MANTUA'S
SQUARES
Levels by Traio
This authorized walkthrough was written by Phil
Lambeth, with the invaluable assistance of Kristina's detailed outline.
MANTUA (Italian Mantova), city, northern Italy,
capital of Mantua Province, in Lombardy Region, surrounded on three sides by
the Mincio River. A tourist and agricultural center, Mantua has factories
producing agricultural machinery, fertilizer, furniture, shoes, and toys. Among
the notable buildings is the Doge's Palace (Palazzo Ducale), with frescoes by
Andrea Mantegna, whose tomb is in Sant'Andrea, a basilica begun in the 15th
century. An Etruscan, and later a Roman, town, Mantua was captured by the Lombards
in the 6th century. The town became a possession of the margrave of Canossa
until it achieved independence in 1115. The city prospered under the rule
(1328-1708) of the Gonzaga family. Mantua was held by Austria, except for a
brief period, from 1708 to 1866. Population (1990 estimate) 54,800. (From
Microsoft Encarta 98 Encyclopedia)
LEVEL 1 - PART 1
As the level begins, it's immediately apparent that
Lara has been shopping. She's decked out in a red cowgirl outfit that displays
her ample cleavage to full advantage, and it seems she's been called away to
Mantua on urgent business that didn't allow her even enough time to change into
her tomb raiding duds.
The gate opens as you approach, and you'll start your
adventure from the "Piscina Comunale - Eugenio Dugoni." You'll
note an excited dude behind the iron gate to your right, who seems to be out
walking his dogs. Ignore him for now and turn left to head north. Run all the
way to the corner and turn right just beyond the columns. Locate the red brick
wall and position Lara in front of it in the far left corner. Jump straight up
by using the up arrow and action keys together without the jump key. Center Lara on top of the wall and take a
running jump ahead to flip a jump switch on the next wall. Turn around and go
back the way you came, again positioning Lara in the left corner to make the
jump and grab.
On the other side, make a hairpin turn to the left and
locate the door you opened with the jump switch. But don't walk inside, as the
floor is a fire trap. Position Lara with her left shoulder next to the door
jamb, and take a standing jump and grab to the right hand wall. Shift to the
left until you're directly over the second steam blower, then back flip into
the opening in the opposite wall. Turn around and look to the right, where
you'll see a target perched on a block in the next room. Draw your pistols and
sidestep as far to the left as you can and shoot past the alcove. You'll
eventually shatter the target with a sound like splintering glass. Turn around
and jump down to your left into the hallway below, as the last two tiles are
safe. Step outside and you'll be treated to a flyby that gives you an overview
of a pool, a big structure with a jump switch on top and quite a few roofs. You'll
also see a room with a Sbrisolona cake (that's a large
medi-pack to you Yanks) on the floor that you'll visit much later.
Turn right and run a short distance, then turn left
and run down the north side of the main pool.
Turn left to step inside the shower stall. Although there's no cut scene, this activates the first of four
triggers required to open the trapdoor in the main pool. Say hello outside to
the funny-looking chick sunbathing by the pool, then run around to the south
side and climb up onto the bleachers. Locate the jump switch in the ivy over
the trench formed by the back of the bleachers, and jump to it to raise a
vanilla-chocolate block behind you near the high diving board. Turn right and
climb out of the trench from the right corner. Before jumping down, locate the
target near the SE corner of this area. Get as close to it as possible from
this elevation (noticing that a trap door drops down below you as you jump over
that last gap) and draw your pistols. Take two steps back from the edge and
shoot the target.
Jump down to the ground and jump into the nearby
shower stall for the second pool trap door trigger. Just for fun, hop back into
the opening and take a wild ride that'll eventually bring you back to the small
pool in the SE corner. (Actually, this detour is required, as it serves as one
of the four pool trap door triggers.) Go over to the block you raised and climb
up onto it. Take a running jump forward to grab the side of the diving
platform. Climb up and pull up to the top. Go out to the end and turn around. Everybody's
watching, so hop back with perfect form and grab the jump switch to open a door
in an area below. Down in the water, pick up the revolver ammo and swim to the
shallow end. Pull up, draw your pistols and shoot a weird-looking but colorful critter. (It's
so stupid, however, that you may have to go out and pull its tail once or twice
to get its attention.) Now go over to
the small and shallow SW pool and pick up the OGLIO KEY.
Run back to the fire trap hallway to the north and
beyond it, and climb up on the block to your right. Turn around and take a
running jump over the block ahead to avoid the disguised fire trap on top of
it. Climb up the next block ahead (left corner, remember?). On the other side,
turn left and run past the fire trap hallway to locate the open door down the
hall to your right. There's nothing inside to pick up, but step into the shower
stall to activate the fourth and final pool trap door trigger.
Exit this room and return to the pool area, using the
moves in the fire trap hallway described earlier (except that you don't need to
back flip into the alcove this time). The trap door in the SE corner of the
main pool is now open. Swim down through the opening and pick up the Pumpkin's
turtel (that's a small medi-pack to you Yanks) at the end of
the short tunnel. Pull out of the main pool at the west end and find the gate
that opened when you picked up the turtel. Go inside and turn left. The UP
arrow on the hedge tells you what you need to do next. Run up to the arrow,
jump up and grab the climbable surface. Climb up, shift to the left and drop
down onto the translucent block. Turn so that Lara is facing west, then hop
back and grab the edge of the block. Shimmy to the right, past three of the
grilled squares, and pull up onto the fourth one. (All the others are deadly
fire traps.) Take a standing jump ahead to the first balcony, then turn right
and walk to the north end. Ignoring the railings, take a running jump and grab
to the next balcony. Instead of pulling up, shimmy to the right and around the
corner until you're over the jump switch. Pull up and immediately release, then
grab the switch on the way down to open the door directly ahead of you as you
land.
Go inside and turn left toward the stairs. Kill the blue-faced
ninja and go upstairs. At the near edge of the ramp, facing
east, jump up to grab and open the trap door leading to the roof above. Step
forward to the highest part of the ramp, jump up and grab the edge of the roof
and pull up. Turn around, draw your pistols and kill another ninja up and
to your left. Crawl over the apex of the roof to the other side and turn left
to locate an opening marked by an exclamation point. Drop to the room below
without grabbing the collapsing tile on your way down (which is your only
ticket back up). Facing east, locate a block near the middle of the roof with a
triangular flat surface at the top you can climb up to. Turn left and walk to
the north apex. Take a standing jump and grab the ledge. Pull up and run
forward to push the button in the north wall, opening an underwater passage
back in the pool area. Turn left and run to the end of the ledge. Turn left
again and face the collapsing tile. Take a running jump and grab, and pull up
near the left corner. Immediately turn left and take a standing jump and grab
to the wall of the opening. Pull up to the roof.
Head north along the roof and take a running jump
across to the gray ledge. Turn right and walk along the ledge to the end. Take
a standing jump and grab to the section of roof ahead and pull up into the
blinding sun. Walk forward to the doorway, and you'll see a cut scene of a
warrior and a couple of dogs going nuts inside. Turn to the left and climb up
to a higher section of the roof. A blue-faced ninja will
charge around the corner from your right, so draw your pistols and shoot him. You
can then walk out to the eastern edge of the roof and get a panoramic view of
the area below in the early morning sunshine. Off to the left you can see a
tall green column with a target at the very top. However, you won't be able to
shoot it until you find the revolver and the lasersight.
Walk over to the highest section of the roof and pull
up. Make your way over to the west side, and you'll see a closed gate with a
target painted on the right side and the numeral 5 on the left. That means you
need to find a total of five targets and shoot them in order to gain access. Let's
see now. . .you've already shot two, and you've just now discovered a third one
you'll shoot later, so you need to go hunting for two more.
Turn around and take a standing jump down to the roof
below. Turn left and drop down to the ledge you jumped over to earlier. Locate
the area below where you saw the guy walking his two dogs
earlier, and take a running jump to the wall with the dog symbol painted on it.
Take a running jump and grab to the balcony and quickly pull up and run forward
before the guy (actually, a blue-faced ninja) starts shooting
at you. Pick up the revolver ammo and continue
forward with a running jump and grab to the next balcony. This is the best
vantage point from which to take out the ninja, so pull up, turn around and
waste him. Then pick up the turtel from the balcony
and safety drop to the ground, where you can dispose of the dogs if you weren't
able to draw a bead on them from above. Pick up the turtel
dropped by the ninja, revealing a jump switch inside the structure against the
west wall and opening the gate to the north. Trip the jump switch for a cut
scene showing a long block rising in the main pool and two smaller ones that
fill gaps next to the flowers at the south end.
Instead of going through the open gate, go the other
way (south) and climb up onto the red brick wall. Turn around and face to the
west. Sidestep to the right twice and draw your pistols. Jump straight up and
shoot, and you'll be amazed when you hear the sound of another target being
shattered near the SW corner. It's almost impossible to see, no matter where
Lara is positioned, but if you take the simple steps just described you don't
need to see it. Three down, two to go.
Turn around, jump down to the other side and climb up
onto the next wall. Jump down to the other side of that one and return to the
pool area. Step into the small wading pool near the SW corner and pick up the OGLIO
KEY. Next, climb up onto the nearby
bleachers and use the raised vanilla-chocolate blocks to pull the two
see-through structures away from the flowers. Then hop down beside the flowers
and shoot them to raise a gate at the base of the diving platform and create a
force field in the water of the main pool, allowing you to walk on it. Splash
across the pool to the opening and pull up inside to pick up the cake and lower
the large block in the center of the pool.
Reverse roll and jump back down to the pool. From any
edge of the square on the surface, jump up and grab the suspended ledge. Pull
up and pick up the MINCIO KEY. Jump down and
splash across the pool to the west end. Vault out of the pool and turn right. Locate
the keyhole next to the nearby wooden door and use the Mincio Key. Well, the
doggone door doesn't open. Turn left and run along the chain link fence to your
right. Make a hairpin turn to the right through the open gate and enter the
building through the open door. Go up the first flight of stairs and turn right
at the landing. Go up three more stairs and stop. Turn to the right, walk out
to the edge of the stairs, and jump up to grab the wall. Climb up until you
reach the crawl space. Crawl through and drop down on the other side. (Don't
stare at Lara's butt; that's not nice.) Turn around, run to the end of the
tunnel and push the button. You see a cut scene showing the iron gate opening
close to the main pool.
