THE
HIDDEN GARDEN SERIES
Levels by Jon Heywood
(Inchdix)
Walkthrough by Phil
Lambeth
Note: It has been
nearly four years since the Hidden Garden series was completed, and there have
been no levels released by this talented builder since then. My main purpose in
writing a detailed walkthrough for these levels at this late date (to
complement the very helpful outlines provided by Monika) is to revive interest
in the series and hopefully to entice Inchdix out of retirement.
These levels are linked
(as are the levels in Celtic Folly), and they're intended to be played
as a unit, so please note that all five levels in the series must be installed
in order for you to play.
Level 1: HIDDEN
GARDEN
The level begins with a
lingering flyby through a jungle clearing and into a building, when Lara
suddenly comes sliding down a slope toward the sunlight where she's met by a
friendly monkey. Step forward and slide down into the clearing. Explore the
outside area a bit before moving on. First go to your right and locate the small medi-pack on the near side of the irregular
mound, then continue south and note the closed door and large metal gate in the
entrance between the pillars to your left. This and other metal gates you'll
see here serve as portals to the other levels in the series. As you make a
clockwise circuit you'll see a square hole in the ground that's blocked by a
trap door. At the south end of the clearing is a deep pit with a large
structure built into the far wall. You could go down and explore further, but
there's nothing to do there at present (and also no apparent way of getting
back up), so continue around the clearing past a couple of trees and a small
pool.
There's another square
hole in the mound on this side, also blocked by a trap door. To the north (near
the west edge of the clearing) is a smaller building with an entrance on the
east side. Enter and go down the ramp until you reach some steps with a blocked
alcove on your left. Here you'll trigger a flyby that takes you through a
lava-filled area below and stops at a trident on a pedestal that's obviously
your next goal. Continue down the stairs and wind around to your right. Walk,
don't run, to the edge and take a running jump across the gap. Hop back to grab
the edge, shimmy to your right as far as you can, safety drop to the sloped
rock in the lava below and back flip to a stable ledge. Turn around to face
east, then shoot the bat that has
probably been alerted by this time.
There's an opening SE
you could breach with a running jump. However, this was not intended by the
builder and will result in your becoming stuck with no way out. Instead, stand
on the highest point of the ridge running along the ledge you're standing on,
face slightly left of due east and take a standing jump into another opening
that's very difficult to see even with a lit flare. Turn to your left and pull
down the wall switch to open a door in the south wall outside. Go back to the
opening, put your back against the east wall and take a standing jump through
the opening and slide down to the ledge. Standing on the ridge, face slightly
left of due west and take a running jump to the sloped rock in the center of
the lava. Slide a short distance down the other side and jump off onto a ledge
along the west wall. Shoot the bat, then
turn left and walk out to the SE tip. Take a running jump SE to a ledge along
the south wall and step into the doorway you just opened.
Turn to your left and
crawl until you reach another wall switch. Pull it down to open the door to
your left. Enter, squeeze past the rubble, turn right and run up the stairs
toward the pedestal in the next room and take the TRIDENT
from it. Look in the SW corner for a small
medi-pack, the SE corner for some flares,
and the NE corner for some crossbow arrows.
When you've collected everything, exit this room and use the crawl space to
return to the south doorway. When you can stand up, turn left and go to the
wall. Jump up, grab it and climb four rungs. Back flip into the passage behind
you, turn around and run up the ramp past the open doorway (which must have
lifted when you picked up the trident).
Hop down to the floor
below, note the closed gate ahead, turn to your right and take a running jump
and grab across the gap. Pull up, run forward up the stairs (the door in the
alcove is still closed) and ramp and return to the bright outdoors. Make a
hairpin turn to the left and locate the passage in the dark NW corner. Follow
the passage down some steps until you reach an opening overhead. Turn around
and find the ladder, jump up to grab it and climb to the top of the shaft.
Don't pull up, but back flip from the top into an upper passage for SECRET #1. Turn around, vault up onto the block
and pick up the crossbow arrows, the flares and a
large medi-pack. Turn and jump back to the ladder.
