack
and a Secret Gem.
The next
part is all about nerves and keeping them under control…
Jump over
to and grab the opposite slope, drop (sliding forwards along the right hand
wall) and at the end jump right onto the slanted pillar, slide far and jump
right to grab that breakable platform. Hang right and save, pull up and run
forward turning left a bit, jump onto the far side back of the next pillar and
slide jump to grab another breakable platform. Save and run forward and curve
left to hop to the next one, try grabbing it or do a running jump forward to
that slanted ledge ahead. Slide and jump, then slide far and jump to grab the
opening in the wall (savegame.1).
Hop over
the block, slide down and hop into the pool, spot a gap in the E side (later)
and climb out into the Main Hall.
Main Hall, Quest for the 4 Gems.
At the feet
of that Skeleton on the tomb is a Scorpion-X
clip. Two alcoves, one on each side of the tomb have Shotgun ammo.
Our goal is
to open that gate up W. Around the Cross are 4 levers,
they open gates in this Hall. In no particular order:
NW: The NW lever opens the NW gate, go in and jump
to the ledge you see behind the left pillar, run jump out left to grab the
slope left of the opposite pillar, shimmy all the way left against the wall and
back flip, slide as far as possible and jump with a left curve to land left of
the slope. Grab the First Gem in the
back. Hop on the slope, slide into the water and get the Scorpion-X clip. Swim back and climb out, go to the Main Hall.
SW: Go into the gate, over the block and you can
find a Scorpion-X clip left in the
corner. Time to start jumping. How I did this: Stand
on a little mound SE and grab up to the sloped ledge, shimmy left against the
wall, then go back one grab. Back flip with roll and grab the slope, hang left
and back flip, keep jumping between
the slopes (slide from the lower slope before you jump) while you roll again.
Now slide backwards from the S slope and back flip to the high slope behind,
jump hard right and you should just touch the tip of the slope in front so you
can jump and roll. Grab the crack (savegame.2).
Go around the corner, drop and shoot the spider, grab some Flares.
Line up for
the jump to the spike pillar and a running jump curved left to the balcony with
Gem #2. Drop down and before you go
out to the Main Hall, go behind the pillar under the balcony and use the jump
lever there to open that gate in the gap of the pool in the Main Hall. We need
something from there before we do the last Gem.
SE: The gate is SE of course, sprint over the
bridge (sprint wasn’t really needed) and claim Gem #3.
NE: We need to get something first…
The Skull.
Go to the
pool where we entered, E, dive in and swim through the gap, the gate opened by
the jump lever in the SW room. Climb out straight ahead and find Shotgun ammo in grass, a bit to the
right. At the right hand wall is a skeleton and at his feet, in between the
grass is the Skull. Quickly hop into
the pool and swim back. Enter the NE room.
There’s
some Shotgun ammo NW in this water
paradise and a small medipack
left of the bench next to the entrance. Go to that water spout W, as that one
fills the pool, place the skull in it to stop the flow of water and the pool
drains, drop down and use the lever to lower a cage upstairs. Climb the plants
in the far corner (NE), shoot the spider and claim Gem #4. Go back to the Main Hall and use the Gems W.
Boulder and Blades.
Climb up to
one of the ledges and shimmy around
the base of a pillar to the gate. Save and sprint up the slope, duck against
the ridge so the Boulder can go overhead. Go up and run over the crumbling
bridge to the other end and jump to grab the opening in the wall. Go up (no… no
boulder) and up a ladder to reach the Library Courtyard.
The Templars
Library.
Don’t
venture out too much until you have the Shotgun, there are plenty of skeletons
around, I won’t mention them all. Loop right around
the corner and get Flares, turn
around and go right around the next corner, just stay close to the building,
use the lever to open the gate and go in, probably two skeletons showed up by
now. A couple of bats are also
pestering you. Climb the ladder on the back wall and back flip off to the
ledge. On the pedestal to the left is the Shotgun.
To the right a Scorpion-X clip. Shoot the bats with the Scorpion, be sure to
collect the Shotgun ammo from the
alcoves with the Skeletons before going down, on the ground floor are two more
alcoves with Shotgun ammo.
At the pool
at the side of the left ladder is another Scorpion-X
clip. Now take on those skeletons, or just run out fast and close them
inside by flipping the lever before they exit. I could lock in these two and I
tried to get more skeletons inside, but that proved too much of a hassle. Just
take them to that blue pool to the right if you exit this room. Stand on the
edge of the pool, Shotgun ready and when they come close (on the ledge), jump
over them/him with a roll and immediately shoot. Most of the
times I spent only one round.
Underwater Lever Puzzle.
Go to the
left side of the square (S), a long corridor with water with a strong current.
Take a right into the alley (W) and hop to the right around behind the pillar.
Back flip onto the slope, jump and grab the jump lever, opening an underwater
gate. Go back a bit along the arches and turn right at the second opening. You
can see the gate there. Stand right against the pillar, turn right a bit facing
the right hand side of the open gate and hop back three times, run jump, hit
“Alt” when you hit the water and Lara will launch herself in the gate (another way
is to stand in the first opening (seen from the jump lever) in the corner of
the pillar and face SW, side flip left to land close to the corner of the open
gate, turn left while swimming to get in). You may have to adjust the
angle of the jump a bit. Throw the underwater lever to open a gate at the other
end of the canal. Swim to the gate but not in, just up to get air fýrst.
Save in
front of the opening and dive in, a room with two levels and several underwater
levers, some have spike traps. Swim up to start in the upper level and in the
middle of the room are 6 levers on the pillars, don’t touch the ones with
skeleton remains under them, so only the first two left (N) and you get screens
of a gate. Go back for air, swim up straight when through the opening and the
current won’t bother you.
In again
and down, here you can see which ones are safe when you look into the side
alcoves, obviously not the skull ones. The safe ones are the first and the last
one right. Go back for air first and swim around the room for a Medipack (lower
level SW), Flares (upper level NE),
get some air and swim through the open gate upper level SE and follow up to a
library.
Up to the upper levels, the Golden
Key.
Climb out
left, shoot two spiders and go right around the corner to the back. Climb the
bookcase and turn right, jump and grab that fence NW, climb right and up a bit.
Back flip with roll and grab the opening, climb up left or right and go into
the room, a skeleton wakes up. Go stand at the hole, when the skelly comes close, jump over him and shoot him into the
hole.
The second
window right has a lever opening a gate below. Back down the hole and jump out
left onto the bookcase, go down the other side to pick up a small medipack.
Climb up (W), stand against the slope (W), a bit left from the right hand wall.
Pull up on the slope and slide, then jump hard right
onto a ledge behind the bookcase. Hop onto the floor, shoot a spider and get a Scorpion-X clip at the fence E. That
gate you opened is at the opposite side of the room.