Reverse roll, crawl back over the block and drop down
to the stairs. Exit this room and locate the open iron gate. Go inside the
stark room and you'll see a receptacle on the wall to your left. Use the Oglio
Key to open the wooden door outside that you thought the Mincio Key would
open. Go outside and make a hairpin
turn to the left to enter through the open door. A block rises as you enter,
preventing you from doing anything further in this room right now.
Reverse roll and head to the SE corner of the pool
area where you shot the second target. Locate the shower stall and step inside
to lower the trap door. Hop back and take that wild ride again; but this time,
the instant you drop into the water below hit the reverse roll key to keep Lara
from being swept up by the current. Swim north down the tunnel and take a left
at the grate. You'll encounter one of those peacock crocs, but
try to ignore it as you keep on swimming. Go past the turn to the left and the
first tunnel leading upwards, and continue west to the end of the tunnel and
then swim up to get some air. Pull up, run to the end of the tunnel and pick up
the cake.
Reverse roll and drop back into the water. Swim down
the long vertical shaft until you reach the waiting croc. Swim east past it
until you reach the intersection, then turn right. You'll soon come to an air
hole where you can pull up (south edge only!) into a room. Be careful, because
a number of the tiles are fire traps. Look up at the ceiling, and you'll see
that the safe tiles are the ones that are indicated above by the yellow
squares. There's a jump switch against the north wall, but the only way you can
get to it is by making a clockwise trek, jumping as appropriate, around the
room. Starting on the safe tile at the south side of the air hole, here's the
route: Walk carefully to the far edge of the second square ahead, then take one
step back. Take a running jump south to the next safe square. Take an angled
standing jump to the right to the next safe tile against the south wall. Turn
to the right and walk to the edge of the tile you're on and take one step back.
Take a standing jump to the next safe tile to the west. There are two safe
tiles connected here, so take an angled running jump to the right to the next
safe tile against the west wall. Turn right and take a standing jump to the
north to the next safe tile next to the wall. Then turn right and take an
angled standing jump to the next safe tile. Then an angled standing jump to the
left, and another to the right, and all of a sudden you're in front of the jump
switch.
Throw the jump switch to open a door to your left. Jump
back to the previous safe tile and face the open doorway to the north. Take a
standing jump and grab and pull up. Push the button in the alcove, and you'll
see a cut scene of the door opening up on the roof, where earlier you were teasing
the warrior and the two dogs. What's more, a ninja is now
walking around on all those fire tiles down below, and nothing seems to be
happening to him. But don't you try it, because you'll fry if you step on a
wrong tile. The tricky part is getting back down. Draw your pistols and
position Lara in the center of the alcove. Take a standing jump to the left,
using the action key to alter Lara's trajectory so she'll land on the safe
tile. Immediately kill the ninja before he has a chance to come over and push
you back onto a fire tile. Look up, and you'll see that you now have a lot more
friendly tiles than you did before. Make your way back to the air hole (be sure
to jump over that last tile in front of the air hole) and jump back into the
water. Swim down the tunnel past the croc and go south. Take a right at the
intersection and the current will draw you quickly back to the pool area.
Go back through the open gate near the west end of the
main pool. Go inside the house, run up the stairs and pull up through the open
trap door onto the roof. Turn to the north, locate the open door below in the
next building and start shooting at the warrior. After
disposing of him, take a running jump across to the building (watch out for the
fire tiles and the gable in front of the open door) and shoot the dogs if
they were too far inside the doorway to get them earlier. Just inside the door,
make a hairpin turn to the left and locate a jump switch on the wall. Pulling
it opens a gate down in the underwater tunnels. Before leaving, pick up the turtel in an
alcove at the far (north) end.
Outside, jump down to the floor in the pool area,
losing a little bit of health, and run back to the shower near the SE corner. Step
inside to open the trap door, then hop back and take a bouncing ride down to
the water again. Reverse roll as soon as you hit the water, then swim straight
ahead through the open gate. Let the croc follow, so you can rid yourself of it
at your final destination. Turn left and swim up the vertical shaft. There's an
air hole off to the right if you need to fill up your lungs. Then locate the
next vertical shaft and swim up to an open area where you'll find the Revolver for SECRET
#1. (Each of the three levels has 8 secrets, for a generous total of 24 if
you find them all.) On the other side is another air hole with a switch to
pull, lowering the vanilla-chocolate block inside the room opened earlier with
the Oglio Key. Use your new-found revolver to kill the croc (two of them may
have shown up by this time), then swim back down the two vertical shafts and
then all the way down the long tunnel to the south until you reach the current
that sweeps you back up to the pool area.
Run to the opposite corner of the main pool and enter
the doorway to the left of the receptacle for the Mincio Key. Crawl into the
bathroom and push the button on the wall to open another underwater tunnel
gate. Go back there via the shower stall in the SE corner and swim north down
the tunnel. Take the first left, then swim up at the intersection. Pull up at
the top and slide down the slope to a new area. Before landing, take a jump
ahead and run forward to pick up the cake or turtel (you
don't have time to look closely), then hop back to avoid the four boulders that
are crashing down all around you. Then draw your revolver and turn to shoot the
ninja off to the SW.
Run around the boulders to the NW corner. Take a
standing jump to the first step, then turn to the left and face the pole. Take
a standing jump, and Lara can just grab the lower end. Climb the pole until you
reach the level of several floating blocks. Back flip to the nearest one and
draw weapons to kill the ninja stationed on
another floating block to the south. Then take a running jump and grab to the
block he was on. Pull up, turn left and take another running jump and grab to
the next block. Then take a running jump to the next block, and pick up the revolver
ammo as well as the LaserSight for SECRET #2.
Turn to the north and take a running jump over to the
third-from-the-top step in the corner. Turn right and take two standing jumps
upward until you reach the top step. Turn slightly to the right and start
climbing up the wall. When you reach the target design, back flip into the
alcove. With your back against the slope with the arrow design on it, take two
steps forward. Then take a back flip to the slope. Keep the jump key depressed
and grab the facing white wall with the cross on it. Climb up so that Lara's
hands are three-fourths of the way to the top of the cross, then take a rolling
back flip and grab the facing slope. Pull up and slide down into the small
sunken area. Notice the target off in the distance. Combine the revolver and
the lasersight, and shoot the target. Then turn around, walk up to the left
front corner, and take a standing jump over the slope to the alcove below.
Head back down to where the boulders are, and climb up
the pole again. But this time slide all the way up to the ceiling and back flip
into the room above. Turn and pull up to the next higher level. Lara can climb
up the west face of this wall, but mind the hot steam bath. At the top, Lara
climbs right through a closed grate and is back in the pool area. Head south
and go back into the house at the west end of the pool, up the stairs and
through the trap door to the roof. Make your way over to the other roof, across
from the tall green column to the east where the fifth and final target is
perched. Shatter it with your revolver/lasersight to open the door above and
behind you that needed five shattered targets. Step inside the opening and
allow the tile to shudder and collapse to drop you into the room below. You see
an opening to the south. Take one step back from the slope, then take a running
jump into the opening and grab the jump switch on the wall. A cut scene shows a
gate opening near the beginning of this level.
Head back to the front area, using the brick walls in
either the NW or the SW corner. Go through the gate you just now opened, next
to the wall with the dog emblem on it. Turn left and run down the trench until
you reach the edge of a pit. Use your revolver/lasersight to shoot a target
high up on the far wall, raising a green block in the pit below. Take a
standing jump down to it, then walk forward and take a standing jump and grab
to the block ahead. Pull up and walk forward to the slope. Turn to the left
wall and pull up. Before you slide down again, back flip to the opposite wall,
and so on, going back and forth with the jump key depressed while using the
right arrow key to bring Lara closer to the green ledge just beyond the slope. When
you reach it and start sliding down, grab the edge and then drop to the floor
far below, losing some health in the process.
Climb into the alcove to the south and use the wall
ahead to climb up to a higher level. At the top, pull up and turn to the left. Use
the same back flip routine with the right arrow key to bring Lara into the SE
area off to the left of the ladder where she pulled up. Inside the next small
room, position Lara in the middle of the middle square, facing east. Save your
game here, as the moves to come are fraught with peril. Take a back flip to the
slope, and keep the jump key depressed to bounce off and grab the ceiling. Now,
start monkey swinging ahead until you pass over the first slope. You'll soon
lose your grasp and drop. The instant you hit the slope, jump off and grab the
ceiling ahead and thereby avoid the fire trap below. Continue forward until you
pass over the second slope, and the same thing will happen. But this time you
probably won't grab the ceiling when you jump, so keep the jump key depressed
so that Lara bounces back and forth between the facing slopes instead of
sliding down onto the fire trap. Use the right or left directional arrow key to
change Lara's trajectory, and eventually she'll grab the ceiling again. Continue
forward over the third slope. When Lara drops down this time, don't try to grab
the ceiling but jump back and forth with the directional key of your choice
until Lara lands in a safe zone. Then pick up the revolver ammo on one
side and jump to the other side for a turtel and SECRET
#3. Saddle up and back flip to the slope, then jump back and forth using
the appropriate directional key until Lara can grab the ceiling. Then continue
east over the fourth and fifth slopes in the same fashion as before and slide
down to a safe area in front of a closed door.
Step under the block and turn to the right. Back flip
onto the slope and keep the jump key depressed. Lara will grab the jump switch
on the north face of the block, opening the door below. The area ahead is
patrolled by two machine guns stationed on two central columns, so make a mad
dash past them while bullets tear into poor Lara's hide. When you get around to
the other side, draw your revolver/lasersight and destroy the machine guns from
behind by shooting their gray oval canisters at the back end. Then go back to
the first column and turn right to locate the gray section on the north wall
that matches the texture of the column. Climb up and back flip to the top of
the column. Turn facing east and step back to the rear edge of the column. Jump
up to grab the mesh ceiling, and monkey swing until you reach the jump switch. Drop
down and immediately grab the jump switch, and you'll drop to the top of the
second column. Safety drop to the ground and run east down the stairs. Turn
right and crawl under the space to enter the second part of Level 1.