Climb down and drop to
the passage below. Hop back twice to release a spike ball above you, then
sprint forward up the ramp as the spike ball tumbles down harmlessly. Turn
around and walk carefully down the ramp, as you get a fixed camera when you
near the edge. Take a running jump across the fire trap and climb the ladder to
your left. Pull up and run up the winding ramp into a new room. Note: I
experienced a strange phenomenon here where the lights went out as I was
climbing up the ladder. Lighting a flare does nothing to help. The only way to
see what you're doing is to hit the look key, but the problem is that you can't
walk or run and use the look key at the same time. If this happens to you, go
past one of the spike traps as described below, exit through the east doorway,
slide down the slope and pick up the flares
at the bottom for your trouble, hop down into the spike ball passage and repeat
your jump to the ladder. Going up the second time, I experienced normal
lighting.
As you step into the
room the far door in the east wall opens. If you step onto the depressed square
in the center of the room the door slams shuts, so pick up the shotgun ammo and go back to the west entrance to
re-open the door by stepping on the trigger. Pick up the flares in the NW corner, then time an easy run
past one of the spike traps in the far corners of the room. Pick up the small medi-pack in the SE corner and exit through
the east doorway. Jump over the slope (unless you didn't experience the
"darkness" bug and want to go down for those flares) and continue
along the passage until you reach a ledge overlooking the outside clearing.
Turn right and head west
along the ledge, and you can see the flares
on a limb to your left. Take a running jump there and claim your prize. Turn to
face the trunk of the tree and take a standing jump to the next limb ahead and
to your right. Walk out to the higher part of this limb near the end and take a
running jump east to the right-hand side of the roof. Grab, pull up and turn to
your left. Enter the opening and pull down the wall switch to open a door below
you saw earlier. Reverse roll, run to the south end of the roof and safety drop
to the ground. Have fun dealing with the welcoming ahmet,
using the only weapons at your disposal--your pistols.
When it's dead, go
between the massive pillars in the east structure and find that the door to
your left is now open. Run up the ramp into a room with a fountain and a closed
door in the east wall. You can see the second trident beyond the grate in the
north wall. Jump into the water and pull the underwater lever in the east wall
to open the door above. Pull out of the water and go up the stairs. Don't turn
right at the junction, or you'll slide down into a fire trap. Turn left instead
and approach the trident, which is now protected by a flame blower. Wait for
the flames to subside, run forward and grab the second TRIDENT, and hop back quickly before the flames
return.
Return to the fountain
room and go back outside. Now it's time to explore that area to the south. Walk
past the tree on the left side and you'll stumble down a fairly steep slope.
There's a wooden walkway down below, so hop down to it and follow it around to
the end. Hop back and grab the edge, and shimmy to your right. You'll discover
to your amazement that you can shimmy along an invisible triangle. Continue
until you're over the top of the steps, then release and sustain minimal damage
upon landing. Turn around and run toward the west end, noting the closed door
on your right. Run up the ramp into another fountain room and pick up the small
medi-pack just inside the entrance to your right. Jump into the water and swim
into the east opening for some revolver ammo.
Surface, pull out of the water and exit this room. The path to your left is
blocked by rubble, so go back to the outside area.
Locate the hanging vines
to your right, next to the steps. They obscure a passage, so go inside and pull
down the wall switch. This opens the door to the north that you saw earlier, so
reverse roll, go back outside and cross over to the open doorway. Follow the
passage up to a couple of closed doors. Turn around and activate the jump
switch high up on the wall in the SW corner to open the doors. Enter a larger
room with a shallow central pool and fountain. Turn left and go up the steps.
There's a hole in the ceiling with another jump switch. Activating it opens a
door in the north wall in the larger room. Go there and find openings to three
side rooms.
Enter the east room and
shoot the two wooden boxes for crossbow arrows
and the TORCH. In the north room is a
box containing a small medi-pack.
There's also a face tile to push (which lights a burner in the anteroom) before
proceeding to the west room for some more crossbow
arrows in one of the wooden boxes. Go back to the east room,
retrieve the torch and light it on the burner. Go out to the main room and
light the burners on either side of the closed east door. When the door opens,
go inside for SECRET #2 and take the CROSSBOW from the central pedestal. One of the
vases in the corner contains more crossbow arrows
for your arsenal. (The sconces in here won't light up, so don't bother trying.)
Go back up the stairs to
the west. Use the ladder to climb up the shaft. When you pull up and step
forward the exit door opens obligingly, and it also shuts abruptly behind you.