Get down
onto the terrace with the tree, see a gate in the
opposite wall. Grab up to the little roof left and shimmy around the corner,
back flip with roll to grab the jump lever.
Go through the opened gate, go left at the pool and climb up the bookcase
right of the wall torch. Go left first and pick up Shotgun ammo from the window. Jump back over the hole and from the
balcony jump to the slanted pillar, keep jumping (don’t slide much) and try to
steer left at the 4th pillar so you can grab it. Hang left and just
back flip, then immediately jump hard left to get to the fore last, just slide off and jump from the low block to the
floor. There is a lever to the left opening a gate up in the opposite wall.
First get a small medipack
from the window, then jump and grab the climb wall to go up and right around to
the gate.
Roof jumps, getting upstairs.
Drop
backwards out of the window, grab the edge of the roof
and go left, a bit further as that spike trap. Pull up and back flip with roll
to grab the slanted pillar, hang left and pull up, back flip with roll and
steer right to grab the plants over the spike trap. Go up to the next opening
and right around to get inside.
Secret: Turn around and run jump out of the opening grabbing the roof,
shimmy left and pull up at the end, go through to a roof and jump over the roof
left to find Secret #2 (4), a Secret Gem. Go back and hang from the
roof, go right to the first slanted pillar below and drop, grab the edge of it.
Back flip with roll and grab the roof. Go left and get back on the plant ladder
as you did before. Up into the room where you left off.
Go to the
corner (SW) with the Torch, face E and look up. Climb the bookcase there and
shift left to drop into the room above. Around the corner is a lever on the
bookcase, use it to open a gate in the room below. Go back using the bookcase
or jump down and go to the gate you opened (E). On the walkway your instinct
will tell you to jump along the left side of the blade, don’t. Just straight
along the middle. In the next room you’ll find the Golden Key. A trapdoor opens in the corner of the room. Drop down
and you’re back in the room with the lever in the window.
Go down E
and jump left to the bookcase, into the pool and swim back through the room
with the levers and immediately up when you get to the canal with that strong
current. Swim to the right and get out of the water to the square with the
Cross. (Left is the Keyhole) Go straight first (N) to the blue pool and left
around the building into the alley (W), pick up a Medipack, a Scorpion-X clip and Flares.
Back out and left into an entrance, pick up a Medipack, a Scorpion-X clip and a small
medipack. Deal with the skeletons at the blue
pool and use the Golden Key on the W wall on the square with the Cross.
Templar’s Cathedral, Torch Puzzle,
the Silver Key.
Diary: We have to ignite some bowls, there must be a hint somewhere to differentiate them.
Maybe in the room below? Anyway I should better have
the right combination before trying anything as it seems that I will have only get one try.
However, on a bright side, this
cathedral is gorgeous, especially that rose window.
The Hint and Clue.
Look up to
the rose window over the entrance () with binoculars, in the center of it you
can see two overlapped symbols, the Omega and Lambda. Now go to the far left
hand corner of the grated floor (seen from the entrance), there is a handle,
face it E and open the hatch. Drop down and quickly try to look up and take a
screenshot of the ceiling under the bowls, there are symbols (2-hint.jpg). You’ll have to dodge the Skellies, or shoot them once and quickly go get the items.
Because on the ground are Flares, a Medipack and Shotgun ammo. There’s a door we have
to open here, but for now get back out.
On the
floor of the Cathedral are 2 Scorpion-X
clips, along the left wall (S) and in the back (NW).
Timed run for the Gate, all for a Torch.
From the
ledge with the Skeleton, pull up on the broken pillar there (NW), stand on the
left corner facing N and stand jump to grab the N side upper floor. Shoot the 2
spiders (haven’t seen them in this version, they showed up later) and run to the
other end, the spikes aren’t activated yet. Jump over a ledge and a slope to
the other side and shoot a spider. Look over the balustrade and see a jump
lever on the Tomb, jump to the roof and grab the edge and then the jump lever.
This will open the first gate (NW) on the upper floor. Get back up there and in
that small room (left) is a Timed lever to open the
gate at the end of the S side floor. Get over the spikes and be quick over the
next trap as they are about to pop up too, jump to the S side floor and sprint
to the burning floor, jump over right to grab the roof of the tomb at the jump
lever and shimmy left to the other end. Pull up and back flip with roll to get
into the gate (savegame.3).
Throw the
lever inside (twice) to open the gate again. Pick up small medipack, and Flares, get a Torch and go back out. To the end and throw the Torch
down, safety drop too and ignite the torch in the Tomb while standing on the
ledge with the Skeleton. Now go to the bowls, stand on the grate in the middle
of the bowl puzzle and you’ll have to ignite only 4. According
to the hints (2-hint.jpg), when facing W, the
left hand one. Facing S, the left hand one, facing E the right hand one and the last, facing N
the right hand one. A screen of the door below opening
up. Go back down through the hatch and into the door N. Grab the Silver Key and get the H… out of there.
You can take the Torch with you if you like, leave the Cathedral and go left to
the blue pool. On the bottom of the pool are Flares and a small medipack. The building behind the pool (N) can be
opened with the Silver Key.
Scaling the Hall, the Gem.
Get on a
block behind the pillar NE and jump to grab the crack in the back wall (N),
shimmy left to a ladder, down one step and back flip with roll to grab the block.
Pull up and immediately jump with roll; you’ll bump against the block but you
are able to grab the block below before sliding off. Climb down a bit and a backflip with roll to grab a ladder. Go up to a lever, the
flyby will show what happened… well that didn’t help much…
But two
trapdoors dropped behind you so you can now climb further up another ladder. A
bit down from the top, back flip roll and grab a sloped block. Hang right, pull
up over and immediately jump to land on the nearest side of the next block,
jump hard left and slide jump to grab a wide slope. Go left to the end, pull up
and back flip, jump back with a bit of a left curve so you can grab the floor
you saw in the flyby at the lever.
Turn left
and run jump and grab a slope (N), pull up on the right hand side, slide and
jump onto the ledge with the boulder, immediately jump back and then jump back
to the slope, as the boulder is gone. Turn to the right and climb up at the
wall.
Stand right
and save, run along the edge, don’t stop and just jump up onto that slope ahead
so you can jump and grab the ladder and climb to the top. Now aim N, for the
slope left of the Blade and jump when Blade goes right and burner will be off,
you’ll slide down onto the tile, run into a corner before the burner starts
again. Stand in the NW corner, hop backwards onto a slope below and grab the
edge. Back flip to the ledge with the Gem.
We need to use that all the way back up again. Jump over to the boulder ledge
and climb back up, this time you’ll have to run after the knives and get to the
ladder and upper ledges. Jump over to the burners and get onto the highest one.
