TRLE Maker: A Special Relic

 

Walkthrough by Mulf

 

Note:

This is another level in which East and West are flipped on the compass. For this walkthrough I chose to simply write down whichever direction the red part of the needle claims to be pointing in, but I put them in quotation marks when they are incorrect (hence N and S, but ‘W’ and ‘E’, and in one case, ‘SW’).

            Forward jump out of crawlspace is enabled.

            Grenades launched by SAS do damage in this game.

            Colour coding: essential items, optional items (including the level’s only secret), health hazards.

 

Part I: Cairene Backstreets

 

Initially the layout of this area struck me as maze-like, so I explored it hugging the walls on my left. It turns out that it’s not particularly large or complex, but if you go the other way round, you’ll waste a lot of time (see Section 3).

 

Section 1: The Motorbike

 

You start the game facing N. Take a few steps in that direction, and an SAS will turn around the corner. Pick up the Flares he leaves behind. Ignore the alley where he came from (there’s nothing you can do there at this point) and continue straight ahead (N), past a roadblock (two-click ledge) and towards the next intersection. Further ahead (N) is an alley with two wall-mounted lamps, one functional and one blinking. There is a grate on the floor about halfway down this alley (if you look hard, you may be able to spot a key down below), and a pair of big double doors at its end. Beyond lies the finish trigger.

Meanwhile, another SAS is triggered at the end of an illuminated side-street to the ‘W’. He may be coming towards you, or he may not show any interest in you and ostentatiously walk off. When you’ve killed him, don’t forget to pick up his SMP. Note the Smashable Bike Wall up on a ledge in the street where he was triggered.

            Turn left (N) at the end of the street. As you’re about to enter a small plaza or yard, you’re being attacked by a rabid dog; deal with it. There are two paths out of this yard. The one N leads directly into a nest of sentry guns; have a closer look if you want, but it’s not a good idea to venture too far in that direction at this point. Choose the other path (‘W’) instead.

            At the next intersection, you are presented with three choices. N is the poorest of these: a deadly pit that also can’t be jumped with the motorbike which you’ll shortly acquire. Further ‘W’ is another roadblock with a kickdoor behind it. The path S ends in a slope that you can’t go up without a vehicle and a closed door next to it. So, the three choices boil down to one: go for the kickdoor.

            Behind it is a small room with a Flares pickup, a floor lever, and the trapdoor that it opens. Kill the bat that emerges, drop down and use the click switch. A camera view shows a door opening; it looks like the one at the foot of the unclimbable slope, but it’s a different one.

            Climb back up, leave the room and return to the yard from which you can spot the sentry guns; turn left (S) and follow the path past the side-street with the Smashable Bike Wall. You’ll soon reach a dead end in which the door you just opened is located. An Achtung! trombone announces another rabid dog, as well as an SAS who approaches from behind. Pick up his Shotgun, then go through the door and enter a storage room containing a light switch, some crates to shatter (one yields Shotgun Ammo, the others are empty), and a Motorbike.

 

Section 2: Weapon Code Key and Roof Key

 

Mount the motorbike and return to the slope that you couldn’t climb before (turn right twice at intersections, otherwise just follow the path). When you reach the slope, run over a dog and two SAS who have been waiting for you.

Behind a two-click ledge and thus safe from the motorbike are another dog and a third SAS. This latter holds the Weapon Code Key (Llave del código del arma), while the other SAS drop nothing. (There is also a closed door behind the ledge; forget about it if you’re not interested in secrets.) The opening in the N wall is the entrance of a short corridor that leads back to the foot of the slope; the door at its end has opened in the meantime, so you can use it now to reach the top of the slope without the motorbike. Another SAS (carrying an SMP) is waiting inside.

Get back on the motorbike and drive to the nest of sentry guns (turn left, then right at intersections); as you’re now carrying the Weapon Code Key, no harm will come to you from them anymore. When you reach the nest, turn right and follow the path, jump a low slope (killing another SAS in the process, who carries no goodies) and crash through the Smashable Bike Floor, losing a bit of health. Turn the corner and drive forward until you reach an alcove with another sentry gun on your right.

Opposite that alcove is a crawlspace. Climb in, drop down on the other side, go down a ladder and enter a larger, oblong room with a closed door. Kill a bat and pick up Flares and Shotgun Ammo from the floor. In a small room S there is also an SMP, which sure is nice, even if the pulsating light would seem to indicate something of greater import. Nevermind; it’s the room at the opposite end (N) where you’re going to make headway. Backflip onto the slope in there and shoot the swinging blue ball in a high alcove. This opens the door in the oblong room.

At first glance there seems to be nothing in the room behind it, apart from a tombstone and two bats. That can’t be right; and indeed, if you look closer, you’ll spot the Roof Key (Llave del techo) on the floor in the ‘SW’ corner. Take it and backtrack to where you left the motorbike. Get back on it and follow the remainder of the tunnel. Crash through the Smashable Bike Wall at its end and turn right, then left to return to the first roadblock. near the beginning of the level. Leave the motorbike here, hop over the ledge and turn left into a new area.

 

Section 3: Temple Key

 

I said ‘new area’ in the hope that you’ve ignored it until now (as this walkthrough recommends); however, as it is accessible from the beginning, you may already have explored it thoroughly, achieving exactly nothing except wasting your time. You can’t do anything here without the Roof Key.

            Now that you have it, enter the alley that leads ‘W’ (S is the place where you began the level) and open the kickdoor on your right. In the room behind it you’ll find a light switch, a BMP, a closed trapdoor—and a keyhole. But the Roof Key doesn’t fit in it, so on goes the search for one where it does.