You're in the alcove that you saw very early in the level, so hop down to the
stairs, turn right and exit the building. Make a hairpin turn to the left,
enter the dark passage in the NW corner and follow the same route as earlier,
along the spike ball passage, up the ladder and the ramp to the spike trapped
room, and out to the ledge overlooking the clearing. This time, follow the
ledge all the way west, taking standing jumps over slopes where necessary,
until you reach the west wall. Step back a bit, face SW and take a standing
jump to the ledge around the corner. Run around the next corner to the next
short ledge and face south. Take a running jump to the roof of the small temple
and run to the other side. Take a standing jump to the nearest limb and locate
the shotgun ammo on an adjacent branch.
Take a running jump to
the nearest branch of the next tree SE, turn right and walk to the trunk. Stand
on the ridge at the highest point, turn left to face due south and jump up to
grab the higher limb above. Pull up, turn around, jump over to the next tree NW
and pick up the revolver ammo. Return to
the previous tree south and continue with a running jump to the next tree
south. Turn left, take standing jumps to get around the trunk to the east
branch, and walk out to the SE corner. Facing SE, take a running jump to the
slope in the cliff face, slide down and grab the edge. Release to drop down
onto a stable ledge. Turn to your right and jump down to the ledge SE. Take a
standing jump across the gap and run onto the roof of the structure. Pause to
pick up the shotgun ammo on the other
side, then walk over to the highest part of the west edge facing the crack in
the south wall. Take a standing jump and grab, and shimmy right along the crack
and around the corner. Release and drop down into the alcove.
Turn to face NW and take
a standing jump to the ledge around the corner. Take a standing jump forward to
the next ledge, and you find yourself tantalizingly close to the temple
entrance. Face SW and take a standing jump down to a ledge in front of a crawl
space. Crawl through, stand up and face NW. Save your game here, because the
next jump is a little tricky. Make sure you have enough head room and take a
standing jump around the corner to the next ledge. One more standing jump will
bring you to the temple entrance. Go inside and go over to the south wall. Crawl
under the grated flooring, then run along the trench and pick up the large medi-pack. Turn around and go back out.
Locate the Poseidon statues near the south wall. Affix the tridents and watch
the flyby as the area is flooded and the large gates open in the area below
(this is the portal to the next level in the series, so don't go there until
you've finished here). At the end of the flyby you hear the sound of the nearby
doors opening in the north and east walls, releasing two ahmets.
Try to kill the ahmets
from your relatively safe perch. (One may be hiding while you're gleefully
shooting the other; if so, go down and flush it out.) When the coast is clear,
go down and enter their lairs for a small medi-pack
and some crossbow arrows. Leave the
temple via the large east entrance and dive into the water below. Swim to your
left and enter the doorway you opened with the wall switch earlier. Follow the
passage into a room you visited earlier. Swim to the roof of the central
structure and pick up the large medi-pack and
shotgun ammo, then use the air pocket above. When you've caught your
breath, you'll have plenty of time to locate the hole high up in the south
wall. Swim along the narrow passage until you reach a well-lit room where
you'll find the first HORSEMAN'S GEM on
the other side of the central pillar. Use the air hole here if you need to,
then swim back out after picking up the flares.
Exit the larger room through the SW doorway and swim back to the outside area.
Surface for air and then
swim through the ivy-covered south opening. Turn left past the switch and
follow the passage up until you emerge on dry land. Pull up into the crawl
space on your left and follow the passage when you can stand up. The
inaccessible opening to your right when you reach a bend in the passage is what
you'll use to make the return trip. You'll next pass a hole on your left, where
you'll find a wall switch. If you were to go down and throw the switch, you'd
see a cut scene of an underwater door closing that you've previously opened.
The builder explains that the only purpose for this switch is to enable you to
open this door if for some reason you didn't do so before the area was flooded.
So leave this switch alone and continue around the bend. You'll soon come to an
opening overlooking a deep lava room.
Step forward to attract
some bats, then hop back into the passage
while drawing your pistols so you can kill them in more confined quarters. Then
step forward to the edge, facing slightly left toward the sloped pillar ahead.
Take a running jump and grab the edge of the slope, pull up and slide a short
distance down the other side, jump off and grab the pillar ahead. Shift to the
right and around the corner, then climb up until Lara's hands are just below
the crack. Take a rolling back flip and grab the edge as you slide down,
release and grab the lower ledge. Climb down one rung so that Lara's feet get
"set" in midair, then shift right and around the corner. Continue to
the other end of the wide pillar, then climb up and pull up onto the ledge.