Stand left (the Blade hangs right), jump N and grab the block. Jump to the
corner and place the Gem opening the door. Make a couple of safety drops down
to the balcony and then to the ground. (in the previous
version you can now get onto a disabled spike pillar and jump from that into
the cavern N ) A door is open in the rock slope N, go through and climb
up into the cavern.
The Cavern, the Archives Key.
Go right
first and in the corner before the last big rock you can back flip to the slope
on the N wall and jump to grab the ledge above. Jump to grab the one W and
slide jump onto the next, one more slide jump to the block and jump to where
you can use the lever opening a gate at the other end. Drop from the ledge; get
under it to pick up a Medipack
and Flares. Back to the other side
and backflip up to the ledge again, this time go left
around the corner and jump into the open gate. Follow down to another cavern.
Slide down into a lower part at a ladder, stand at the ridge left of the
ladder, turn a bit left and back flip onto the rock to jump and grab the
ladder. Climb up to the cavern above and shoot a spider when you go for some Shotgun ammo on the right. Go back to
the other side and run jump around the corner to some plants you can climb up
to the ledge. Turn right and run jump with a right curve to the ledge on the
building. Quickly run to the skelly and shoot it
down, at the end of the ledge is a block, pull it four times to the middle of
the ledge, straight opposite that pillar with the Key in the blue pool. Climb
up and run jump straight (with Ctrl) to get to the pillar and get the Archives Key.
Using the Key.
Now you
have to get back up to that push block again. Drop in the pool,
go behind the building, through the door to the cavern and right up to the
ledge, the route through the side cavern and the jumps to the ledge on the
building. Go to the corner where the block was before and jump right around the
corner onto the balcony, jump to the one in the middle and here I did a trick
move, turn around at the edge, take a step forward and hop back, just as you
are under the edge, hit Ctrl to land on the balcony below. There is a Scorpion-X clip on the balcony N, I
could not jump there, nor back once I made it from an upper balcony, so I left
it there (if you go take it you have to go back up through the Cavern again)…
Jump over
to the pillar W and go to the keyhole, open the door to the Archives. Go in,
then up the balcony into the room and grab the Scroll (you can only read it,
Diary) and then the Silver Key. Go
out and down towards the closed entrance door, loop around to the right in the
corridor where the Silver Key can be put to use. Go up the tunnel and leave
this site…
You lost
all weapons, but we got some pistols.. There are some
snakes around…
A Wire.
Left, next
to the building are Flares. In the
next alley left are Uzi clips. Go to
the opposite side and shoot an electricity bow on the transformer station NW.
Pick up the Wire.
Now go into
the alley N and left into the Barbershop, open the door on the left. In front
of the left mirror is a Barber Knife
on the floor, combine with the Wire to make a Handmade Fishing Pole.
Now enter
the grocery, next to the Jeep and to the right is a trapdoor a Templar symbol
in the floor (light a flare), stand facing N and open it. Go down and stand on
a grate, you can see some fallen keys below, use your fishing pole there (face
W, standing just a bit on the grate) and lift the Bunch of Keys out of there.
Get out of
the shop and straight to the house opposite, use the Bunch of Keys to get in, right, behind the table is a Medipack, then go up the
stairs and find a picture with a Templar symbol up there, push the picture and
watch the flyby. Get back out to the street and head left.
To the W is
the fence to the dig site, go left a bit and grab up to the rock W, shimmy left
around the corner and to the end. Pull up and back flip roll to a ledge. Stand
on the corner and hop into the opening in the rock wall. Climb up straight
ahead and walk to the edge.
Secret: Look left and spot a Gem, stand right and turn left, stand jump
out so you will land on a ledge next to the slope under the opening, jump and grab
the alcove in the rock, get Secret #1(5), a Secret Gem and Uzi clips.
Drop out,
go in W and follow through, a wider cave has a Medipack in the back around the
corner, go back to where you came in and hop into an alcove E, jump across to the
W side and grab the ridge. Go left a bit and save. Back flip and land on a
slope, just slide backwards and grab the edge. Go right to the wall and take
one grab back, now just back flip and slide again, grabbing the end of the
slope. Drop and grab the crack below, go left around and drop on a tiny ledge.
Run jump from this ledge to a thin ledge S, go in and slide down in the hole to
land in a pool.
Hall of Doves.
Get out,
grab some Flares and push a button E
to open a door W. Follow the passage up to come to the Hall of Doves. Check the
Diary…
I’ve already seen this mosaic, at a
dig site not so far away from here, in Jezreel
Valley. It has been discovered in the ruins of a prison. According to the datation, it would have been one of the first Christian churches
ever built. Some people call it “The Armageddon Church”.
Go to each
dove statue and stand behind the dove, at the tail and turn them, all facing
that mosaic. After the fourth a block will go up, go to the gate and turn
right, walk to the water and look for a ladder on the nearby pillar, climb that
till you can back flip over the gate. Because the block in the middle of the
ramps went up, it is now possible to move that urn. Move it to both corner
tiles left and right of the spike trap. Now you can use the button and see that
nice mosaic floor in the other room is collapsed. Dive into the hole left or
right and swim back to the Doves Hall.
The Armageddon Church, the Star Key.
Drop into that hole and go into the passage,
best save, as you have to run and jump over a breakable bridge. There are some
solid parts in this bridge however. Get across to the other side and go left at
the church, all around to the other side and pick up some Uzi clips. Go back to the last corner and to that slanted structure,
a bug and a small medipack
on top. Now go behind it and crawl inside. Climb down the ladder but it is too
short so drop way down into a pool. Swim down and get the Star Key.
The Getting back out quest.
Now we have
to get back up, climb the block with the candles and grab up to the floor. To
the right is a lever, it will open a trapdoor so you can climb a block in the
SE corner, jump and grab up W to the ledge above. Hop to the floor with a push
block (E) and pull it once, climb up and climb the ladder, use a monkey climb
to get to a corner ledge and from there jump and grab the opening N. Inside is
a small medipack,
as well as a lever closing that trapdoor, so flip it. Jump back to the corner
ledge and then hop down onto the ledge at the trapdoor, move the push block
onto the trapdoor. Drop down to the first floor ledge and use that lever there
again (W), dropping the block onto this level. Move it to the second corner so
it is as close as possible to a block at a ladder (NE) across the room.
Jump and grab
that block and climb the ladder, climb off left. Turn left and stand jump down
to a ledge below. Throw the lever and a hatch opens on top of the ladder you
came from. Hop down E to the ladder and go back up, through that hatch and off
to the left. No less than two bugs attack here same time, so watch your health.
You have some room to move though.
Shoot a
vase S (maybe you did already) and collect the Uzis. Climb that block near the ladder and jump to the ladder in
the ceiling, you’ll have to “drop hang and climb into a crawlspace” at the top
of it. Crawl out and go left around the church, back to the bridge (or go along
this side and use the window to get over the rock ridge).