LEVEL 1 - PART 2
You begin with a magnificent and lingering flyby that
introduces you to this new area of exploration. Run down the Via Pescheria
to the south until you reach the Poste Italiane (that's post office to
you Yanks) with a front door flanked by statues of two horses. Boldly pick up
the cake between them and yes, you've activated a couple of horsemen who
want nothing more right now than to eliminate you. So draw weapons and take
them out instead. Each one will drop an Oglio Key as he
dies, so pick them up and add them to your inventory. Then stroll over to the
flowers at the east end of the street in front of the post office, and shoot
them in turn to release a dog, a croc (a
croc? here?) and a turtel.
Go to the post office door and use the two Oglio Keys
in the receptacles on either side. The gate appears rusty, but eventually it
will open. However, there's nothing to do here right now, so reverse roll and
run north down the street until you reach the clock tower. Go around to the
east side and shoot the two flower pots to open the iron gate allowing access
to the clock tower. Venture inside, but watch out for the boulder that drops
down from above. Now we have a mini-flurry of secrets to gather. Use the blocks
ahead and climb up into the area above. Run around to the east side and pick up
the cake. Climb up onto the nearby block and pick up the shotgun
ammo for SECRET #4.
Drop down and exit the clock tower. Make a hairpin
turn to the right and vault up into the park. Run west across the park until
you reach the street. Ahead are several lamp posts mounted on short blocks. Step
up onto the second one from the left and take a running jump to the balcony
below. (Keep the up arrow depressed to give Lara a little extra boost.) Pick up
the cake from the balcony for SECRET #5, then
take a running jump off the south end to the canal below, where the water is
deeper. Wade to the east side and pull up onto the walkway. Locate the arrows
and follow them around a green monstrosity that someone donated as a work of
art. Pick up the grenade gun ammo behind it, and
then draw weapons to deal with another horseman. Pick
up the Mincio Key he drops, and use
it in the nearby receptacle to open a gate high up on the wall to your left. Jump
into the canal, splash over to the up arrow painted on the wall, and climb up
at that point until you reach the open gate.
Climb up onto the terrace and shoot the two flower
pots on the ledge to raise a vanilla-chocolate block. Climb up on it, stand in
the middle of the east edge facing west, and jump up to grab the trap door
release. Turn around in place and jump up to grab the edge of the opening. Pull
up and run along the see-through roof for some shotgun ammo, a cake (for SECRET
#6) and the shotgun itself. Continue north and push
the button on the left part of the wall ahead to open an underwater gate
leading to the exit from level 1.
Turn right and run to the east side of the wall, where
you can take a standing jump to the roof to the north. Run along it, bearing to
the right, and jump down to the lower roof where you see a down arrow. Beyond
the arrow is a depression in the roof with nothing in it (however, note the
closed trap door for later); but on the other side there's another depression
with a button for you to press. Doing so opens a door high up in the clock
tower. Go to the arrow you saw earlier and take a running jump from it straight
ahead down to the balcony. Reverse roll and take a running jump down to the
purplish ledge near street level. Hop down and turn left toward the double
doors, which will open automatically as you approach. Enter the room, and the
doors will close behind you.
Inside, you'll see goodies laid out invitingly in
front of you. Being careful of the fire tiles on either side, go ahead and pick
up the grenade gun, together with a
couple of ammo supplies for it. Prepare
yourself a bit before picking up the turtel, as
doing so will unleash a couple of ninjas, four dogs, four
boulders and a row of spikes along the center of the room. And all at the same
time, mind you. The best way to avoid the traps, eliminate the enemies and stay
alive is to face the SE corner of the room, then pick up the turtel and draw
weapons while dashing to that corner. Then reverse roll and start blasting
away. After all is quiet again, go back and locate the jump switch on the west
side of one of the overhead blocks. Position Lara directly underneath it,
facing the doors, and back flip off the slope behind you to grab the jump
switch. The doors will re-open, and you'll be rewarded with the sound of SECRET
#7.
Outside, run straight ahead down the walkway and turn
right at the next street to return to the entrance of the clock tower. Vault up
onto the blocks to the left of the gate, and you'll see a row of hedges to your
left with an arrow painted near the far end. Take a running jump over to the
arrow, and turn to face west. You'll see a light green ledge in the tree ahead.
Take a standing jump and grab to it, and pull up. Locate the pole and climb up
until you see a beige tile jutting out from the clock tower. Back flip to the
tile, then turn and face the tower wall. Climb up the wall to the roof (through
the gutters, no less) and pull up. Run across the roof and pick up the
revolver ammo for SECRET #8. Climbing back
down the wall may be a little tricky, as you need to hop back from the corner
of the roof and grab the wall as you drop past the phantom gutters. When you reach the tile below, take a
standing jump around the corner to the north and land on another tile. Turn
right, duck through the hole and enter the clock tower. Climb up onto the block
and use it to pull up to the next higher level. Save your game before doing
anything else, because you'll see that target at point-blank range and the
first thing you'll want to do is shoot it. But pause to do a little planning
first. See that arrow on the floor? It's pointed toward a couple of floating
collapsible tiles. In the distance is the roof with that depression and the
trap door. Yes, it's a timed run that's triggered by shooting the target.
Position Lara on the floor square to the right of the
arrow, so that she's facing the first collapsing tile, and save your game. Draw
weapons and turn slightly to the right and shoot the target. Then holster your
weapons and turn back to face the tile. Take a running jump to it, and as soon
as you land take another running jump to the next tile, and then a running jump
off that one to the roof. (Don't simply aim Lara for the open trap door, as the
fall to the room below is too long and will kill her.) As soon as you hit the
roof, run or hop through the opening before the trap door is raised again. If
you miss, you'll have to reload and try again, because one chance is all you
get.
Down in the room below, look up at the ceiling and
you'll see the four squares you need to jump to in succession until you reach
the corner. Doing so raises a block in the center of this room and also opens
the door to the post office. When you reach the square in the corner, the trap
door overhead re-opens to allow a way of escape. However, you have to be
careful to hit only the safe squares going back, or the trap door will close
again. You can do it by using only standing jumps; and if you should miss, the
trap door will open for you to try again each time you return to the corner
square.
Get down off the roof the same way you did before, by
jumping down to the balcony and turning around to jump down to the purplish
ledge. Then hop down and make a hairpin turn to the right. Run south until you
get back to the post office, and go through the open door.
Things are a mess inside the post office. Boxes are
scattered all around, and to make things worse the door closes behind Lara while
she's looking around, trapping her inside. The only way to get out is to do a
little housework and re-arrange those boxes. You'll find that five of the
blocks are moveable, and under each one is a distinctive color or pattern. You
have to move each block to another tile somewhere in the room which has the
same color or pattern. The blocks are easy to spot; they're all a little
lighter colored than the rest, and they all have the word Mantova stamped on
their side. There are two to the right (covering a white tile and a beige tile)
as you enter the room, and three to the left (covering a beige tile, a tile
with a mottled pattern and a tile with a whorl pattern). Only the two boxes
covering the beige tiles bring trial and error into play, so start by moving the
other blocks to their corresponding tiles. Then move the block that covered the
first beige tile (the one to your right as you enter the room) to the beige
tile to your left (as you face it from the door) on the other side of the room.
(The nearby block that covers the other beige tile is pushed toward the door to
cover the final beige tile against the south wall.) When you place the last box
correctly, a translucent block will lower near the NE corner, allowing you to
push a button that opens the exit gate in the canal outside.
To get outside, locate another moveable block higher
up near the door. Push it aside to reveal a crawl space. Crawl through and drop
down into the water on the other side. Let the current pull you along and suck
you up through a grate in the park outside. Pick up the cake at
your feet before moving on. Then vault out of the small pool and head west
toward the canal. Step up onto the block surrounding the second-from-left light
pole and take a running jump to the balcony, as you did earlier. Turn left and
take a running jump off the south end to the water below. Go back in the other
direction to shallow water and pull up onto the ledge. Run down the causeway
all the way to the south end, turn right and locate the open door down in the
water. Take a running jump aimed right at the door to avoid the cross currents
so you'll reach the tunnel. Swim into the tunnel, where near the end you'll be
transported to Level 2.
LEVEL 2
Swim forward and up, and you'll be sucked through
another grate in the middle of a courtyard. Step forward and enjoy the extended
flyby of this next area. You hear the sound of crackling thunder all around,
and if that's not snow falling it's the biggest bunch of raindrops you've ever
seen. Locate two facing alleys in the SE corner. The one to your left is
occupied by a couple of carts that look like a gas grill or a cooler on wheels.
In any event, you can shoot them wherever you encounter them, and some reveal
goodies you can pick up. But not these two. Sorry. Now go to the alley at the
NE corner and shoot the phone booth (since there's nobody inside using it). Run
west to Piazza Erbe and shoot the two flower pots you come to. Off in
the distance you can see three more phone booths, but be careful because
there's a sentry machine gun not far away. Run north down the purple alley
(between the outdoor dining area and the chain fence) and shoot the first phone
booth, then turn left and shoot the other two without having to move down much
farther.
Continue running forward, keeping to the right and
passing some closed double doors with a keyhole next to them. When you get to
the end, turn left and step carefully up onto the raised courtyard and look for
the "Piazza Erbe" sign up to your right. The machine gun is
posted just beyond it, and from this spot you can use your revolver and
lasersight combination to shoot the canister and blow the machine gun to
smithereens.
Shoot the two wheeled boxes near the area formerly
guarded by the machine gun, just for target practice or to satisfy your
destructive impulses. Then take the pentagon-shaped tunnel to the west and run
down to Piazza Broletto. Shoot the four phone booths posted on the
corners (I wonder if AT&T knows about this game?) and locate the wheeled
device in the alley in the NW corner for some crossbow arrows. Now
run back through the pentagon-shaped tunnel and return to Piazza Erbe. Go
all the way to the other side, past where you shot the flower pots, and take a
left at the east wall to run along the walkway. If you stop to check out the
old church on your left, a couple of giant flying bugs will
come out to challenge you, so be prepared to shoot them. When you get back to
the walkway and continue north, just past the church you'll find an open
bathroom door to your right. Go inside and pick up the cake from
the middle of the floor. A cut scene shows a guard elsewhere.