More bats appear.
Walk out to the NW
corner of the ledge and face slightly left of due north. Take a running jump to
the next pillar, then turn left and take a running jump west. Run into the room
and turn left to go to the SE corner. Pick up the TORCH
and approach the flaming pedestal in the center of the room. Don't step on the
square on which the pedestal rests, or you'll be set aflame. Light the torch
and go to the back of the room to light the two burners on either side of the
pillar. Drop the torch and take a standing jump from the stairs to the east
pillar in the lava room. Turn to face SE and take a running jump to the ledge.
Walk forward to the south edge, angle slightly to the right and take a running
jump toward the south wall, curving to the right so that Lara will land on the
slope and slide down backwards. Grab the edge and release to land on a ledge at
the lava's surface.
Turn around and take a
running jump and grab over the lava to a block. Pull up, turn to your right and
enter the doorway that was opened when you lit the two burners. Hop down onto
the corner ledge and turn to your right. Save your game here. Standing slightly
right of center, place Lara's back against the wall and take a running jump to
the sloped rock ahead. Keep the jump key depressed so that Lara jumps off
without sliding and grabs the ceiling. Monkey swing to the ledge in the far
corner, release and pick up the LASER SIGHT
for SECRET #3. Turn around, jump up and
grab the ceiling, monkey swing just past the apex of the sloped rock (18 swings
is just about right) and release to jump off the slope to the ledge in the SE
corner.
Turn to your left, pull
up onto the block and take a running jump slightly left of due north to a ledge
in the lava beyond the cracked pillar. From there take a running jump NW and
pull up into the north alcove to locate a wall switch. Pull it down to
extinguish the flames around the gem pedestal. Turn around and jump to the
sloped pillar south. Take a running jump and grab the wide pillar ahead. Shift
to your right, climb up and pull up onto the ledge. Turn around and take a
running jump NW to the next pillar. Turn left and jump into the room with the
pedestal. Take the second HORSEMAN'S GEM
and jump back to the pillar. Turn left and take a running jump and grab to the
opening in the north wall. Pull up, follow the passage and slide down into a
familiar place.
Turn left and use the
crawl space to return to the partially flooded passage. Swim back to the
flooded open area and get some air if necessary, then swim through the west
doorway and turn right just before the fountain room. The passage blocked by
rubble that you couldn't negotiate on foot is now accessible, so swim past the
rubble, surface and run up the long winding ramp. You'll come to a closed door
with a gem receptacle on each side. Insert both of the Horseman's Gems to open
the door to a small room with five wall switches. Go ahead and throw them all.
Going from right to left, the first two give you no clue as to what you've
done. The middle switch opens a portal gate elsewhere, the fourth switch opens
a nearby metal gate to give you a shortcut out of here, and the final switch
opens another portal gate.
If you wish, you can
drop down through the hole in the floor and check out the room to the north,
where you'll need to find and bring back here four Golden Vraeus artifacts.
You'll spend the next four levels collecting these, so go back to the main
room, use the ladder in the south face to climb back up to the room with the
switches, and exit through the room with the Poseidon statues. Dive into the
water outside, swim forward and enter the underwater portal gate south. Turn
left, swim down and through the opening and follow the passage until you run
into the warp trigger that takes you to the next level.
Level 2:
EMERALD LAKES
The current will pull
you west through the passage and into a larger underwater area where you're met
by two hammerhead sharks. Your dual goal
here is personal safety and a source of air, so swim forward (a gate closes off
the passage behind you) and locate the air hole. Pull up into a room with a
closed door and a hand receptacle. Go to the middle of the north wall and pull
up into the alcove for some crossbow arrows.
You can see a trident, so close and yet so far, just behind the closed grate.
Drop back down to the
lower room and prepare to deal with those sharks again. Jump into the water and
swim west down into an opening. When you reach what appears to be a cement structure,
swim around it to the right and into the passage. Make a hairpin turn to the
left and pull the underwater lever you'll find in the alcove behind the
structure. Swim back out and get some air and some shark relief. When you're
ready, jump back into the water and this time swim through the larger opening
east. Turn right just as you enter and continue making a hairpin turn to the
right as you swim up a passage into a small chamber with a raised tile. Locate
the opening in the SW corner and swim down into a short passage. Pull the
underwater level at the far end to open an underwater gate elsewhere.