Some parts
of the bridge are still intact; you have to get to the crossing and to the
right, jump over the corner of the railing to the tile around the corner. At
the door jump left over to a ledge with the Star receptacle and get through the
door.
Diary: Maybe the local
interpretation of turning water into wine. In any case, I don’t want to taste
it!
Door Puzzle.
To the
right is a ledge with Uzi clips, the door opens to a Secret later. Jump back, go to
the end of the ledge and run jump to the right onto a slope, jump again to get
over the fence. Go into a room with 4 levers and some doors. Left on the floor are some Flares.
W Door: Jumps to the Bells.
Throw the
E/W/S side levers (when looking at the walls) and W opens. Inside go left, run
jump with roll onto the slope and jump to grab the ceiling, swing around to the
other side, hang left near the end of the grate and drop, jump
left to the ledge. Climb the cage in the next room and grab the roof, go left
(S) first if you want some Uzi clips,
then to the other side to use the lever in the window. A gate opens below,
safety drop down with some health loss. Enter the gate N go
right and to the back.
How I did
it: Back flip onto the corner of the sloped block, as close to the spikes as
you dare (you’ll get harmed a bit) and jump to touch the corner of the next
slope, keep jumping and grab the wide slope after the third jump. Go to the
right hand wall and take two grabs back.
Save, and
back flip, then jump to the left and here you can just jump to and fro while
drawing the pistols or Uzis if you prefer. Keep jumping to the left and as soon
as get close to that slope left, slide down backwards, back flip and jump hard
left to hit that left slope, jump and roll firing weapons to shoot the bell (be
sure you hear the bell!). Immediately
put away the guns and jump from the slope, grabbing the next higher slope. Back
flip roll and grab the edge of the wide slope, go left almost to the wall and
back flip, just slide down landing on that corner block on the floor, jump a
bit left to get away from the spikes (savegame.4).
Get out and
straight across to the other room, more jumps to a bell. Face away from the
block, back flip onto the block and jump to grab the wide slope. Best go to a
wall and two grabs back to be lined up, Save. Back flip and jump back with a curve to the middle
slope. Now keep jumping and try to grab the slope after the third jump. The
bell is probably behind you, so hang in the middle and save. Pull up, back flip
and draw weapons slide far down from the slope under the bell, back flip and
jump again firing at the bell. Slide down far and back flip putting away the
guns. While jumping to and fro I did a roll and then jumped left (or right) to
land on the wide slope. Safety drop down (savegame.5).
Go out, the
cage at the Dove lowered, so turn the Dove and get a screen of that church
door. Go to the room E, jump and grab that slope on the right and pull up over,
slide and jump to the ledge. Go through to the room with the levers.
Secret: Don’t touch the levers you did already, but just pull the one at
the rooms entrance (N). Turn around, go to that fence
in the entrance corridor and jump right to the slope, slide and jump over the
other fence. Then jump left to the ledge where you got the ammo before and the
door is open. Inside is Secret #2(6), a Secret Gem. Return to the 4 levers.
E Door: Move the Templar Knight.
Pull the
levers in the W and E back up; the E door opens. Jump through the entrance room
to the back; go up the ladder and down the other side into a large room with
high ledges. A Wraith appears and a bug too, while shooting the bug the Wraith
will probably just take off, those bugs can harm you bad, so watch the health.
In case the Wraith is still there, there is a hole in the floor left of the E
bridge; it leads to a Wraith catcher.
In the
right hand wall is a door, go there and drop down left of the door, there is a
passage at water level. Inside is a lever opening the door. Get back up to the
door, hop to the block with the chain pulley and use that to change the bridges
in the room. Hop back, go through the door and approach the cage where the
Knight is locked up. In the cage where the Knight is are Uzi clips. Lure the Knight out to the ledges, over the bridge and
use the pulley to change the bridges again. The knight has to follow you into
the room E so he can break a wooden barrier for you. Run in there and use the
chain pulley, the large room is flooded. Two more bugs appeared, there are Uzi clips in the water near the door
(S) and Flares next to the Dove,
swim there and turn the Dove, another screen of the Church door.
Leave the
room, jump up the blocks and do not use the ladder, but just run down from the
block with Ctrl. Run jump down left to the ledge, turn right and jump into an
alcove with a small medipack,
jump back to the ledge and then get back to the room with the 4 levers (W).
S Door: Labyrinth, Knives, Knights and other
Trouble.
First be
sure that all levers are up, then throw only the S and
W lever, and the door S opens up. Jump and grab the pole from the right hand
corner ledge, with Alt and forward Lara will jump to the next. Turn to that
opening and jump in there.
Slide down
and pick up Flares to the right, the
first room left has the Dove, but we need two Stars, pick up the Uzi clips and go back out, left and at
the corner a Knight (horseman) will show up. There are some more around, go in
where he came from and where the skeleton lies is a knife trap, so best jump
over, to the right is a small medipack. Go left there (N) and hop over another trap.
Next room with the fires, turn right and pull out the block, climb over and
down behind it. Push it once and then push it to the fire floor. Climb up and
run jump over the fires to grab the alcove up N, take the first Star Key. Jump back to the block (use
Ctrl), go in left where you got it from and pick up Uzi clips. Follow through and at the Blade trap go in right. In the
dark room is a Medipack
left, hang into the hole in the floor and drop to grab a lower passage, go get
the second Star Key. Jump out left
or right and grab the edge of the floor above. Return to the push block, go left to the crossing and then right around corners
to the Dove. Use the two Star Keys to lower the cage and turn the Dove. The
church opens up.
To the Church.
Go back to
the right to the slope, jump up and use the poles to get back to the room with
the levers. Leave N, jump the slope to get through the corner and at the bridge
be careful, as some tiles that were saved before, will now crumble. At the
empty corner I did a run jump straight to the crossing and a left curve at the
end to land on a solid part. Go inside the Church.
The Church.
Pick up the
Scrap of Paper: ‘Only the light will show you the right way’
It means
that if you use the binoculars with light or a Flare, you will see the safe
path over the floor of the church. But first go left and down into that hole in
the floor and slide down the slope. Pick up Flares and take a right into the basement (we’ll be back here in
the last part of the game). Use the pulley and get a screen of the door beyond
the church floor. Go out, take a right up a slope and climb out. Light a flare
at the floor and spot the yellow lights under the floor. First is the second
tile straight in the middle (each correct tile will ignite a torch on the
wall), next is diagonally to the right of it. Next is left, the second tile.
Left again and the last one is in front of the door, it will open if done
correctly.
Throw the
lever in the right hand corner and drop into the pool below, when you climb out
Lara wrote in her Diary.
There it is,
the last corridor before the Grail! I’m about to find the most famous artifact
in the history! I think that I will be able to retire after this!