            Leave the room, turn right (‘W’), go around the corner and through the puddle of green water. The alley ends in a ledge that juts out into a deep pit. Several canopies are sprinkled across the walls. This is a jumping exercise alright.

            Jump from the ledge to the first canopy. At the T-intersection ahead, turn left and make your way across more canopies (no particular difficulties) until you reach one that’s nestled in a corner and from which you can access a crawlspace.

            Enter this (rather too long) crawlspace and move forward until you reach a bend. Pick up an SMP in the alcove on your right, then go the other way and enter a room in which an SAS is waiting for you. He doesn’t drop anything, and the room is otherwise empty, except for a door N which is just a dummy, another door ‘E’ which is closed, and there’s no keyhole anyway. Now what?

Here’s what. Stand in front of the door in the ‘E’ wall and press Action. Lara will insert an invisible puzzle item into an equally invisible puzzle hole (technically, the door itself is the puzzle hole), and the door will open. You’ve just used the Roof Key.

The room behind the door features a floor lever which opens a door at the other end of the deep pit. So, go back out of the room, through the crawlspace, and across the various canopies; at the T-intersection, proceed straight ahead, jumping across more canopies until you reach the door that you just opened.

Inside on the floor are another key—the Temple Key (Llave del templo)—, and two crates, one of which contains Shotgun Ammo. Backtrack to the only keyhole you’ve come across (in the room with the closed trapdoor that you saw just before embarking on the jumping exercise) and use the Temple Key there. Go through the trapdoor and follow the crawlspace until you drop into a sewer. At an intersection, two bats attack from the left. The passage where they came from is blocked by a grate, so go the other way, find an open trapdoor, and climb down a ladder. There are two more bats to kill as you reach the Lever Room.

 

Part II: The Lever Puzzle, the Prize and the Exit

 

There are three floor levers prominently on display in the middle of this room. There is also a closed door, and two more doors go off from a lengthy corridor ‘E’.

I will be referring to these levers as Red, Green and Blue respectively, because if you activate all three left to right (when facing N), they will all be nicely illuminated with these colours. (If colours are not your thing, you can translate R, G, B into 1, 2, 3, or whatever else tickles your fancy.) Apart from that nothing at all seems to happen, though.

If only Green and Blue are on, you hear a door opening, but it’s not one of those you can see. Keep this configuration in mind though, you will be needing it shortly.

To get going and open Door 1 (the one in the Lever Room), activate only Red and Blue. Enter the room behind it and find another closed door. This is Door 2. Use the jumpswitch mounted on the ‘W’ wall. It opens the other door in this room, which leads back to the lengthy corridor. The jumpswitch is timed, so quickly return to the Lever Room, activate Green and deactivate Red. Door 1 closes, so run into the room behind it through the the backdoor in the corridor opened by the jumpswitch. If you make it in time, you’ll find Door 2 open.

But o dear, there’s another closed door—Door 3. The setup for this next task is similar to the one you’ve just mastered, but the ante has been upped. As before, there is a jumpswitch which is timed, and this time it’s also protected by an intermittent flame trap. It opens a door at the other end of a monkeyswing (over a deadly pit) that leads back into the lengthy corridor. The timing may seem generous, but it needs to be.

Once you’ve activated the jumpswitch, backflip immediately to avoid the flame trap and run towards the monkeyswing. Use it to get across the deadly pit and through the open door. Sprint back to the Lever Room, activate Red and deactivate Blue, then sprint back through the corridor to the monkeyswing. (You may want to allow Lara to come to a standstill before jumping towards it, otherwise she might not grab it. Although you shouldn’t dawdle, the timer leaves some margin for error.) If you make it, you’ll find Door 3 open.

Follow the corridor behind Door 3 to what looks like a maze made up of rooms that all look the same. Just go straight ahead until you can’t any longer, then turn right and do the same again. You will reach a room with no other exit, illuminated by a wall torch. On the elevated tile at its centre is your prize pickup, an Amulet of Horus (Amuleto de Horus).

As you pick it up, exciting music starts to play, an earthquake begins to rumble, and the lighting changes: all the lower parts of the floor are glowing red now and have, indeed, turned into death tiles. Also, you can’t go back the way you came due to some fires that have broken out. So, jump from elevated tile to elevated tile in whichever direction is feasible until you reach the corridor by which you entered this area. There is no need to hurry, as this sequence is not timed.

Back in the room with Door 3, avoid the lower parts of the floor here as well (more death tiles). Use the flame-trapped jumpswitch again to open the exit and return to the Lever Room via the monkeyswing. The earthquake is still going on, but the tiles in here are all safe.

 

The level’s only secret cannot be accessed unless all three levers are in ‘on’ position (illuminated, pointing N). Blue should be off, so use that one again.

 

Leave the Lever Room the way you came, up the ladder and so on (the earthquake ceases when you reach the sewer; also, the trapdoor above the ladder closes at about this point, so you can’t return to the levers later), through the room where you used the Temple Key, and back once more to where you left the motorbike (you need it to activate the finish trigger). Along the way, a brief camera view notifies you of the opening of the exit gate (straight N).

 

Before you go there, you can take a detour for the secret. Go back to the place where you acquired the Weapon Code Key (Part I, Section 2). The door there should be open if you left the Lever Room with all three levers in ‘on’ position. The secret triggers as you pick up the Right Gauntlet (Guante derecho). The shatterables are empty.

 

The level ends as you reach the top of the slope beyond the exit gate.