Flip turn, return to the
small chamber and pull up through the air hole above the raised tile into a
room. Pick up the shotgun ammo in the NE
corner and note the nearby gem receptacle. Drop down into the burner trench on
the south side (that was made safe when you pulled the first underwater lever).
Crawl into the east opening and pull down the wall switch at the other end to
open another underwater door. Return to the previous room, jump into the water
and swim through the east opening back to the hub area with the central air
hole. Pause for air if necessary and swim once again through the larger east
opening. This time turn left and swim down to locate the lifted grate to your
left. Try to get both sharks to follow you, then swim through the opening and
into an underwater shaft with a central pillar. Swim up, surface, pull up onto
the pillar and exact revenge upon one or both of the sharks. (If only one followed
you, just go back and entice the other one to its doom.)
I know you're anxious to
dry out and move on, but don't continue up at this time, as you still need to
collect two tridents before proceeding. Jump back into the shark-free water and
locate another lifted grate to the south in the underwater shaft, just below
the surface. Swim inside and follow the stairwell until you surface, then run
the rest of the way up the winding stairs into a small room. Activate the jump
switch up on the west wall to open the door affording access to the trident you
saw earlier, which is now in plain sight beyond the bars in the south wall. But
once again, so near and yet so far. You have to go all the way back to the hub
area and pull up into through the central air hole to claim it, so you may as
well do that now while it's fresh in your mind.
Run back down the
stairs, swim into the underwater shaft and go down, ignoring for now the hole
in the floor at the SW corner. Exit through the NE opening, swim back to the hub
area (making a lazy horseshoe turn to the right), pull up into the room above
and into the north alcove for the first TRIDENT.
Hop back down to the
floor and jump into the water. Swim through the west opening to that cement
structure you saw earlier. This time swim south in front of it and continue
through a short passage into an area with a central green column. There's a
square opening in the south face that leads you to a shaft with an air pocket
at the top and a side passage with a closed gate at the end. Get some air if
you need it, then swim back outside and locate the smaller slit lower in the
east face. Swim inside and down for a HORSEMAN'S
GEM. A cut scene reminds you that the receptacle is in the burner
room you visited earlier. Return there by exiting this area north (first noting
the closed gate in the lower north opening), back to the hub area, across into
the east opening, and a hairpin turn to the right and up through the narrow
passage.
Pull up into the burner
room and place the gem in its receptacle. A cut scene shows an underwater grate
opening. Yes, it's the lower north grate in the area with the green column that
you just left, so swim back there, enter the new passage and follow it up into
an underwater chamber. You can see the opening in the opposite corner as you
swim up. Be very careful not to swim under that opening, or you'll be sucked up
through the shaft by a strong current. If that should happen to you, simply
surface, wade to the dry passage, drop down through the hole at the other end
and try again. If you're fortunate enough to avoid that fate, locate the
underwater lever in the SE wall and pull it (a cut scene shows a trap door
lifting somewhere) and swim carefully back down through the NE hole in the
floor. Or, if you wish, swim under the suction cup mentioned above and you'll
wind up at the same place.
Swim to the west wall
and locate the deep shaft leading upward. Swim up, surface and pull up into a
room that was formerly blocked off by the trap door. There are bars separating
you from another room filled with assorted goodies, including that trident
you've been looking for. Pull down the switch in the north wall for a cut scene
showing a gate lifting in the green structure below. Swim back down the shaft
and into the square opening in the south face of the structure. Swim up the
shaft and through the side passage west, and pull up into the room on the other
side of the bars. There are four pedestals on presently dormant burner tiles in
each corner. Before taking the trident, decide which of the other pedestals has
what you want or need most, and take it. The burner tiles at the other
non-trident pedestals are then activated, preventing you from taking those
goodies unless you decide to endure some health loss in the process (the water
hole, after all, is close by and very handy for putting out fires). Then go to
the SE pedestal, which remains dormant, and pick up the second TRIDENT.
Swim back down the
shaft, exit the green structure and leave this area via the upper north
opening. Return to the hub area and continue across through the east opening.
Turn left once inside and swim down and through the open gate to the left. Swim
up the shaft and surface for air, then swim through the open south gateway into
the submerged stairwell. Continue until you surface, and run up the rest of the
way to the small room with the jump switch. Continue up the ramp NW, and when
you reach the bridge spanning the central shaft, run across into the west
opening and save your game. As you run down the ramp you get a fixed camera
angle and a boulder is released behind you. Take an angled jump either to the
right or left to land on a safe spot out of the boulder's path. If you
overshoot and land in the water where you're grabbed by a strong current,
reload and try again.