Stand in front of the commode, the one where someone
has drawn a clock face, and reverse roll onto it. Hit the look key to get rid
of the cut scene showing a timed door opening, and turn left to run out of the
bathroom. Make another immediate left and run south past the shops. Look for
the open door on your left and dash inside before it closes. Turn left and go
into the downstairs bedroom and find the crossbow arrows on the
slab. Then head upstairs to the next bedroom and pick up the cake under
the chair next to the bed. A door opens to the adjacent room, and out pops the guard you
saw in the cut scene earlier. Take him out, then go inside the next room and
pick up the revolver ammo from the chair in
front of the shelves for SECRET #9.
Locate the button on the south wall and push it. Reverse
roll, hop down and pull up into the triangular opening across the room. Crawl
to the other side, turn around and drop down into a sunken bathroom. You need
to get to the top of the translucent block. Do so by climbing into the window
alcove and taking a running jump and grab over; or, if that proves too
difficult, you can use the climbable wall in the opposite corner and back flip
to the top of the block. Whichever way you get there, turn so that Lara is
facing north and standing at the rear edge of the block. Jump straight up and
grab the handle to release the trap door. Pull up to the rooftop level and
you'll be rewarded with another flyby.
Turn to the east and climb up onto a higher roof. Draw
weapons and shoot a couple of giant flying bugs(which
may not show up immediately). Run up
the slope, and when you reach the flat portion of the roof turn right and vault
up to a higher section. Run straight forward to the south until you near the
far edge of the roof. Carefully step
forward to the very edge and look to your right. High up on the wall of the tower you'll see a jump switch. Go
back north, turn left into the little alley and follow to the west edge
overlooking the water. You can't pull
up onto the roof to your left because the angle is too steep, so vault up onto
the roof section to your right and take a running jump south. Follow the roof up to the SE corner next to
the tower, turn to face north, then hop back and attempt to grab the edge. You won't, but you'll land on a translucent
ledge just beneath the jump switch. Activate
the switch, and the ledge will rise to give you access to the highest part of
the roof. Sidestep to the NW corner of the block, turn to your right and take a
slightly angled standing jump up to the summit. Locate the climbing surface on
the west side of the central hole (a shade right of center) and climb down. When
Lara is hanging from the bottom, safety drop into the room below.
Pick up the revolver from
the nearby shelves and you'll see a cut scene of a guard. Reverse roll and run
across the room to pick up the laser sight from the other shelves, and the guard will
appear from the doorway to the north. Kill him quickly and go inside the area
he was guarding. Shoot the flower pots at each end to exercise your trigger
finger. Hey! The doorway is now blocked. Just keep that shootin' iron handy and
blast away the window. Pull up onto the window sill and drop down to the area
where you pulled up from the bathroom below.
Return to the area with the jump switch you used
earlier. From here, turn to face west and take a running jump across to the
roof of the large building below. Run all the way down this long section of
rooftop to the west, passing an arrow along the way. When you near the end,
there's an open-air courtyard up to your left (at the apex of the roof, where
you can't see it until you're high enough to peek over the edge), guarded by a
machine gun. Make your way along the roof around this courtyard until you're on
the south side of it. From here you can use your revolver/lasersight to blast
the machine gun to Kingdom come.
Drop down into the courtyard and shoot the two flower
pots on the blocks. One releases a giant flying bug; the
other reveals a turtel for SECRET #10. Climb
back onto the roof, using the block on the east wall, and continue forward
until you're at a point where you can see the bell high up in the tower to the
NE. (Unfortunately, it doesn't materialize until you're fairly close to
it. It's the one with the spires near
the top and the radar net at the very top.)
Use your revolver and lasersight to shoot the bell so that it swings
back and forth a couple of times. Continue east along the roofline as far as
you can go, then turn right toward the smaller brown tower. When you run out of
running room, turn to the SE and take a running jump down to the next roof. Turn
right and locate the crawl space. Go inside, run across the room past the
closed trap door and position Lara in the NE corner with her back to the north
wall. Look up and you'll see a bell suspended high above. Use the revolver and
laser sight to shoot it, and a big tire drops down and the trap door opens. Drop
down to the lower room and pick up the revolver ammo, the crossbow
arrows and the shotgun for SECRET
#11.
Pull up out of this room and return to the crawl
space. You can step into it from the left corner, and Lara can then crawl back
out. You now need to go west and return to the area you've already visited, but
to get there you've got to take the long way around, using a counterclockwise
circuit around the roofs that's familiar to you by now. When you reach the
section of roof where the jump switch is, jump east down to the roof below as
before. Go to the second block that has what looks like a television antenna
mounted on it, climb up onto it and turn to the left. Take a standing jump and
grab the edge of the higher block ahead, pull up and then run forward and pull
up onto the roof. Ahead and to the left you'll find a deep hole in the roof. Standing
at the near left side of the hole, simply run off the edge (without jumping)
and you'll land on a suspended platform. Hop back, grab the edge and drop to a
collapsing platform. The instant you hit the platform, take a back flip and
you'll land on a balcony surrounding an immense room below.
Turn right and run down the balcony to locate the hole
in the NW corner. Climb down the north face to a lower, smaller balcony. Reverse
roll and run south along this balcony, turn left at the end and locate the
opening in the south wall. Turn around, hang from the edge and drop down to a
smaller room. You'll notice giant flower pots, surrounded by moveable
structures, at the NESW ends of intersecting walkways. And yes, that's lava
outside the walkways, so avoid it. If you pull each of the pots back one square
and peek around the corner, you'll note that each one covers a different
number, as follows: E=1, S=2, W=3 and N=4. The arrows on the central tile
indicate that the pots must be re-adjusted and pushed onto different numbers. Just
to make things easy for you, here is the proper sequence: 4 - 1 (or N - E), 1 -
4 (or E - N), 2 - 3 (or S - W) and 3 - 2 (or W - S). So you'll know you're on
the right track, each time you move a pot to its proper tile in the sequence
described above, you'll see a cut scene of (1) some double doors, (2) a door
beside a stepladder, (3) the double doors with a couple of guards and (4) the
door beside the stepladder opening up.
Go to the pot to the north, turn around with Lara's
back to the pot, take four steps forward and jump straight up to grab the
ladder. Climb back up, and when Lara gets her boot heels set, back flip to the
higher level. Turn around in place, but don't step forward yet, as the double
doors and guards you saw in the cut scenes are off to your right and you'll
alert them once you leave the safety of the opening. Also, take note that the open door next to the stepladder is
across the room and to your left in the west wall. You'll be tempted to jump
down with guns blazing, but don't do it. You see, you're in a church, which is
a sacred and holy place where weapons should never be taken, much less
brandished. So if you draw one while inside this particular church, you'll be
instantly fried. The theology seems less than sound, but we're playing a game
here and not engaging in Bible study.
So keep those weapons holstered and run forward, then
take a left to dash along the balcony and away from the guards. When you reach
the end, turn right and run halfway down, then drop down to the floor and jump
into the open doorway. Immediately flip turn to the left to avoid the gunfire
from the guards (I wonder why they don't burn up?), and pick up the cake at the
south end of the hall. (There's a closed door at the north end.) You'll see a
cut scene of someone coming to your rescue. Quickly take a back flip and then a
side flip into the sanctuary so you won't miss all the fun. Your
champion--dressed in a Santa Claus outfit with the word "friend"
emblazoned on his bosom--methodically eliminates the two guards at the
same time they're doggedly trying to eliminate you. When his task is complete,
he won't stick around long enough for you to thank him and say "my
hero," but he'll immediately run over to the double doors and take up a
post there.
Pick up the Cross Piece 1 and Cross
Piece 2 dropped by the guards, combine them to form St.
Andrea's Cross and then jump into the opening by the stepladder and
turn right to locate the button beyond the north door that's now open. Push the
button to lower the stepladder, allowing you to stand on the spot formerly
occupied by the stepladder so you can use St. Andrea's Cross in the emblem. You'll
see that the double doors across the way are now open. Santa Claus may or may not run outside,
depending on whether he assumed a standing or a running-in-place post near the
double doors after killing the two guards. Pick up the Oglio
Key (the first of five you'll find in this level) on the landing just past
the double doors, then step outside. Turn left and return to Piazza Erbe.
Run north down the stairs to the little church you may have stepped up to
earlier. (If you didn't, the two giant flying bugs will make their appearance
now.) Walk down the little alleyway to the left of the church and pick up the revolver
ammo for SECRET #12. Then hop back
once and turn to the left to use the crawl space.
When you emerge from the crawl space and start heading
up a short ramp, stand up, turn left and make a hairpin turn around the corner
to the right to locate a hidden climbing surface on the south block face. Climb
up and pull up to the top of the block. Step forward and take an angled
standing jump to the alcove ahead and to the right. Turn right, place Lara's
backa against the wall and takea standing jump and grab to the climbing surface
in the east wall. Climb up the wall,
and when Lara's hands reach the bottom of the square with the down arrow, back
flip to the slope behind her and keep the jump key depressed to bounce off and
grab the ledge ahead. Pull up, turn around and take a standing jump to the next
block. Pick up the revolver ammo and locate the
rope off to your left. Take a standing jump and grab to the rope, then shift
Lara to the left so that she's facing the long red wall ahead. Swing to the
wall, release and grab the face of the wall. Climb all the way to the top and
shift to the left. Drop down, even though it looks as if the surface is too
sloped for Lara to stand. Turn to the left and crawl through the space ahead
and around the corner until you reach the end. Turn around and lower Lara down
into the alcove. Turn to the west and take a running jump and grab to the block
ahead. Pull up and take one step forward, then jump straight up and you'll find
yourself transported to the roofs and standing on a grate.
Step out onto the roof, turn back to the grate and
look up. You'll see a bell, so draw your revolver combined with lasersight and
shoot it. Then locate the nearby arrow painted in the roof, and take a standing
jump (from a couple of steps behind the arrow) in the direction indicated to
land on a translucent tile below. You may have heard gunfire as you made the
jump; that's a machine gun sentry that you'll take out later. For now, hop back
and grab the edge of the tile, then drop to the roof below. Run west along the
roof, following the wooden railing, and keep going forward up the steeply
sloped adjacent roof. At the top, look down and you'll see a tile that looks
like a spider web. Jump down to it and you'll see a cut scene of a window. Step
forward, turn to the left and you'll see the indicated window about halfway up
the tower ahead. Draw your revolver/lasersight and shoot it.