Go in and a
cut scene will take over, things go bad when Lara wants to take the Holy Grail…
The Farmacia,
a Key.
Go out of
the alley and shoot a dog on Viale Vaticano. Left is
a keyhole and behind the tree are Flares. Head into the alley right (S) to the square with the Farmacia, there are Flares
in the tunnel S. From a crate right, climb up to the balcony, stand jump and
grab the pole right of the flag and swing onto the next balcony, to the right
is a button to open the Farmacia. Hop down from the
balcony to enter. The water in there seems to be deadly, maybe spilled acid? So
hop left, over to the other side and a curved jump plus Ctrl to the shop window
and go around the counter; pick up a Medipack. Turn around and duck under the counter to grab the
Key (Viale Vaticano).
Leave the shop and back in the alley two dogs attack. Head back to the first
square and use the Key there; it’s not a door that opens, but the manhole to
the Sewers (SE).
Sewers.
Climb down
the manhole in the opposite corner, turn W and go right around the corner to
find a flood switch that will drain the water from the sewer. We need that
because we have to disable a propeller creating a deadly current.
Walk back a
bit and shoot that wooden panel right, jump over there and come to a room with
poisonous gas.
Secret: A bit to the right, in front of that balcony in the back you can
see the Gem. Run jump to it, get Secret #1(7), the Secret Gem and wade back to get air,
you can just about make it without losing health.
An Iron Stick (pole).
Now we have
to get onto the balcony above the entrance, the upper level of the room is safe
from the gas. Jump as far as you can into the room (best land on a higher point
of the floor), get onto the walkway in the back, run to the (NW) corner and
turn right to grab up to the walkway above and take a breath. Run jump with
Ctrl to grab the balcony over the entrance and pick up the Iron Stick left of that pipe, on the other side of the pipe is a Medipack. Drop
down and get out of this place.
Preparing for a Timed Swim.
Jump back
over to where you used the switch before to drain the sewer and go S and then
left around the corner. At the end drop down and take the first opening left.
Drop down and walk carefully to the propeller. Use the Stick to disable the
thing, go back to the flood switch and flood the sewer again.
Go back,
left and then right around to find a button that will open a Timed
trapdoor in another part of the Sewer. Push, roll run back left around towards
the manhole and hop right over the rail into the channel, right into the
opening and down into the part where that propeller is. In the back is the open
trapdoor, go up straight and climb out (savegame.6).
The Fun Part, using the C-4.
Turn around
and pick up a small medipack.
There is a big boiler in this room. Open the door in the back with the button
and go through to a small fuel storage. Locate the
button around the corner left and go back into the room with the boiler and
place the C-4 you have in the backpack on the boiler, run into the storage and
close the door with that button. Duck and wait it out. Open the door again and
jump out of the room (side flip). Jump with Ctrl along the left side into the
opening where the boiler used to be and get into the duct.
Entering the Vatican Museum.
Out the
other end and use a button left to open the door, into a corridor and to the
right is a laser that will sound the alarm if you trip it. So go left and open
the double doors.
Diary: There is an opened e-mail
from the chief of Security:
“After the recent terrific events,
the museum has been closed. As some priests are still going to the Chapel, only
basic alarm systems are on. But if an intrusion is detected, an elite patrol is
ready to step in and armored doors will seal off the main accesses. I will stay
in the security office to keep an eye on the situation. At the moment, evil
creatures did not manage to
enter the City, but it is a matter of time. May God be with us.”
Ok, so I must not rigger any alarm
if I want a chance to enter the Sixitina Chapel.
In the
cupboard is a Key, stand a bit back
to open it. Back to the corridor and to the other end. Crawl under the laser
and use the Key to open the doors left of you. Go through and follow up to
where a flyby starts. You cannot go through those scan portals with pistols,
the alarm will sound… So go to the shelves in the far left and put your guns
there. Now go through one of the portals and up the stairs. On the landing with the Capela Sistina (Sistene chapel) in
front, go right into the Arte Religioza Halls.
Arte Religioza
(Religious Art), a Crowbar.
Go straight
to the opposite wall next to the laser, carefully side step left through the
small opening (or side flip if you dare). Climb on the low display N, grab up
to the rim above and shimmy right through the laser. Drop and go into the passage
a bit further down, take a right into
the hall and go onto the steps in the back. Grab up right through the hole in
the ceiling and go to the balustrade. Run
jump over with a swan dive (Alt&Shift) to land on
the chandelier. Jump to the other side, move the display (first pull to the S)
to the opening in the balustrade. Now pull that chain on the ledge 2 times
while facing the chandelier and see it go up.
Jump onto
the chandelier and then jump to grab the upper floor E, open the double doors
left and go downstairs to open the doors to get back to the balcony with the
display. Pull the chain 3 times and run back upstairs. Jump to the chandelier
to the last balcony (or dive)(W) and use the switch
there to open a door on the balcony below. Leave through the double doors in
the other corner and run down, pull
the chain here 5 times and jump to the chandelier as before (swan dive). Over
to the other side and enter the door (W), inside is the Crowbar on a table. Drop down from the balcony into the hall, go out W and straight to some double doors, bypassing
the second laser. Sidestep through the gap in the first laser and go out right
to the landing. Go straight across into the other exhibition halls.
Collezione Egiziana (Aegean Collection), Laser Sight.
Climb the
display and jump up left to grab up to the pillar. Use that to jump over the
lasers and climb the next display. Run off right between the lasers below and
side flip over the lower ones. Go to the next hall and grab up to the display
on the right, turn a bit left and hop diagonally over the laser (or jump over
them from the ground floor). Pull the empty display (NE) twice from the wall
and then push it under a duct up over those doors (N).
A Key.
Get into
the duct and come to an office, one cupboard (left) is empty, the one S has a Laser Sight. Open the double doors left
and get a screen of the chief of Security. Go straight into the passage and go
slow into that room, crawl (or walk very slow) to the
guard and stand up where you are behind him. Select the crowbar from the
inventory and whack him over the head… Pick up the Key (not much info with such names). Go back to the office, through the duct and into the Collezione Egiziana, make your
way back through the lasers and go to the landing. Take a right up the stairs
and open the big doors (S) with your Key.
Timed Laser Run.
To the left
is a button to open the Timed door behind the lasers.
Push, roll, run a bit and hop over the first two, then duck and use the
crawlspace roll (sprint key while holding crouch) once, hop over the last laser
to get to the door (savegame.7).
The Hydra’s, a Security Pass.
Turn left,
but don’t walk yet, you have to get into that open passage straight across. (When playing the old version there is a button on the N wall
to re-open the timed door, best open that now by pressing the button twice).