Pick up the small medipack on the north part of the ledge.
The walkway ahead is protected by a series of blade traps, so trigger them one
by one by walking carefully west. When you're safely across, hop across the
boulder and run into the next room. The stairway to your right is guarded by
flame blowers, but you can easily thwart them in the prescribed fashion by
timing runs past them. An even easier way is by climbing on the ledge to your
right or left and bypassing them completely (you can run right through the
ghostly columns). When you reach the landing you find that the wall switch in
the alcove to your left is protected by a flame blower and a burner tile, so
climb the pole in the NE corner past the rotating blade and back flip into a
small room. Pick up the large medipack
in the far corner and pull down the wall switch to extinguish the burner tile
below. There's a torch lying on the floor, but ignore it for now and jump back
down to the floor below. Wait until the flame blower subsides and jump up into
the alcove. Pull down the wall switch to open the door next to the flame
blower.
Hop down when it's safe,
and go back to the pole. Climb up past the second rotating blade and back flip
into the dark room above for SECRET #4.
Pick up the crossbow arrows, two stashes of shotgun
ammo and a small medipack, and pull down the wall switch in the
corner for a cut scene showing an underwater door opening in a dark area. Jump
back to the pole, slide down just past the higher rotating blade and back flip
into the middle room. Pick up the TORCH
and hop down through the opening to the main floor. It's not safe to try and
light the torch with the flame blowers, so go on back down the stairs and up
the boulder ramp, locate the wall sconce to your left and light the torch with
it. Go back to the room with the water-filled trenches and light both burners
that you'll find on the corner tiles. This turns off the current in the
trenches.
Drop the torch (you
don't need it any longer). Since the builder has graciously provided a short
cut to where you're going next, make use of it by hopping into either trench
and sliding down into the water below. Swim down through the hole and pick up
the HAND OF SIRIUS just before you reach
the crossing. A cut scene shows the receptacle in the room you first pulled
into when you began the level. We'll go there shortly, but let's first indulge
in an exploratory diversion. Turn left and swim into an underwater chamber.
Pull up through one of the air holes for some revolver
ammo, then jump into the water and pick up the small medipack in the west depression. Exit
through the NW opening and swim west. When you reach the crossing, make a
hairpin turn to the left and pull the underwater lever at the end of the east
passage. This opens a grate at the end of the extended passage west (and also
provides a way back to this area later should you need to return for any
reason). Flip turn, swim back up, and this time continue west along the
extended passage.
Pull up and slide down
into a dry chamber, where you'll find a closed trap door and an exposed lever
above the entrance that you won't be able to activate until you find a way to
flood this area. Now to make use of that Hand of Sirius. Jump back into the
opening and into the water, and swim back east, taking the left fork to return
to the underwater chamber. Continue through the SE opening, and when you reach
the crossing turn left and swim up the shaft into a familiar area with the
central pillar. Cross this chamber and continue through the NE opening. Follow
the passage, repeating that lazy horseshoe turn around to the right and up, and
pull into the air hole when you reach the hub area. Insert the Hand of Sirius
in the receptacle, and the door to your right opens. Go inside for SECRET #5 and pick up the flares, the revolver ammo and the large medipack.
Now it's time to use
those tridents you've been carrying around. Reverse roll, go out and jump into
the water, swim through the east opening, turn left and swim down and through
the opened gateway to your left. Swim up the shaft when you reach the chamber
with the central pillar, surface for air if necessary, and dive back down to
swim through the south gateway. Follow the stairwell until you can surface,
then run the rest of the way up the stairs as you did before. Cross the little
bridge when you reach the top and continue west down the boulder ramp. Keep on
going until you reach the flame-guarded stairs, and go up by your preferred
method. Turn left at the top of the stairs and go through the west doorway you
opened up earlier. The door closes behind you, seemingly preventing a retreat
in the event you might wish to go back for something you'd missed. (This aspect
of the game was decried as unfair and unnecessary by several players who
reviewed this level. However, I believe the criticism is misplaced, because all
you have to do is safety drop from the bridge to the dry area below and jump
through the doorway you opened earlier--assuming you had the good sense to do
that--to retrace your steps.)