Head south toward the window you just shot out, and
you'll alert a trio of giant flying bugs. Dispose of them,
then jump up to the roofs to the east, go to your right and take a running jump
south across to a roofline you explored earlier. Turn left and return to the
arrow you noted earlier as you were on the way to take out the sentry machine
gun in the open-air room. Stand at the apex of the arrow and take a standing
jump in the direction indicated, swerving to the left in mid-air so that you'll
land on an upper balcony. Turn to the left, draw weapons, shoot out the window
and step inside to deal with a guard, a dog and
two flying bugs. Run to the rear of the room and use your
first Oglio Key in the receptacle marked, appropriately enough, by the digit 1.
Reverse roll and return to the balcony. Turn left and
walk out to the west end facing the sloped gable ahead. Turn around, hop back
and hit the action key just after you clear the edge so that Lara lands on the
balcony below. Draw weapons and shoot out the window to the right. Step forward
into the room and pick up the Grenade Gun for SECRET
#13. Then immediately draw weapons and shoot the four dogs that
charge at you from each corner of the room. After disposing of them you can
pick up the three varieties of grenade gun ammo at
your leisure. Then exit this room and safety drop back down to Piazza Erbe
from either end of the balcony. Go through the nearby door to the south, opened
when you used St. Andrea's Cross.
Take a right at the juncture and you'll encounter the
first of three automatic doors that allow you access to a kitchen, a bedroom
and a bathroom. Push the button in the shower stall to turn off the flames in
the kitchen, and return there. Vault up and pick up the second Oglio
Key from the left burner. Reverse roll and get back to Piazza Erbe. Across
the way you can locate the machine gun perched to the left of the clock tower. Go
around the outdoor chairs to the left and use your revolver/lasersight to shoot
the rear canister and blow up the machine gun. Then turn right and run down the
walkway to the east. Climb over the block ahead, drop down and turn left to go
down the alley beside the church and return to the crawl space. Climb back up,
using the same moves described earlier, until you get back to the roof area. Continue
as described earlier, using the arrow to jump down to the platform, then
dropping down to the area of roof lined with the wooden barricade. Run to the
end of the barricade; and this time, when you reach the end, take a standing
jump to the left to land in a little trench with an arrow on the near end. With
Lara at maximum health, hop back and grab the edge with the arrow, shimmy to
the right as far as you can go and drop to the roof far below. Replenish Lara's
health with one of those cakes you've been collecting. You're going to need
that, and more, shortly.
Run to the other end of the low roof line and turn
left to shoot out the window. Step inside and take an angled jump to the right
over the spikes. Turn around and check out the gauntlet ahead. You can't jump
over the fixed spikes, so run through them and be prepared to use up some of
those precious cakes and turtels. Save your game when you reach the pole, as
this is perhaps the most frustrating spot in the entire game. Climb up the pole
until Lara's hat reaches the bottom of the white square with the exclamation
mark. Then take a rolling back flip to the collapsing tile. Pause just for an
instant when you land, then take a running jump to the rope ahead. Wait until
the last instant before hitting the action key, so that Lara will grab the
rope. (If you hit it too soon, Lara's arms will remain extended and she won't
reach for the rope.) Swing forward and jump off the rope to land on the tile
ahead. Jump up before it collapses and grab the edge of the crawl space. Note: Just to be on the safe side, save
your game before picking up the key and then check to make sure you have two
Oglio Keys in your inventory. If you
don't, reload and try again. Pull
up in a crouched position and pick up the third Oglio Key.
Turn to the left and lower Lara from the south edge of
the crawl space. Release and immediately grab the jump switch just below you,
and you'll then drop to the square where you began this sequence. The easiest
way to get out, which will cost you much health and require you to use another
cake, is to walk through the nearby set of stationary spikes and pull up left
into the opening. Step forward and safety drop back down to Piazza Erbe.
Go through the pentagon-shaped tunnel to the west and return to Piazza
Broletto. Locate the open door next to the far alley near the NW corner. Go
inside, turn right and run to the other end of the hall, and go up the stairs.
At the top of the stairs you'll see an exclamation
mark painted on the wall. Without stepping on the brown strip of tiles, run
around it to the other side and save your game. Look to your right and you'll
see a series of flaming archways separated by a gap. Run forward over the brown
strip to turn off the flames in the first archway for a few seconds. Turn right
at the head of the stairs and jump into the first archway, which turns off the
flames in the second archway. Immediately jump forward to the second archway,
and so on, just barely beating the returning flames each time, until you reach
the fourth archway. You'll see an arrow pointing to your right, so jump from
the fourth archway to an alcove in that direction and use one of the Oglio Keys
in the receptacle. (Note the digit 4 on the panel to your right.) Then reverse
roll and take a standing jump and grab to the opposite ledge. Pull up, pick up
the turtel for SECRET #14, then hop down
into a water tunnel and pick up the fourth Oglio Key at the
north end. Note: Again, I suggest
saving just before you pick up this key, just to make sure two Oglio Keys show
in your inventory after you do. A
cut scene shows a soldier and his faithful companion waiting for you. Flip
turn, swim down the tunnel, turn left and then up, and pull up into the
opening. Draw weapons and kill the soldier and the dog.
Run up the stairs and you'll emerge in an empty room
with a vanilla-chocolate block. Climb up onto the block, turn around and take a
standing jump and grab to the ledge above. Pull up, back flip, turn around and
use one of your Oglio Keys in the receptacle.
(Note the digit 5. Nobody said
we had to do these in any particular order.)
Reverse roll and go up the blocks either to your right or your left. Stand
at the edge of the top block, take a standing jump and attempt to grab the edge
of the opening above. You'll be mystically transported back to the roof through
a closed grate.
Look around to get your bearings. You'll see a clock
tower off to the east. Turn right and take a running jump over the gap to the
roofs to the south. Turn left and run along the roof line past the clock tower
until you return to the arrow pointing back in the other direction. Standing on
the vertex of the arrow, take a standing jump to the west down to the balcony
below. Run forward to the other end of the balcony, turn around, hop back and
hit the action key in mid-air so that Lara lands in the balcony below. (For
some reason, this doesn't work from the east end of the balcony.) Hop back and
grab the edge of the balcony, then safety drop down to Piazza Erbe. Reverse
roll, run NW and turn left again at the pentagon-shaped tunnel to return to Piazza
Broletto. Run to the water fountain in the middle of the square and push it
forward once. The grate that used to support the water fountain now lowers, so
hop back into the hole. You'll be greeted by some strange critters, be they
insects or lizards or whatever. You can't shoot them, so locate the receptacle
in the east wall and use your last remaining Oglio Key (note the digit 3 on the
wall).
Turn right and run to the end of the trench. Shoot the
bat, then pull up into the area above from either the east or the west side of
the opening. You'll see that you've entered the inner sanctum of the Ghost
Palace, whatever that is. Back flip off any one of the slopes and grab the edge
of the ceiling, right through what you would have sworn were solid spider
tiles. Pull up into the next higher level. Locate the different-colored column
face in the SW corner and take a standing jump and grab to it. Climb up, right
through the spider tile ceiling, and pull up to the top of the column. Turn
around and face the suspended tile (of the collapsing variety) in the center of
the room. Position Lara in the front corner, save your game and take a slightly
angled running jump and grab the edge of the tile. Pull up and quickly turn
slightly to your left, then take a running jump off the collapsing tile to the
open area in the NE corner. When you arrive you'll be greeted by a bat and
some real ghosts, so draw your grenade gun, armed
with super ammo, and blow them all away.
Run north and spook another ghost. Blast
it into oblivion, then continue on until you reach the lava. To the right is a
sloped column. Pull up onto the left side of it, slide down the other side
briefly, then jump off to the slope ahead. Jump off this one as well, then the
next one, and grab the edge of the column ahead. (If you swerve to the left in
mid-air, you can land on top of the block without having to pull up.) Shimmy to
the left and pull up in a crouched position. You'll see a cut scene of a target
behind a closed window outside. When camera control is restored, you find that
you're now standing in this cramped space. Sidestep to the left corner and take
a standing jump slightly NE to the opening ahead and attempt to grab the edge. Voila!
You're back on the roof area, standing on a closed grate.
Turn to the right and you'll see that the opening high
up in the tower is now unobstructed. Head south along the roof line and climb
up on the block in front of the opening. Take a standing jump and grab, and
pull up into the opening ahead. Don't try to safety drop into the room below,
as there's a spike trap down there awaiting you. Instead, walk up to the edge
and sidestep to the right corner. Turn to face the white cross and take a
standing jump and grab to it. There's a climbable surface you can use to get
down safely. Pick up the turtel in the corner for
SECRET #15, but avoid walking under the elevator
block (look up) hovering over the opposite corner. Climb back up the wall, and
when Lara's hands are at the top of the block just above the cross square,
climb up one more rung and then back flip to the elevator tile. When it stops
rising, step forward, jump up and grab, and pull up through an iron grate back
to the roof area.
Go around this part of the roof in a counterclockwise
direction and step on the tile that looks like it has a target painted on it. A
block rises behind you, and a cut scene shows a door opening to expose the
target you saw earlier. Draw your revolver combined with the laser sight, and
shoot the target through the slot in front of you. The floor drops out from
under you and you'll slide a long way down.
When you reach the bottom, stand still while a tire thuds beside you to
the left. Turn to your left and run across this room past the second tire to
the button across the way, avoiding another pair of descending tires. Push the
button to open a trap door and release a couple of wraiths. Drop
down through the open trap door and pick up the fifth Oglio
Key from the light-colored square. A cut scene shows a couple of ghosts
being summoned from the realm of the undead.
Run to the south and drop down through the opening to
Ghost Palace. Jump down through the central hole and draw your grenade gun with
super ammo to blow away the two ghosts. Then run down
the trench and turn left into deeper water, and the wraiths will fly in and
die. Climb back up into Ghost Palace, back flip and jump and grab to the higher
level, and jump through the spider web to the east. You'll be met by a bat and
a couple of ghosts, so use your grenade gun with explosive ammo to take care of
them. Then head north and use your Oglio Key in the receptacle at the end of
the tunnel (noting the digit 2).