As soon as
you walk into the courtyard, those Hydra’s will come alive and a flyby shows
you where you have to go to. During the flyby hold jump forward pressed so you
immediately leave the spot the dragon was aiming at and then sprint into the
right hand side of the opposite passage. At the rubble side flip left through
the gap and be careful, the next place is full of broken glass. Walk slowly
through the glass, turn left and hop to the safe ledge. Drop down and go behind
that pillar N to get a small medipack. Loop around left into the opening SW, through
the deep part onto a safe spot. Walk slowly left around and use a switch, a
screen of a door. Walk back to the safe spot and go back to the corner you came
from (loop around right).
Climb the
stone block and grab up to the entrance. Walk to the other side and stand jump
to grab the safe ledge ahead. Turn left and here is a hard jump. From the
corner of the ledge a curved jump around the glass in
front onto the safe spot on the balcony (savegame.8).
Walk around the corner and grab up (use Ctrl & Up, no Alt) to the ladder,
back flip off onto the floor above. Jump to the balcony with the Medipack and
then to the higher one at the doors. To the small balcony SW
and from there a curved running jump around the corner into an alcove in the W
wall. From about where you will land you can side flip onto the balcony
with the button. The double doors will open when you
use it. Jump back into the alcove, to the balcony where the Medipack
was and up to the one with the open doors.
Run out
right in the courtyard where the Hydra’s are below, jump onto the roof so you
can jump again and land on the balcony with the window. Use the Crowbar on the
window and go in, in the cupboard is a Security
Pass. Grab a small medipack from the other side of the room.
Retrieving the Guns.
Run out,
right and jump a bit left onto the roof, as soon as you are near the end, hit
Ctrl and release again to land on the ground, run a bit left into the passage
(N). To the right is the Hall with the lasers.
Make your
way through the lasers; go out to the Hall and downstairs to the entrance. Go right around over the bottom of the
stairs (don’t get too close to the scan portal) and use the Security Pass in
the card reader. Go through the bypass door left and get your Pistols back. Go back through the
bypass to the staircase.
Secret: walk over the bottom of stairs to the far left corner of the
room and shoot the grate there, go in get Secret #2(8), the Secret Gem and go back to the Hall.
Go back to
the staircases and make your way back up to the courtyard with the Hydra’s, I
ran right around the corner into a dead end. Positioned myself to side flip
left into sight while shooting and immediately flip back to safety. It takes a
while, but I did it without a single burn. The last remaining one is safer to
handle so that one I took straight on, side flipping left and right (savegame.9).
Now climb
the block where that thing was and grab the ladder up right; get to the balcony
above and use the button to open a door E on the courtyard.
Open Doors, the Chapel Key.
Drop down
and go through the new opening (E), shoot that barrier to the right. Inside go
to the right hand statue and look on the back of it for a button, screen of a
door opening up. Turn around and go to the far side and right down into a
basement with glass. Swim S through the laser traps, from the top of the
stairs, first jump up straight then jump diagonally over the lasers, one by one
and use the switch on the ledge to open another door. Get back through the
lasers and grab back up to the ground floor.
Go a bit
left behind that slanted block and onto the white block (E), turn right and
jump to grab the slanted block (SW), hang left, pull up and slide to jump left
and grab the upper floor. Turn around and jump to the other side, left through
the door you just opened and run jump from the floor to grab the chain of the
chandelier. Go up a bit and face the
right hand side of the crawlspace in the opposite wall. Jump from the chain
(Alt) and grab the opening, follow through and find the Chapel Key on the balcony. Jump to the stack of crates S and get
back out of here (N). From the Dragon courtyard out right and through the laser
traps once more. Down the stairs and up the stairs N to open
the door to the Chapela Sistena.
Chapela Sistena (Sistine Chapel), Mural Puzzle.
Run through
this amazing chapel and a dog comes running from behind the altar, shoot him
and go look where he came from. He was devouring the priests body. Pull the priest from his place
and Lara finds something. Check the Diary:
I found this note under the dead priests body (some parts of murals, hint).
Now turn
around and grab up to the scaffolding, to the right, in the corner is a Crossbow with Arrows. Now we go look for those murals, don’t think the order
matters, but let’s follow the diary. Stay on this scaffold; combine Sight &
Crossbow. If you got the shot correct mural part, a small sphere appears.
1: Go to
the other end of the scaffold (S).Turn to the around, look up at the ceiling
and look for the 4th mural from the altar side, two men, reaching
hands, shoot the shoulder of the bearded man.
2: Wall
behind the altar top floor, a bit left of the middle, arm raised, aim for the elbow.
3: Is on
this scaffold, the second mural from the left (S) side, the right hand bottom
corner, use Ctrl there and Lara touches it so it activates.
Ring Puzzle.
A cut scene
takes over and 3 Skeleton Harpies appear. Deal with them on ground floor and
have a look at that puzzle in the middle of the Chapel. Rings with a mark in
them and 4 trigger pads in the corners. The ring in the middle doesn’t move, so
we have to line up the marks on the other rings with the middle one.
SE pad
operates rings 1-4, NE rings 2-3, NW rings 3-4 and SW rings 2-4.
There may
be a faster way, but I did it like this. Step on SE twice (don’t accidentally
step on another pad in the meantime). SW once, NE once, and NW twice.
All Hell
breaks loose, a trapdoor goes up in the corner left of the entrance (SE), grab
up and from that trapdoor you can grab up to the scaffold above, hang to the
right and pull up, roll and run jump to grab the next scaffold. Run to the end
and do a running jump left from the back corner into that blue sphere… (savegame.10).
When Lara
recovered, go left, through the crawlspace,
Diary: My head hurts. What just
happened? Apparently I am still in the Museum, but it is strange, it is too
quiet…
Follow
through, pick up Flares at the chair
and open the double doors right. Follow through to some big doors that will
open,
Diary: um, I don’t know where I am,
but it is definitely far away from the Vatican City or even the real world.
Go in
carefully and walk to the edge of the sloped tunnel. Stand a bit right of the
middle (you have to land on the very left side of the first ledge) and take two
steps back from the edge, hop back once and do a run jump down onto the first ledge,
slide far and jump left to the long ledge, slide far again and jump to the left
again to the last ledge and from the very end of that one right to grab the
ledge ahead (savegame.11).
Fiery
Room.
Looks like we need something to use on that block ahead,
turn right and jump into the tunnel in the dark wall (S). Throw a lever there
to open a door at the block and jump back up there, the right hand door is
open, go in. Take a few steps back from the edge so that when you run jump to
that ledge ahead you’ll land on the nearest edge (when there are no burners
pointing at it of course). Depending on which burner will come
first, side flip right or left and on the outer corner you will be safe. Two
hops straight and a running jump into the alcove with the pedestal where the Key is. Make your way back almost the
same way and I did a curved jump from a side tile around the pillar to the side
of the entrance ledge.
Spike Ceiling
Elevator challenge.