You're in a dark upper
room with Poseidon statutes perched on each of the four corners. The tridents
of two of them (in the NE and SW corners) have missing heads, so first pick up
the nearby grenade gun ammo and uzi ammo
and then go place the missing heads. NOTE: It's vital that you go across the
bridge and place the SW trident first, and then come back to place the NE
trident. If you do it in reverse order, nothing will happen and you'll be stuck
with nowhere to go and nothing to do. A long flyby shows the area below
being flooded and then takes you away to pan a new area where you'll eventually
find the Golden Vraeus. Jump off the bridge into the water below and pull the
east underwater lever to open the trap door in the floor behind you.
Swim down into the
opening and along the passage, and allow the current to carry you into the new
area where you'll be greeted by a new pair of hammerhead
sharks. Swim past them and turn left past the first rock ledge to pull
up onto a ledge with a gem receptacle. Kill the sharks, then jump back into the
water and swim around to the back side of the structure you were standing on.
Locate the small opening on the south end and swim into it and down. Be wary of
the spike trap in the passage beyond and time a spurt past it and swim up the
shaft beyond. Pull up into a torch-lit room and shoot a couple of bats that flutter down to plague you. Ignore the
north alcove for the moment and head east to a crossing with stairs to your left
and an opening ahead that leads to a checker-tile floored room.
Go up the stairs to the
next room and pull down the wall switches in the SE and SW corners. Note the
closed grate in the NE corner before going down the stairs and into the room to
your left. You'll find that pulling the switches has raised a block in the
center of the room. (At some point the door behind you closes, but don't worry
about that because you'll open it again when you're finished here.) Climb up
onto it and use it to climb through the hole in the ceiling (the west face has
a climbable surface). When you pull up into the upper room and take the HORSEMAN'S GEM from the pedestal, you hear the
sound of doors opening below. When you drop back down onto the block, you can
hear other strange sounds in the distance. You've released a couple of ahmets, so either wait for them to appear and kill
them from the safety of the block you're standing on, or hop down and flush
them out first.
When the coast is clear,
go to the NE corner of this room and locate the crawl space. Crawl inside, and
when you reach the opening overhead, stand up, pull up to your left and use
another crawl space to access a wall switch. Crawl back, drop down to the lower
passage and turn left. Crawl out to the main room and locate the nearby small medipack on a raised platform next to a
vase. There's a south opening leading to a small room and another small medipack. Go outside and to the SW corner
of the larger room, where the south opening takes you to a small room with two
stashes of shotgun ammo and a switch on
the wall in the near corner to your right. Pull it down to open the exit door
in the west wall.
Go there and into the
open doorway. You find yourself back in the room where you pulled out of the
water. Go to the north alcove and pull down the wall switch you'll find there.
The door to your right opens, so jump down into the water and swim to the ledge
with the gem receptacle, where you shot the sharks. Pull up and insert the
Horseman's Gem to turn off some burner tiles nearby. Now swim back to the area
you just left and pull up onto the south ledge. Hop through the open window and
turn left once inside. Go back up the stairs to your left and you find that the
door in the NE corner is now open.
Go up the passage, pick
up the shotgun ammo in the depressed
corner along the way, and continue until you reach an opening that overlooks
the water below. Take a running jump and grab to the tall pillar ahead, then
pull up and run west along the bridge to another pillar and beyond to an
opening in the west wall. Go inside for SECRET #6
and pick up the SHOTGUN. Reverse roll
and run out to the previous pillar. Turn right and take a running jump and grab
to the rope. Swing forward, jump off onto the roof of the odd-shaped structure
ahead and pick up the GOLDEN VRAEUS.
Jump into the water and
swim over to the north structure. Pull up onto the ramped entrance and run up
through either of the open gates. The instant you step inside you'll trigger
flame blowers that guard the switches in the central golden block. Turn left
and run through the western part of what I'll call a cathedral. You'll alert a tinman, so kill him by shooting repeatedly the
blue gem in his chest. Shooting the nearby vase on the pedestal will release two
bats for target practice. Go up the
stairs in the SW corner and pull down the wall switch at the end. The door to
your right fails to open, so go back downstairs and turn left to run past the
archways north. Turn left just beyond them and run up the ramp to flush out
another ahmet. Kill it, then continue up
the ramp for some uzi ammo on the SW
tile. The NW opening leads to a small room with a wall switch that's presently
inaccessible.