Reverse roll, run back down the tunnel and jump
through the spider web to your right. Make your way back down to the opening
below the water fountain, and take a standing jump and grab to pull back up to Piazza
Broletto. The little archway near the SW corner is now open, allowing
access to level 3, but there's still one more secret to get in level 2. You may
see Santa Claus patrolling this area as well.
Run through the pentagon-shaped tunnel to the east to return to Piazza
Erbe. Run to the other end and turn left to return to the crawl space in
the alley beside the small church. Go through and make your way back to the
roof area the same way you did before. Step out of the grate and turn to the
west to locate the arrow painted on the roof tile. Jump down to the translucent
tile like you did earlier, then hop back and safety drop to the roof line with
the wooden barricade. Run west along the barricade and continue along the
connecting roofs. You'll see the tall structure in the distance ahead that you
need to get to. Turn left and make your way south along the higher roofline. Take
a running jump across the gap to the lower roof ahead, then turn right and run
west along the familiar roofline until you reach the tall arrow-like structure
off to your right. Take a running jump across the gap and climb up the east
face of the structure.
Pull up, turn to the right and nudge Lara into the NW
corner, facing north. Rotate Lara slightly to the left and take a back flip
over the southern edge. Grab the jump switch on the south face and release. A
door opens down below in Piazza Erbe.
You may see Santa Claus shooting a dog for
you in the cut scene. Get back there by
turning to the south and taking a running jump across the gap to the long roof
line below. Turn left and run east along the roof line until you reach the
depression with the arrow. Stand in the apex and jump down to the balcony. Run
to the other end, turn around and hop back with a grab to land in the balcony
below. Safety drop to the ground and locate the door you just opened beneath
the Piazza Erbe sign in the west wall and pick up the
crossbow arrows and then the Crossbow itself
for SECRET #16.
Exit the room, take a hairpin turn to the left and run
down the pentagon-shaped tunnel back to Piazza Broletto. There are still
some closed doors in this area, but you'll return to them later. For now, run
across the plaza and angle over to the left to enter the open passageway just
below and to the left of the Piazza Broletto sign. Step forward to
inspect a painting on the wall of a building that looks like the Parthenon, and
you'll be transported to level 3.
LEVEL 3
You begin the level by enjoying another long flyby
that previews the events to come. Endure the plague of bats or birds or giant
insects or whatever until they go away, then go down the alleys to the north
and south and shoot the carts on wheels for some crossbow arrows and shotgun
ammo. The tile in front of the picture between the two alleys is a portal
that takes you back to level 2, so avoid it for now. Turn around and run south
until you reach Piazza Sordello (not to be confused with Bordello). You'll
find four phone booths to shoot, and there's a wheeled cart in the NE corner
that hides some shotgun ammo, and one in the
SW corner that yields a cake for SECRET
#17.
Reverse roll from the secret alley and run across the
plaza. Locate the pentagon-shaped tunnel in the middle of the north wall and
enter a small park. Turn to the left, shoot the phone booth and pick up the turtel. A cut
scene shows a door opening down a nearby alley. Draw weapons, turn to the right
and shoot the giant flying bug. Go to the other
side of the park and shoot the phone booth there. Then shoot the two wheeled
carts; when the one on your left collapses in shards, the door in the alcove to
your right opens. Pull up into the opening and drop down inside. Draw weapons
and go around the corner to your right to shoot a dog in the
kitchen. Then turn around and shoot the second dog. Pick up the Oglio
Key on what looks like a freezer next to the stove with the boiling pot.
Run next door to the bedroom and pick up the revolver
ammo near the bed. A stepladder magically appears near the window, and you
can actually climb up on it. Do so and pull up to the second story room. Immediately
draw weapons and kill the armed guard. Pull the switch
on the north wall, and you'll see a cut scene of a closed door that won't open
until more work is done.
Leave this area and return to the park via the open
window. Make a hairpin turn to the left and run through the tunnel back to Piazza
Sordello. Run across the plaza and into the alley in the middle of the
south wall. Turn left and go through the double doors you opened when you
picked up the turtel. The doors close behind you as you enter. Run straight
ahead across the room, and a guard will step out
from the right to challenge you. You've somehow been robbed of all your
weapons, so run past the guard (who's probably shooting at you by now) to the
far wall and pull the switch you'll find there. A lady Friend (who looks a lot
like Lara) will be released to dispose of the guard. The guard dropped an Oglio
Key as he died, but before you pick it up go into the south opening and
pick up the cake, then reverse roll and run to the end of
the opposite opening and use the Oglio Key you're presently carrying in the
receptacle. Now, go back and pick up that other Oglio Key. Look to the corner next to the closed double
doors and note the raised stepladder. Use it to climb up to the second floor.
You find yourself in a long room that's mirrored along
the south wall. Shoot all the desks that have mirrors above them (whether they
look like mirrors or not). Then go to the one on the left, in the south wall,
and jump right through the desk to the room beyond (take a side flip if you
find that easier). Shoot the mirrored desks here as well and turn to the one in
the east wall. Standing right next to the desk, turn to one side and take a
side flip into the area behind it. Pick up the Crossbow for SECRET
#18 and the arrows that are right beside it. This
will release a guard and a dog
outside, so dispose of them quickly. (You've probably been wondering what that
huffing and puffing you've been hearing is all about; you won't find out until
much later.)
Run to the opposite desk in the west alcove and take a
side flip through it. You'll start sliding down a slope toward some water. (If you find yourself sliding down
backwards, quickly flip turn.) Just before you drop off, take a jump and swerve
to the left in midair to land in the south alcove. Pick up the turtel for SECRET
#19, then jump down into the water and swim through the tunnel until you
reach the end, then turn upward and keep swimming until you reach the opening. Pull
up into the next room. In the NW corner is a block with some revolver
ammo. After you pick it up, turn around and face the block in front of the
exclamation mark. Take a running jump to the it, then turn to the right to face
south. Save your game. From about the middle of the block, take a side flip to
the left, then immediately jump forward to the next block and jump ahead once
more to grab the edge of the rising platform. Don't pull up immediately
(otherwise, the platform will leave you behind); allow Lara to hang from the
edge until the platform stops rising. Then pull up, turn to the left and jump
up to grab the climbable wall. Climb up until you reach the opening where you
can pull up to the roof area.
You'll be greeted by a blizzard of those silvery
critters. After they get tired of you and leave, jump to the higher roof to the
west and pick up the cake on the small
raised platform. Hop back down to the east and note the structure ahead with
the wooden decorations at the roof line and the window down below. Use your
revolver and laser sight to shoot out both sides of the window, then take a
running jump with a grab to land inside the open window. A cut scene reveals
the menace within. Step down and shoot a giant flying insect and a guard, then
run forward into the bedroom and shoot another insect. Turn
left and throw the wall switch in the corner, giving you another cut scene of
that closed door you need to open and locate.
Reverse roll, run to the other side of the room and
back Lara up to the slope. Take a back flip to the slope and immediately jump
off to grab the wall ahead. Climb the wall and pull back up to the roof area. Someone
off to the right is shooting at you from the safety of a playpen. Draw weapons
and approach your enemy, jumping up and
down and firing at the apex of your jumps to kill him. Then vault up onto the
platform to your right and jump into the playpen. Climb up the wall indicated
by the arrow and pull up right through the grate at the top. Locate the switch
in the wall to your right (and be mindful of the hole in the floor) that opens
a door in the room below that's on a timer. It's not much of a challenge,
though; just hop back after throwing the switch and allow Lara to slide down a
series of slopes. At the bottom, run through the open door ahead with plenty of
time to spare. But don't throw the jump switch just beyond the door, as it's a
trap that will send Lara plummeting to her death. Instead, take a hairpin turn
to the left and locate the wall switch. Pull it twice to re-open the door, then
run around to push the button just inside the doorway. Immediately take a side
flip to the left, then a back flip onto the raised stepladder to avoid the tire
that careens down from your right. Turn to your right on the stepladder and
activate the jump switch on the wall, opening the trapdoor in the floor next to
the doorway. Drop down to the floor and save your game.
Run off through the open trapdoor (with an angle to
your left to make sure Lara slides down forwards) and allow Lara to slide off
the first slope. When she reaches the second one, jump off and swerve to the
left in mid-air if necessary and grab the jump switch. Jump off the slope below
and Lara will slide a bit more and come to rest on a stable flat spot. Turn to
the left and locate the NE doorway that was opened by the jump switch. Walk
forward as far as you can go, then take a standing jump into the doorway. Hop
down into the room ahead and climb up onto the red block. Pick up the turtel for SECRET
#20. Then jump straight up and grab, and you'll pull up through the grate
back to the roof area.
Jump out of the alcove and go east to the other side
of the roof. Turn right and pick up a cake from
the first raised platform. Then keep going forward and around in a clockwise
direction until you return to the playpen. Jump inside over the railing and
climb back up the wall.
You can make life a little easier for Lara by backing
up to the wall switch she threw earlier. Take a standing jump with a grab, so
you'll land on the block below instead of beginning your series of slides all
at once. Drop down two levels until you reach the grated walkway, then walk
around until you locate the trapdoor you opened earlier. Make the same move you
did (ignoring the jump switch this time, of course) before to reach the stable
flat spot. Jump to the opening where the fourth secret was, but this time
continue with a standing jump to the flat spot in the NE corner. Save your
game. You'll have to make an angled running jump along the vertex of the flat
spot you're on, and swerve to the right in mid-air in order to reach the next
flat spot in the SE corner.
When you get there, turn to the right and safety drop
through the triangular hole in the corner down to the next level. You'll slide
a short distance and come to rest on another flat spot facing north. Take a
standing jump ahead and grab the ceiling. Monkey swing forward and around to
the left (giving the flames a wide berth), and Lara will drop down at the end
onto another flat spot. Safety drop down into the nearby hole and pick up the revolver
ammo and then the turtel for SECRET
#21. Run east to the end of this short tunnel and pick up the Mincio
Key, giving you a cut scene of the Level 2 portal just outside the double
doors. Reverse roll and go around the fire trap toward the doors, which open
automatically as you approach. Make a hairpin turn to the left around the tire
and return to Piazza Sordello. Turn right and run north down the
cobblestone walkway until you reach the closed double doors. Use the Oglio Key
in the receptacle to the left of the doors to open them. Save your game and go
inside.