Use the key at the block and the door left opens up,
shoot that red crystal and the next door opens, Save here. When you slide down,
the floor will go up, there are 5 of those red crystals here, shoot them while
going up and the spikes will retract and a barred door will open. Step just
past the corner of the pillar right, the first is straight ahead, turn right
for #2, turn around for #3, turn left for #4 and roll for #5 (same height), the
spikes will retract and the barred door should be to the right of you. After a few attempts I did it myself and I did it with the crossbow,
because that will give you the chance to already shoot the ones above before
you reach them and if you missed one you can still shoot it when it is almost
covered by the floor (savegame.12).
All for the Scepter.
Go through
the passage and left and right, in the alcoves are a small medipack and Arrows. Down to a pool two dogs attack, on the ledge in the pool is
a receptacle of sorts.
N: Red Beam Tower, the Red Crystal.
Go left
around the corner to a lava cascade, climb the ledge and down a ladder to a
grate. Through the crawlspace to find Flares
and a lever, the lever opens a door upstairs, so go back up and take a left
into that door into a cave with a big red beam.
Secret: go up the hill left and jump into the left hand opening onto a grate with Secret #1(9), a Secret Gem. Climb back out.
First we
have to get to the top of that central tower thing. Climb the ladder on the
back of the left pillar (NW) and take a few steps forward, turn around and grab
up to the ledge above, now jump to the alcove N (straight run jump and grab at
last moment) and climb the block there on the right side, jump back to the
tower. Go to the SW corner and hang from the edge, go left to the ladder and
up, jump to the E side and grab up again
Diary: If I trust my last experience
with a double in Cleopatra’s palace, I should take care of this one if I don’t
want trouble!
Meaning:
suspended in the red beam is a Lara double, she should not touch those red
circles in the red beam, the levers that will now
become available will open those circles so she can pass through. You have to
get down the tower while using the 5 levers. Well for
me that was only possible after studying the video provided by MrJavi94..(Red Crystal
timed run.mp4) So, stand left of the pedestal on
top and Save before you pick up the Red
Crystal from the pedestal, save every time you use a lever (You can also
hop back grabbing the edge and immediately drop into the opening in the middle
where the beam is, landing in the water below. Stay there a while and climb
out, there is mention of possible bugs when you do this although I never encountered
them).
S: Dungeons, the Empty Scepter.
Return to
the room where the receptacle is (S)… we need something else, hop in the pool
and open the underwater door (S), go in and through to a flooded room, left in
the back corner is a lever on the pillar, it will open a door above. Go back to
the room with the receptacle and into that open door S. In the ceiling of the
central part is a platform you can reach with a jump from the pole to the
right. On first floor, to the N and W alcoves are Grenades. Drop down the dark hole in the S side and slide into a
dungeon. Grab the Arrows and in the
opposite corner (NW) is a jump lever, don’t use it yet. Shoot the fence to get
to a passage with an all-seeing Eye on the right (W). Go to the other end of
the passage and left up the stairs, right around are Flares on a pedestal
Diary: According to this tablet,
there is a switch in each of the four cells. Activated in the correct order,
they open a gate in the flooded cell. There’s nothing about the order but I bet
there are some hints hidden in this place.
Go back
down the stairs to the cells and in each cell you can see skulls on stakes. Shoot the fences to get into the cells.
The number of stakes gives you the order of the jump levers. So the first one is left, inside to the right and
just above where the water is, is the lever (#1). Go out, left to the last cell right, the one you came from and
the lever (#2) is just left of the
puddle of water. Out and left, last cell left, shoot the dog and the lever (#3) is in the right hand corner. Out and right, into the last cell left,
shoot the creature and use the lever (#4)
just above the water on vertical part of the ceiling. Before you leave, grab
the Empty Scepter from the alcove W.
A Key, use the Scepter.
Back to the
passage and right into the last cell right and right to the opening with the
water, wade through and grab a Medipack left of the open gate. Go through the gate and
follow through to a room with a tile in the floor, stand on it, jump up and it
will break. In the alcove down there is a Key.
Go back to the cell, out to the right and up the stairs to use your Key on the
door left. Step through to the room with the pole. A creature and a Skeleton
Harpy will attack. Leave NW to the room with the receptacle and combine Crystal
and the Empty Scepter into the Scepter.
Place that on the receptacle over the pool and the door opens up (E).
The Dragon.
Go through
and left into a long corridor, when you run through an open door, it will close
behind you. This area will drain your health slowly…
Diary: Just when I thought that the
game was won! I guess I must get rid of this “thing” if I want to go any
further. I should hurry; this cursed world is draining my energy. If only I
could find a way to get back to the real world again.
You are on
a bridge; you have to get to the ladder behind the Dragon. So,
at the closed door, turn right, just run down from the bridge next to the wall
onto a ledge below. Run jump to the E, not to grab that ledge (for
later), but to land on the slopes below, slide down and maybe jump from the
bottom of the slope to speed things up, run right to the ladder and go up.
Through the tunnel along the left side and up the blocks left, roll and climb
backwards through the gap. Keep hanging and shimmy right around the corners to
where you can drop into a passage.
Different Reality, Jungle World, the Key of
Realities.
Go into the
passage and into the teleporter (remember you can
always go in these to get your health up), follow through and right around the
corner is the Key of Realities. Go
back through the teleporter to get back to the cave.
Back to the Dragon.
Face the
Lava and jump over to the other side, follow through, down into a lower part
and come to a lever. It is on the wall in front of you where you see a gate left, this gate leads to that ledge next to the bridge. Open
the gate with it, run out left through the gate into the passage and from the
other end jump to the ledge at the bridge; get onto the bridge.
Through the Cave while under Fire.
During the
next part, save in a new slot whenever you are behind a pillar, out of sight of
the Dragon. The climbable pillars can be a bit buggy due to the slanted top of
bottom of the pillars. Go right a bit and at the slanted block right, hang from
the edge, shimmy onto the ladder and when Lara gets her feet up, go down a bit
and left around the pillar (around two corners). Back flip and roll to the next
ladder, go right around and back flip to a ledge, hang from the W side and shimmy along the crack. Go
left around the corner and back flip and roll to the next, left around one
corner and up to the top, hang from the top and shimmy left around the corner,
pull up and back flip with roll to a ledge. Run to the right over the corner to
the next ledge and take refuge behind the pillar. Look NE and spot an opening
up in that corner and a few blocks leading up there. Jump from this ledge onto
the block NE, next to the lava flow, run jump E to the next and a hop up left
to the opening.
The Detonator.
Use the Key
of Realities and step into the teleporter, taking you
to another Reality again. Go up the steps and use the button to the right to
open the door in the back of the passage and go into a room with crates. In the
back (N) grab the Explosive Arrows.
