Catacombs Escape

 

By PinkFlav0r

 

This walkthrough is meant as a general guide only. It may not include every pickup or secret. There may also be alternative ways of approaching situations within the game.

 

*  Pickups and Items

*  Enemies

*  Secrets

 

WALKTHROUGH by Lizard Queen

 

Catacomb #1 (lower)

 

The level starts with Lara dropping into the Catacomb area. Head north and climb the first pinkish block. Run, jump and grab the second block then pull up into the hole in the ceiling. Climb the two blocks to get the FLARES and SMALL MEDIPACK. Head to the south wall, grab the crack and shimmy left. Pull up and get the CROWBAR. Backflip back into the previous room and push the pillar block twice. Face east and push once then south and push once. Climb the pillar block and climb into the alcove ahead. Push the floor lever to expose a crawlspace in the previous room. Reverse out, head west then south and crawl into the crawlspace in the south wall.

 

Large Pool Area

 

Crawl out into a room with a pool and a WRAITH appears. Head left, then run completely around the pool and push the floor lever (west). Reverse roll, head east and climb the ladder in the middle of the east wall. Climb into the upper room, head to the angel/bird statue, crouch and wait for the wraith to extinguish itself. Pickup the FLARES in the south/west corner, then exit the room and into the pool below. Swim south through the underwater corridor, surface and climb out north then immediately jump to the ledge and take out the HORSEMAN from a safe distance. Pickup the HORSEMAN’S GEM he leaves behind then climb both ledges, face south and jump to grab the monkey swing above. Swing to the alcove, drop and push the floor lever, opening one of two doors in the pool. Jump back into the pool, swim back out and climb out to the east wall. Climb the east ladder again into the upper room.

 

Catacomb #2 (upper)

 

Head forward into the opening in the east wall and save your game. (Do NOT fall into the lower area as there is no way out, not yet anyway.) Face north/east and take a running jump to the column. Turn to face south/east and take a running jump to the other column. Arm pistols, face north/east and take a standing jump to the ledge. Shoot the HORSEMAN that emerges from the shadows (he does not leave any gem behind). Light a flare and head south through the winding corridor, jump or climb the block and drop down to pickup the UZI and UZI AMMO. Exit the corridor and climb into the crawlspace in the east wall. Climb down, push the button, turn left (north) and climb the block out into a new room.

 

Shallow Pool Room

 

Turn right and pickup the SHOTGUN AMMO in the south/east corner. Reverse roll, jump into the shallow pool and pickup the SMALL MEDIPACK just under the rope. (WARNING: Do NOT push the pillar block on the right. The button above is to give access to the only exit from the room and is timed. If you use it prematurely you will be irreversibly stuck and have to load to a previous savegame.) Face north and head to the pillar block on the left (north/west). Face north and pull the pillar block once. Head around the pillar block, face south and push once. Head around the block, face east and pull once. Face south and push 4 spaces. Face west and push once so that you are directly under the hole in the ceiling. Climb the north side of the block, turn around to face south and jump up to grab the south ladder. Climb to the very top, climb down 3 steps and make sure you are in the middle of the ladder then reverse roll/jump to grab the pole in the middle of the ledge behind. Shimmy around the pole to face south, shift up once and reverse roll/jump to land on the safe ledge beyond. Take a running jump over the fire pit and another running jump over a second fire grate. Run to the end, use the crowbar and pickup the GOLDEN STAR. Reverse roll, run and take a running jump over the fire grate up to the block and another running jump over the fire pit. Sidestep to the left (or right) take a running jump and grab to the south ladder and descend back into the room. Now head to the other pillar block on the north wall on the right side. Face north and push the block once. Climb the block and save your game. TIMED RUN: Push the button, reverse roll and run through the exit in the south wall with a standing jump up to opening slightly to the right. Drop down to the right, jump up to grab the crawlspace in the west wall and crawl in before the timer runs out (hence the savegame before pushing the button as you only get one try for this). Reverse and climb out of the crawlspace.

 

Catacomb #2 (revisited)

 

Face west and head left to take a standing jump to the block ahead and a running jump to the newly raised block. Climb out to the ledge and run forward through the exit to drop back into the pool area (or alternatively climb down the ladder back to the pool.)

 

Large Pool Area (revisited)

 

Climb out of the pool to the right and up the ramp on the west wall and place the Golden Star in the receptacle to open the second underwater door in the pool. Jump into the pool, swim west and surface at the end. (N.B. There is an invisible block in front of the door). Place the Horseman’s Gem in the receptacle on the right and enter the newly opened door on the left.

 

Secret#1: Head right, turn right again and climb the block. Turn around to face west and jump up to grab the ladder. Climb to the top and quickly pickup the SHOTGUN, NORMAL AND WIDE SHOTGUN AMMO, LARGE and SMALL MEDIPACK as a  WRAITH  is now on the loose. Head quickly back down the ladder, head left and left again and back east into the underwater corridor through to the pool. Exit the pool east and climb the ladder. Head to the statue to extinguish the wraith. Return to the pool, swim back west through the underwater corridor and surface.(You can also try to shoot the wraith with pistols to get him off your back. It doesn't always work but worth a try).