Turn right and evaluate the situation. You see three
wall switches and a moveable structure in the near corner. Two parallel ramps
take up much of the rest of this room. There are several gaps in these ramps
which are very significant, and the significance doesn't become apparent until
you solve the puzzle. (If you do anything wrong, you'll need to reload and try
again). Pull the structure back seven times until it comes to rest on the red
tile with a white pattern in the middle. This causes a step ladder to
materialize on a similar-looking tile in a gap in the ramp near the NW corner. Now,
complete the puzzle as follows: Throw the middle switch, and a cut scene will
show other step ladders being raised in strategic spots along the ramps. The
next series of moves must be completed quickly, so hit the look key to
eliminate annoying cut scenes where necessary. Flip turn to the left and throw
that switch. A tire comes rumbling from the left down the ramp behind you, but
you don't have time to stop and look. Quickly flip turn to the right and raise
the middle switch, then immediately flip turn to the right and throw that
switch, and finally make an immediate flip turn back to the left and lower the
middle switch again. Turn to the right and run down toward the NW corner, and
you'll see the tire completing its circuit by dropping down into the corner pit
to trigger a cut scene showing some doors opening across the piazza. If you wish, you can now save in another
slot and replay this sequence at a more leisurely pace, watching the cut scenes
this time so you'll know what throwing those switches did.
Exit this room and run straight ahead to the west,
past the pentagonal tunnel on your right, until you reach the doors you just
now opened, with a sign to the left saying "Palazzo Ducale." Go
inside, wind your way up the stairs and draw weapons when you reach the second
floor. Shoot the two dogs and a guard in the
museum wing, and then locate the central exhibit which is moveable. Push and
pull it so that it rests on each of the four corners of the room, revealing a turtel on the
spot where the exhibit first rested. A cut scene shows the gate opening to the
"Strange Garden." Now it's time to go back and pick up a vital
piece of equipment in Level 2. Run back down the stairs, exit this building and
run across the plaza to the alley in the SE corner. Run straight ahead toward
the wall painting, and you'll be transported back to Level 2.
LEVEL 2 (revisited)
You emerge back in that bad weather in Piazza
Broletto. Run east until you return to Piazza Erbe (wave to your
friend as you pass by), and turn left to locate the closed double doors in the
north wall. Use the Mincio Key to open the doors and go inside. Turn left and
go through the hallway into the green-tinged room. A wire-mesh fence drops down to bar your retreat. You're in an
empty exhibit area where something very valuable has apparently been stolen. Go
into the adjacent room and another wire-mesh fence drops down behind you. Locate
the motorbike down the hallway to your right. Approach it to trigger a cut
scene of a door opening somewhere, squeeze in between the bike and the wall and
mount the bike. Drive it through the door that opened upon your approach and
make a hairpin turn to the left (past the pentagon-shaped tunnel) until you see
an open door off to the right, near your friend. Drive inside and dismount. Shoot
the flowerpots on the blocks flanking the fire. The nearer one releases a flying
bug; the other one yields a turtel. Run to the rear
of this room and locate two more turtels on the raised
platforms at either corner.
Go back to your bike and drive it fearlessly through
the fire and smash through the flooring just beyond. Dismount immediately down
below and jump into the nearby water to douse the flames. Climb out of the
water, turn around and jump straight up to grab the wall above. Climb to the
top, through a grate, and when you pull up you'll see a cut scene of a caped
marauder and a pack of roving dogs. Draw weapons and hop back to the safety of
the grate if necessary, and proceed to pick off the four dogs as
they attack. Then vault out of this shallow pit and face the north side of the
sloped column in the SE corner of the central structure. By this time you've
probably attracted the attention of the caped marauder above,
so be quick about it. Jump up and grab the top of the column, then pull up. Allow
Lara to slide a bit down the other side, then jump forward and grab the edge of
the ceiling.
Pull up and look off to your right. The caped marauder
is perched on a block near the SW corner, and he's probably hurling explosive
ammunition in your direction even as you look. You can run to the left (east)
and jump over the gap in the ceiling (okay, now it's the floor) to get out of
range and catch your breath while you watch him strut around on the block. When
you're ready, draw powerful weapons and move forward cautiously, jumping to
avoid the deadly explosive ammo while being mindful of the open spaces in the
floor. Once you vanquish him, an identical twin
materializes on the NW block, so do your thing with him as well. Then jump over
to the second block and pick up the Photo Piece
dropped by the twin brother.
Now you have to get out of this room. The exit is
nearby, in the west wall, but the door is closed. Turn around and look across the
room. Yes, that's a clock design in the east wall, signifying that you need to
get back over there and negotiate a timed run. It's easy if you do it this way:
Standing with your back to the clock design, on the leading edge of the first
floor gap, take two hops back (the second of which opens the door ahead and
begins the countdown). Then take a running jump across the first gap, a
standing jump over the second gap, a standing jump over the third gap, a
running jump over the wider floor section to clear the fourth gap, two standing
jumps over the fifth and sixth gaps, and then a quick dash into the open
doorway with plenty of time to spare.
Nothing much to do in the next room but shoot out the
windows in the NW corner. Vault up onto the window sill and you'll hear the
sound of a door opening. Drop down to the balcony, hang off the east edge and
safety drop to the balcony below. Turn left and use the crawl space to enter
another room. Approach the hole in the floor near the back of the room, and you
may be lucky enough to catch another caped marauder
prancing about below, near enough to the hole where you can eliminate him from
above. If not, drop down into the lower room and do your dirty work from there.
Then pick up the turtel in the NW corner to lower the step
ladder that was blocking your access to the jump switch across the room. Throwing
it opens the trapdoor behind you.
Jump into the water and swim down the tunnel to the
east. Pull up to find yourself back at the motorbike. Ride it up the slope (the
fire above is now out), turn left to exit this building and be careful not to
run over your friend outside. Turn left again and return to Piazza Broletto.
Drive straight ahead and locate the small archway near the SW corner with the
painting on the far wall. Aim right at it and you'll be transported back to
Level 3.
LEVEL 3 (resumed)
Drive straight ahead until you return to Piazza
Sordello, then angle to the right and drive across the square until you
reach the pentagon-shaped tunnel leading to the garden area you visited
earlier. Go around the central column to the right and drive up the gray ramp
directly behind it. You'll land with a bump in front of the open doorway to Strange
Garden. As you drive inside you'll hear some spooky music and the rushing sound
of something approaching. It's another swarm of those winged critters, whatever
they are, but if you speed crazily on your motorbike through Strange Garden
for a while, they'll eventually give up and move on. When they're gone, drive
toward the east boundary of the garden, just past a large structure with
vertical orange and white tiles, and get off your bike. Climb up onto the long
purplish blocks ahead and safety drop down to the other side. Reverse roll and
you'll see a gigantic car looming straight ahead.
Go under the car and turn to the right. Near the south
end is the Nitrous Oxide Feeder. Pick it up and
immediately take a side flip to the left in order to avoid the tire that comes
rolling down at you from ahead. When the tire comes to rest, walk up to it,
turn around and look up. You'll see a jump switch set in a depression in the
car's undercarriage, so jump straight up from directly underneath and pull it
down. You'll see a cut scene of a block being raised in the NW corner of the
garden. If you come out from under the car on the east side, you'll see a bell
suspended high above from an archway. You'll shoot it later to raise a nearby
block when it's time to complete the level, for right now the bell is
stabilized by two poles.
Climb back out of this area, using the helpful mound
in the west wall. Jump down to the ledge and run down it to the right. Climb up
the blocks to the north, first by making a series of angled standing jumps and
grabs, and then by pulling up onto the two taller blocks at the top. If you
have time to waste and want to get even higher, you can continue climbing up
the spindle-like surface ahead, and even beyond into thin air, but there's
nothing to do up there. You can't even turn around and enjoy the view, so why
bother. Anyway, at the top of the second tall block, turn around and face to
the SW. You'll see a series of collapsing platforms leading to a structure
suspended over a fountain and pool. Save your game. Then make a series of jumps
much like you did in the room with all the floor gaps. Start with a running
jump to the first tile, followed by a running jump to the second, a standing
jump to the third, a running jump to the fourth, a standing jump to the fifth,
and finally shift Lara slightly to the left and take a running jump off the
fifth tile to the flat surface within the brightly-lit translucent pyramid. Pick
up the Uzis for SECRET #22. Then turn and
face the direction from which you came, hold your nose and take a standing jump
down into the water far below.
In the water, locate the opening in the west face of
the central structure and swim inside. Standing in the air hole, where the
water comes up to Lara's, uh, armpits, locate the jump switch in the south wall
and activate it to raise a platform outside. You can get back outside by
turning to the left and using the orange-colored wall to climb out. (But first,
if you want to see a really neat effect, swim back to the outer pool and climb
out. There are places in the wall where Lara can actually run inside like a
ghost, and while inside she can get a glimpse of the garden outside, but she
can't actually go all the way through.)
When you climb up through the dazzling light rays,
take a running jump and grab to the south wall, then pull up and go to the tree
in the SE corner. Climb up the tree and the supporting pole (don't jump, just
stand at the base of the tree and press the action key), and locate the
suspended platform to the south. When you're high enough (Lara's, uh, armpits
need to be level with the upper surface of the platform), back flip over to it.
Turn to the SE and locate the switch imbedded in the painting off in the
distance. Take a running jump to the block in that direction and climb up to
the switch. Throwing the switch gives you another cut scene of an area you've
seen before.
Now get back down to the ground. You can do this by
painstakingly climbing down level by level from where you are, but the most
direct way is this way: Drop down to the previous block and the one below it
(to the west), and turn to face toward the NW. Attempt to make a running jump
to the ledge to the left of the tree with the pole you climbed up earlier. You'll
miss, but you'll bounce off the yellow and white tiles and reach the ground
without taking significant damage. Then run north to the other corner and climb
up the NE blocks in the same manner you did earlier. When you get to the last
block before the two taller blocks, turn to face SW. Take a running jump to the
east ledge of the structure surrounding the fountain and pool. Make your way
over to the west end of the north ledge and take a running jump NW down to the
raised platform.