Now we need to find a way to use the crane in this room, go over the crates to
the left (NW) and pull that first crate once, climb over to find a passage with
a button, this will operate the crane, so go back and crawl under the lifted
crate to get the Detonator. Best
reset the crane by using the button again and go out of the room and go back to
the teleporter. Ready the Crossbow with Explosive
ammo. In the Lava cave get to the opening and hop to the ledge right, jump over
to the W and run jump from the highest tip (SW) onto the ledge between the
pillars (S).
Run onto
the single ledge SW, stand on the SW corner facing E and side flip right onto
the pillar, slide off grabbing the edge and climb down the ladder (drop/grabs
didn’t work for me). At the lava, hang right and back flip roll onto a tiny
ledge. Walk to the edge and hop back, a run jump to the next ledge and line up
for a jump to that corner block right, a harpy showed up better wait with taking
him on till you are on the rocks in that corner. Explosive arrows work great
here. Climb the ladder left (on that pillar) and run over the ledge, take on a
creature and go right inside to another Reality Keyhole.
Different Reality, Lara’s Home, the Dynamite.
Follow
through to the left; a door opens into Lara’s bedroom. A button left of the bed
opens a storage closet; inside are a small
medipack, Grenades,
a Grenade gun, a Medipack, Explosive Arrows and the Dynamite.
Combine the Dynamite with the Detonator and get an Explosive Kit.
Top of the Bridge, the Detonator
Key.
Get back
through the teleporter, a harpy might show up, get
out to the ledge, left and down the ladder. Jump the ledges in the lava back to
the ladder on the pillar. Up to the top, hang and go left around the corner,
hang left and back flip to the ledge. Turn around and jump grab up to the
higher ledge between the pillars. Here you can jump and grab through a hole in
the floor above and get up there. Shoot a creature and close to the door and on
the right hand side (stand on the dirt a bit right of the middle of the
opening) so you can grab the ladder and Lara will have to put her feet up)
climb up to the roof. Jump over to the next arched roof.
Secret (and health): Stand on the top of that second roof facing E and
to the left. Jump up to grab the ladder and climb up, use the Key and the teleporter to get to Secret #2
(10),
a Secret Gem. And your health is
back up too. Get back down to the arched roof.
Jump all
the way to the other side (S), shoot a harpy and get into the opening in the
wall. Use the Key on the Reality Keyhole.
Different Reality, Area 51, the Detonator Key.
Outside is
a Quad Bike, first go to that fence N, right hand side and in a trench at the
fence is the Nitrous Oxide Feeder.
Go to the Quad and mount that on the Quad (face SW and select from inventory).
Now take the Quad a bit left to the rock wall and make a U-turn left. Speed up
the right hand side of the hill N going diagonally to the left of the top, and
hit sprint to feed Nitro, turning more to the left as soon as you are close to
the top of the fence and hit the brakes (Alt) while steering hard left so you
can get back up to the fence. Leave the Quad there and go into the water, at
the other end is the Detonator Key.
A door opened in the fence (SW), so get back there and into the base, through
the teleporter. You now have all the ingredients to
put on some Fireworks Show.
Blowing up a Cave.
From the
opening to the Cave, out onto the roof and drop down to the bridge below, to
the SE corner and get down to that ledge below the bridge again, jump over to
the E, grabbing the floor. To the left is that shortcut gate, get in there and
follow through to that small lava cave. On the ledge left, in the lava is a
Dragon symbol.
Best first
jump over the Lava and get into the teleporter and
back to get the health up. Now jump back and place Explosive Kit there and Lara
will prepare herself for the Fireworks. Use the Detonator Key and watch what
happens. Even that Dragon cannot stand the lava flow.
Divine Oil.
Big doors
opened on the N side bridge, where you shot that creature. So go out right (W)
to the shortcut gate, run left onto the ledge and jump over to the one under
the bridge, grab up to the bridge. I went to the far NW corner (stay on the
pavement) and did a run jump with roll onto that slanted pillar (look down and
this is actually a shortcut for the ladder route), be sure to slide off the
backwards and grab the edge, pull up and back flip onto the single ledge, turn
around and jump grab up to the higher ledge between the pillars. Up through the hole in the ceiling to the open doors. Stay
on the left and run jump over the slope into a hole and slide down to a heavenly
place where you can pick up a Flask of
Divine Oil.
Climb the
block right and run jump to the pillar left, from there hop into the alcove in
the wall and then run jump into the blue sphere.
Lara: So here we are. I’m fighting Apocalypse
at the exact place it took in the Bible. I just hope it will not end the same
way. I didn’t know I was so right when I said I should retire after this. Maybe
it’s time to leave the scene while I still have more good adventure memories
than bad ones. But no rest before I win my last stand!
Because
there’s a timer running you can save time by ignoring enemies and just try to
avoid them as much as possible.
Use Esc,
slide down and head S to the street of the demolished town, take on the demigod
left, E near the abyss is a Key next to a briefcase, duck to pick up the Key. Go to the W end of the street,
another Demigod. On the dustbin left of the house (S) are Grenades. Open the house on the left of the dustbin with that Key
and inside are a Zombie and a Fire
Extinguisher. Run back through the street and hop into the well. Go to the
opening with the fire and use the Extinguisher there. Jump through and once on
the slope, immediately back flip and slide down again after the boulders
passed. Go left down the slope, jump into the opening and slide down again,
keep your cool and back flip at the last moment so the boulders can pass. Now
down the slope again and jump over the abyss, go up to the tunnel in front and
follow through, be careful at the end is a deadly passage.
Slide down
a bit right of sinking pad #1 and jump to the right hand side of it while
curving left, a running jump to sinking pad #2 and a curved jump left to the
far corner of #3, a hop turning right to #4 and a sharp right curved running
jump to the last. Depending on how you land on that one, take a running jump
(or a side flip) to safe ground (savegame.13
).
Go left at
the church, debris falling everywhere, so be careful and save in a new slot
after passing through a few of them and don’t forget to take a medipack every now and then. Right around the corners a
demigod shows up, ignore him and run to the second last window right, climb up
and run jump over the hot spot into the church. Go left and then right, down
that hole again. Slide down the slope a bit along the right hand side so you can jump right onto a safe part of the crumbled floor,
hop into the alcove on the right.
Go in there
and right around the corner down into a hole, run
around the corner and down the wide hole, up the slope on other side and just
around the corner turn around and grab up to a ridge above. Pull up and back
flip with roll. Follow through and duck into a crawlspace, go left and use the
roll function to get through fast. Run through the chapel (savegame.14 ), get
to the Grail and use the Flask of Divine Oil before time runs out.
Stop yourself from ending the World.
If you made
it in time, time will reverse and you’ll end up 24 hours earlier… Take a right
into the alcove and push the button to open the church, go in carefully, don’t
go through that time barrier and shoot yourself (Lara in the other reality)
before you can take the Grail.
End of the
adventure…
G&D-
Jan 07-2017.