TOMB RAIDER
CHRONICLES: MEMORIES – PART 1
Level by Larysuh13
Walkthrough by Treeble
Lara slides into a
secluded area right in front of a pool. Before dropping in, climb to the flat
spot on the left side, close to the wall, to throw a lever and open an
underwater door. Now take a dip and swim through the opened pathway. As you
enter the first room, a block raises and seals you in.
Collect the small medipack from the alcove to the left and climb out of the
water. There are a few closed doors near your current position, but right now
all you can do is turn around and jump across the platforms to the other side.
From the climbable block, jump to a slope ahead. On the lower level, take
notice of a closed blue door to your right and monkey swing over the pool to
activate a switch that opens a nearby trapdoor. Monkey swing back and bounce
off the slope to climb up a ledge above, then proceed to throw a second lever.
Although you get no camera clue, this raises a gate near the trapdoor.
Drop into the water and return there. Enter the open gate and pick up the
TORCH. Use the nearby flaming torch to light yours and then ignite two other
torches in this room. The one on the wall to the right reveals the VILLAGE KEY,
behind the brown door; and the torch behind the fenced off area opens the
adjacent blue door for SECRET
#1 (all secrets in this
level are golden roses).
You will need the torch again, so drop it somewhere easily accessible.
Immediately to the right of the wall torch you lit up is a movable block,
indicated by a dark brown stripe. Pull it backwards four times and then push it
once to place it beneath the open trapdoor. Climb up into a dark room and
locate a jump switch on the NE corner, near a derelict cart. Go through one of
the coffins to collect a large medipack and then climb the ladder, backflipping
off the top. Collect the CROWBAR from one of the corners and make your way down
to the room with the pool.
Negotiate the jumps across the ledges again to reach the blue door near the
monkey swing and use the crowbar to pry it open. You enter a bell tower and you
have to perform a series of jumps across ledges and slopes to climb all the way
to the top. Along the way, you'll no doubt spot a jump switch up on a corner
ahead of you. Use the hanging platform in the center to reach it in order to
open the exit trapdoor on the ceiling. Quickly backflip to safety, return to
the hanging platform and jump to a ledge on the south wall, then do a running
jump with no grab to reach the flat spot beyond the slopes and finally climb
through the open trapdoor.
At the top, push the lever to ring the bell. You need to make your way down to
ground level safely now. Climb down through the trapdoor and walk to the edge,
keeping Lara as close to the fence on the left side as possible. Jump forwards
and tap (don't hold) the action button. Lara will land on a slope below,
quickly jump angling towards to the left for another slope, slide to the end
and jump off to grab a flat platform in the distance. Turn around and jump back
to the slope, this time sliding backwards, and grab the edge to safely drop to
the platform below and finally to the floor.
Return to the pool room and a new underwater passage is now accessible, right
beneath the blue door you came through. Swim in and climb out on the other
side. An imp will chase you around this area from now until the end of time,
but it should be no more than a minor nuisance. Anyway, retrieve the BONE DUST
on the SW corner near the brown doors, and swim back. Place the bone dust in
the bowl near the pushable block to open the last brown door in the initial
room. Grab your torch and jump inside.
[Comment by Ryan: “I discovered a potentially "useful" bug in the room where you first encounter the imp (although I'm not entirely sure how useful it is as you can only utilise it after the fact). If you light the two wall torches in that room, the imp seems to completely vanish into thin air, leaving you free to complete your explorations undeterred.”]
Ignore the massive hole
on the floor for a minute and light up a torch on the left wall to open the
door ahead. Walk out to a small balcony and throw a lever, then retrieve your
torch and drop through the hole. Go straight through the yard to a pair of
closed doors. You don't have the key yet, but you can use your crowbar to
activate the broken lever in the nearby corner. Grab your torch again and go up
the sloped wooden passage on the East wall.
You are back in the room with the imp. Drop your torch and use the village key
to open one of the brown doors. It will close right after you step outside, but
worry not. With your torch, head to a small door on the East side of the
village and light up the adjacent torch to open the door and find the SECRET #2.
The torch is no longer needed from this point on. Head back outside and locate
the open blue door near a campfire. Inside, collect the CHURCH KEY near the
broken cabinet.
To return to the church, head back to the double brown doors from where you
entered the village. Use a jump switch located on the West side to open the
door, hop over the water pit and down the wooden passage. Use the church key
but, before dropping inside, jump through the wall above the sandy mound to the
left of the hole to land inside a narrow corridor where SECRET #3
is located.
Drop through the triangular hole and open the door ahead of you. Climb down a
long ladder and save your game, as you now have to face a series of spike traps
with different timing patterns. There are safe spots between each set, so take
your time and save upon clearing each set of spikes. On the other side, you'll
be in a room with a waterwheel, so follow the catwalk to the left end and drop
to the floor below. Enter the Southern hallway to reach a lava-filled chamber.
For now, ignore the lever immediately to your left and cross the bridges, go
towards the Eastern gates and drop off the left side for a hidden lever. This
opens the Western gates. Climb back up and head North. The gates there open
upon approach and you can collect a small medipack inside. Proceed through the
Western gates to reach another tower.
Much like the previous one, your objective here is to reach the top. Jump
across the platforms, then monkey swing to the hanging block, let go and
immediately grab the block to climb it around and up. At the top, an ominous
tune will play before you jump across a lava pit. There are two jump switches
in front of you. The one to the left, near the horned man, is a trap, so ignore
it and activate the one near the multiple faces to rotate the giant gear in the
bridges. The camera fly-by will also point towards the lever we previously
ignored, so make your way safely to the bottom and return to the room with the
bridges.
Activate the lever we'd previously ignored to open the Eastern gates. Inside is
a small cave room with nothing but a lever which deactivates the waterwheel.
We're done here, so head back to the bridge room and through the Southern
passage. Now that there's no current, you can jump into the water. Retrieve the
large medipack near the bench, swim past the skeleton and emerge on the other
end. Activate the switch beneath the torch to raise a block back in the
village.
Swim back to the waterwheel room and climb out of the water near the small
round piece, then proceed through the stairway on the West end to return to the
top floor. You need to retrace your steps through the spike traps again, climb
the ladder and head up the wooden slope on the East wall to return to the village.
The risen block is located behind the house with the open blue door. Use it to
reach the rooftops, then turn around and face the Southern building. Do a
running jump to grab the red-lighted rooftop and shimmy to the flat spot on the
left and hop upwards to the opening on the wooden barricade. Bounce off the
slopes to reach a higher ledge where you'll find TOWER KEY 1, then return and
climb back up to the first rooftop.
Jump to the flat spot on the rooftop and head East, jumping towards the dark
rooftop across. Near the middle of this rooftop you'll find the TOWER KEY 2.
Safely drop down to ground level and head towards the gates on the West end and
use both tower keys to get in. Run past the next pair of gates, which
conveniently open upon approach, to finish the level.