Climb block by block to the top of this structure. When
you finally get there, you'll have a panoramic view of a castle-like building
with a huge "M" on one face and the letters "A" and
"N" on the other face. (Hmm, wonder what the letters on the other
sides might be.) Take a running jump over to the raised platform, then turn to
the left and take another running jump into the ledge which is part of the
letter "M." I hope you're not afraid of heights, for you're now
looking down into a very large and deep room. Jump down to the right onto the
corner block just below the huge letter "A" and save your game.
Position Lara in the back corner, facing the far
corner of the block and the sloped central column. Take a running jump and flip
turn in the air so that Lara lands on the sloped surface and slides backward. Grab
the edge and quickly climb down by intermittently grabbing and releasing the
vertical wall while a caped marauder down below takes
pot shots at you. When you reach the floor, run around the other side of the
column to gain some extra time to replenish your health as needed and draw
powerful weapons. Then step out and blow away the marauder. When that's done,
go over and pick up the turtel near the north
wall, then throw the switch on the north face of the column to trigger a
familiar cut scene. Finally, locate the jump switch on the east face of the
column to level out the surface at the top. Then climb back up the column and
pull up. Take a running jump ahead and grab to land in the opening below in the
north wall. Turn around and hop back to slide down the outside slope. Grab the
edge and then release to slide the rest of the way down to the ground.
Now you have to make the trek back to the castle-like
building. Repeat the moves described in the previous paragraphs, beginning with
the blocks in the NE corner. When you get back to the raised platform, instead
of jumping over to the ledge formed by the base of the letter "M,"
step forward and climb up the wall to the roof. Pull up and don't look down. Run
forward and shoot the giant insect dozing near the
apex of the roof. Then locate the rope beyond the far side of the roof and take
a running jump and grab to it. Swing forward, and at the top of your swing jump
off to land on the translucent platform ahead. Take a standing jump forward to
the higher flat surface within the dazzling pyramid, then step forward and
slide down the other side. Jump off at the last instant to another platform,
only this one is collapsible. Quickly jump forward to what looks like the wing
of a suspended airplane. Turn around and walk down to the protuberance jutting
out to the south. Turn around and hop back, grabbing the edge as you fall. Climb
down the surface with a cross etched in it, as far as you can go, and drop down
to the structure below. Locate the hole in the middle and climb down the east
face. Reverse roll at the bottom and throw the switch on the opposite wall. Hallelujah!
The familiar cut scene now shows the gate opening down below in the garden.
Reverse roll and climb back out of this structure. Pull
up at the top and walk around to face the raised shower stall toward the SW. Take
a running jump over, then shoot the flower pot above and take a standing jump
(standing one step back from the edge) up to the shower . Pick up the turtel for SECRET
#23. If you turn to face east (other directions may work as well) and hop
backward, you'll bounce (not slide) down to the ground without sustaining any
damage.
Return to your motorbike (near the SE corner of this
vast park) and drive it through the open gate below the exclamation mark (all
the way back near the SW corner). Before embarking on the obstacle course
ahead, you can dismount and do a little exploratory swimming for some crossbow
arrows near the SW corner of the pool and a turtel near
the NW corner. Then use your Nitrous Oxide Feeder as you begin, to make sure
it's fitted and available to give you some extra boosting power over some of
the difficult jumps to come. Save your game often, and be sure not to fall off
into the water. Easier said than done. That last jump where you need to make an
abrupt left turn to negotiate a ski slope-like ramp is a doozy, but then you
have to jump across at the bottom to a small platform that requires a dexterous
combination of the booster key (?/) and the brake key (alt). You'll get there
eventually, but it's quite a wild ride there at the end. Oh, by the way, when
you reach your destination, quickly dismount and drop into the water to douse
the wraith that's been following you since you reached the top
of the slope.
Pull up out of the water, leave your motorbike at the
entrance for now, and walk inside the lava room. Locate the object to your
right and move it out of the way so you can push the button behind it. Hey,
there's your alter ego friend down at the other end of the ledge. Now go back
out where you left your motorbike, and look for the colored tile to the left of
the entrance that has the letter "M" on its side. These are the solid
tiles in the lava room ahead, over which you need to maneuver the funny-looking
object until it comes to rest on the other side of the "M" across the
room. (You can "peek" and get your bearings along the way by hopping
back and grabbing the edge of any solid tile, and then by hitting the look key
to get a sub-lava view of where you are.) When you get the object all the way
to the other side, at roughly the middle part of the south wall, the upper
layer of lava disappears and you have a clear path you can use to ride the
motorbike across.
But first, look to the east and note the ramp you'll
be riding the motorbike across. Run over to the ramp, turn around and safety
drop to the dark platform below. Run forward across what looks like deadly
lava, and pick up the revolver ammo for SECRET
#24. Turn around and run back to the dark platform. Turn around once more
at the edge of the platform and jump up to grab the vertical surface of the
ramp. Climb up and return to your motorbike. When you drive it back inside the
lava room, you find that your friend seems to be missing and that a
mean-looking dragon is now stationed in the spot near
her former post. (A closer look shows that the ersatz Lara is actually walking
around inside the dragon's throat, and her presence apparently keeps the dragon
from spewing flames at you as you guide the motorbike along the wooden path.) Ride
across the ramp and over the gap, and you'll crash through the flooring on the
other side and drop down into a tunnel. Ride to the end of the tunnel, dismount
and now abandon the motorbike, as you'll no longer need it.
Climb up over the blown-up picture of race-car driver
Tazio Nuvolari. Pull up and pick up the second Photo Piece; a cut
scene gives you a shot of Palazzo Ducale, and you'll unleash a trio of
giant dragons. No friends around to help out this time, are there? Instead
of flames, these lizards seem to breathe out those blasted flying critters that
don't go away as easily as the ones you encountered earlier. However, you can
get rid of them by running left into the open doorway under the Palazzo
Ducale sign, and then by running left to the end of the hallway behind the
stairs. Then go into the nearby bathroom and pick up the Uzi ammo, and
continue forward with a hairpin turn to the right to locate the jump switch
opposite the end commode. Activate it, then sit back and enjoy the extended
flyby of Lara's friends arriving to the rescue, followed by a shot of a roof
trapdoor opening close to a turtel, with a soldier posted as a guard.
You come out to the plaza to find the dragons huffing
and puffing (yes, that's where the sound you heard earlier was coming from) but
no longer offering any threat. Run east across the plaza and find the open
double doors where you solved the rolling tire puzzle earlier. Go inside, turn
left and run down until you can turn right, then climb up onto the purplish
ramp and turn right. Run south all the way to the end, take a standing jump up
the slope and locate the hole in the ceiling. Jump up and you'll be transported
through a grate to the roof area. Turn and run along the roof line to the
north, then turn left at the end and jump across the gap to the roof to the
west. Locate and pick up the cake on the short
column, then continue west until you're in front of the section lined with the
pointed wooden barricade. Using the sloped platform to the right (as you face
the wooden barricade), take a running jump to the other platform ahead and then
turn left to jump inside the enclosure. Turn right and take out the soldier you
saw in the flyby, then run over and pick up the nearby turtel.
Safety drop through the hole in the middle of this
roof section, and draw weapons to kill two giant insects and a caped
marauder in the museum wing down below. Then go into the room
to the west, combine the two photo pieces to form the Photo
Mantua, and use it in the frame against the wall. A cut
scene shows a trap door opening somewhere close by. Turn to the right and climb
up the wall. Step forward and around to the right to locate the open trap door
in the roof. Drop down onto the top of a cage inside what looks like a car
museum, with some mighty ugly-looking critters running around inside. Against
the north wall is a well-disguised jump switch which looks like part of the car
picture. First shoot the giant insect, then take a
running jump and grab to the switch. Do you know what you just did? You opened
the cage door, so draw weapons and take care of the three hungry uglies and
another insect. When you're through, go inside the cage, around
Tazio Nuvolari's Alfa Romeo and activate the jump switch you find there. An
impressive science-fictionesque flyby shows you what's happening in the area
outside.
Exit the
cage, go through the open door in the NE corner and turn left to re-enter Strange
Garden. Run east, in the direction of the giant car, and climb up the stack
of blocks in the NE corner. Remember that long ladder you may have climbed
earlier, that led up to nowhere? Well, now there's a raised platform beside it,
so climb up, shift to the right and drop down into the platform. Turn to the
right and take a running jump to the suspended yellow platform, then another
running jump to the structure ahead. Pick up the turtel, and you'll hear pot shots coming at you
from below. Turn to face west and hop back, grabbing the edge. Safety drop to
the small triangular grate below, then sidestep to the left and activate the
jump switch. Then turn to the right and walk carefully to the other end, then
turn around. Sidestep to the left until you get to the edge of the other
triangular grate, the one that's on fire, and hop back to grab the edge. Shimmy
to the left a bit and then drop down to the top of the huge car. Draw
weapons and walk forward across the white top, and shoot the caped
marauder down below.
Safety drop down into the pit where the marauder was,
and activate the jump switch in the dashboard (above the picture of Traio) to
open the gate below the bell outside. Pull up out of the pit, stand at the edge
of the slope facing east, and take a standing jump toward the gate and the
bell, and you'll land on the ground outside and sustain a modest amount of
damage. Run up to the wall, and just to the right of the bell you'll notice a
block that's distinguishable from the others if you look hard. Stand right next
to the wall where that block is, then take two hops back and one step back. Save
your game, just in case. Use your revolver with laser sight to shoot the bell,
and a block will rise, carrying you up with it, allowing you to jump across to
the ledge in front of the bell. Go the open gate, step forward and slide down
the slope, ignoring the blue flames, and you'll be transported to a different
area. Turn to your right and pull up to Piazza Broletto. Run forward and
turn left to enter the museum. Walk straight ahead in the direction indicated
by the arrow, and you'll end this tri-level series with a flyby showing the
Alfa Romeo having been returned to its proper display spot in the museum.