 

Fire Grates Area

 

 Push the floor lever and backflip into the waterhole behind you. Swim forward, surface and climb out the left (south) side. Pickup the UZI AMMO, reverse roll and face north. If you want to trigger the SKELETON, run to the left of the water hole, watch a flyby and take him out with the shotgun. Otherwise jump over the water hole and pickup another UZI AMMO. Face west, take a standing jump to the first column and a running jump and grab to the second column. Pickup the FLARES, angle left and take a standing jump to the ledge. Pickup the MUSIC SCROLL and place it onto the receptacle. Head west through the door. Run through the opening, turn right, run past the closed door then turn left (west) and pull the wall lever. Reverse roll, head down the corridor, turn left and left again through the north entrance. Take a running jump angled left to the ledge ahead and a FIRE WRAITH appears. Quickly run along the ledge (west), then curve right and take a running jump (or standing jump) and grab to the alcove in the north/west corner. Pull up and pull the wall lever. Quickly reverse roll, exit the room, take a right and right up the ramp (west) then left and right to the newly opened door. Run to the right, past the two HORSEMEN to the far north wall and drop into the water hole to hopefully extinguish the fire wraith. Climb out, take out the horsemen here or do as I did and run back out of the room (east) and take them out from a safe distance. Head back into the room, head north, push the floor lever then exit the room. For some pickups head left (north) and right (east), shoot the vases on the right (south) wall and pickup a SMALL MEDIPACK and SHOTGUN AMMO. Head back up the ramp, then south and through the corridor ahead and back to the fire grates area that is now flooded. SAVEGAME15

 

Optional Sidequest for the 2nd MUSIC SCROLL

 

N.B. I'm not sure if this next section is even necessary to complete the game, hence the "optional" tag. Angle south/east and take a standing jump to the first column and another standing jump to the entrance in the south wall. Climb the block, angle left (south/east), take a standing jump and pickup the LARGE MEDIPACK ahead. Jump over the SKELETON (or if you have the shotgun you can go back to the entrance to trigger him and shoot him into the hole further down the corridor). Avoid the two holes and continue down the hallway. Climb the ledge, head to the right slightly up the ramp, face south and take a running jump and grab the column. Pull up and take another running jump and grab the sloped ledge ahead. Shimmy left and pull up. Reverse roll and take a standing jump and grab the climbable ceiling column north. Shimmy left (or right) around the column to the south side and reverse roll/jump and grab the climbable column behind. Climb to the top of the column, turn right and climb the ledge. Push the column off the ledge and climb the other ledge. Push the other column off the ledge and jump to ground level. WARNING: Do NOT push any column into the hole as this is a game stopper and you need both columns to proceed. Push the left column once north. Then push the same column once west. Then pull the column once north and push once north onto the flame grate. Do the same for the other column (push once north, once east, pull once north, push once north onto the flame grate.) Climb the north ledges and pickup the MUSIC SCROLL from the pedestal. Head south and down the ladder with a reverse roll/jump and grab to the column behind. Shimmy around the column then reverse roll/jump to the ledge. Face north/east, take a running jump to the column and a standing jump to the ledge. Drop off the ledge, stay to the right and head north to exit the corridor back to the flooded fire grates area.

 

Final Escape Route

 

Save your game, jump into the pool and swim left (west) into the underwater corridor. Swim forward and avoid two spike traps. Pickup the SHOTGUN and continue left avoiding two more spike traps. Exit the corridor into an underwater room. Swim up over the rocky mound and quickly head down towards the south/east corner and pull the underwater switch on the column below. Swim to the middle of the room where the light beams are shining and surface.  PUll up, arm weapons (I used the shotgun), shoot the GUARD and pickup the SHOTGUN AMMO he leaves behind. Head south and climb the ledge east and pickup the UZI AMMO and FLARES. Drop down, head south/west and you can shoot the three CROCODILES

 in the water (or just leave them as I did). Climb the ledge on the right (west) and climb the block to the south. Head to the trap door in the floor, reverse roll and open it facing north. Climb down the ladder, head south and avoid three deadly chains ahead. Head to the middle of the room and climb west into the opening in the centre. Pull the trap door in the ceiling and save your game. Arm the shotgun, climb up and shoot the three GUARDS. Head east, climb the ramp near the bottom and run off to avoid the boulder trap. Head up the ramp and pull the wall switch opening a door in the room below. Drop down through the opening in the floor and down into the room. Head through the newly opened door in the west wall and push the button. Reverse roll and exit the corridor. Head back north through the 3 chains area. Head left and climb the ladder back out to the outside area. Face east, drop down to the ledge, down to the ground. There is another CROWBAR just ahead near the front of the door(I suppose as more of a clue how to open the door than a necessary pickup). Open the door with the crowbar, exit through the second door and the level ends.