Cross over toward the
east side of the temple, where you'll find a golden block similar to the one
near the entrance. There are no flame blowers here, however, and there's but
one lonely switch in the north face. Pull it down for a cut scene showing that
small room with the inaccessible wall switch in the corner. Turn left and alert
another tinman near the east wall for you
to kill. Shoot the nearby vase for some revolver
ammo, then go up the stairs in the NE corner. There's another wall
switch at the end for you to pull, and you hear the sound of a nearby door
opening (but not the nearest one to your left). Go back downstairs and through
the south opening to your left. In the next room is an opening to your right.
Vault up into it and crawl inside until you can stand up. Walk to the edge of
the hole ahead and you can see the jump switch up in the far wall. Take a
standing jump and grab to activate the jump switch, then pick up the crossbow arrows at your feet.
Climb up the north wall,
shift right and drop down into the higher passage. Turn right and crawl out to
the main cathedral area. Run back underneath the arches to the ramp in the SW
corner. Go back up the stairs and you'll find that the door near the wall
switch is now open. Kill the tinman who
steps forward to accost you and pick up the HORSEMAN'S
GEM that he drops. Go east into the room he was guarding and run
along the walkway to your right into a small room south with a pole in the
middle. Climb the pole, past a rotating blade, and back flip into the room
above. Go into the north opening, crawl along a covered bridge and run into a
room with a wall switch at the far end. Pull it down, then go back south and
slide down the pole past the rotating blade. NOTE: Whatever you do, don't
vault up (as opposed to hopping up, which does nothing) into the NW window
opening after you pull the switch, or you'll be magically and prematurely
transported to the roof of the structure with no readily apparent way of
getting back down.
Exit to
the north, turn left after you cross the walkway and return to the main
cathedral area by running down the stairs. Go to the SE corner near the
entrance and use the ladder to climb up to the passage above. Use the crawl
space to trigger a flyby showing a tinman
mounting his horse below. Drop down into the room below and keep hopping around
while shooting at the gem on his chest until he dismounts and comes after you.
Several bats will join forces with him as
you run through this area, so kill them as well. Kill the tinman and pick up
the second HORSEMAN'S GEM that he drops.
Watch out for the spike and burner tile traps in the floor holes and go over to
the SE corner to find a wall switch in a dark area nearby. Pull it down for a
cut scene of the burning golden block outside.
There's a small medipack in the NE corner of the room, and the
spike pit nearest it has a pickup you can see down in the hole. Make a mental
note of it and exit through the opening in the SW corner. You may encounter
another bat on the way out. Hop down to
the main cathedral floor and go to the flame-protected block. You see that the
flame blower in the south face is no longer constant. When the flames subside,
run forward and pull down the switch, then hop back. This causes the blower in
the north face to become intermittent, so go around to the other side and await
your opportunity to pull down that switch. Repeat for the west face, and
finally the east face. When the fourth switch is pulled down you'll get a cut
scene (but don't neglect to hop back) of a door opening elsewhere.
Run north past the
archways and go up the stairs in the NE corner. Go through the opening onto the
upper bridge and turn right at the closed trap door to enter the open doorway
across the walkway to the north. Hop down into the next room and pull up into
the west opening. Take a running jump into the opening in the next building and
run down the ramp and up the stairs to your left. Pull up into the opening in
the south wall and pull down the wall switch to raise a block in that room with
the formerly inaccessible wall switch. Hop back down and continue up the
stairs. You'll see an active burner tile across the gap, which prevents you
from proceeding in this direction. Go back down the stairs and up the ramp.
Safety drop to the
cathedral floor below, run west up the ramp and turn right to find the small
room with the raised block. Climb up onto it and pull down the wall switch. A
cut scene shows the burners being extinguished in the previous area, so leave
here and return to the NE corner of the cathedral. Run up the stairs to the
upper bridge, turn right at the trap door and hop down into the room north,
jump across to the next building west, climb the stairs to the very top, and
take a running jump and grab across the gap to land inside the north passage.
Turn around and locate the jump switch overhead, and activate it to hear the
sound of a door opening.
Jump back across the gap
and pull up into the SE opening where earlier you pulled down a wall switch.
The passage beyond is now accessible, so follow it to a crawl space. You'll
eventually wind up on the roof of the cathedral. Roam around a bit from north
to south, spooking a number of bats in
the process. You'll find some flares in
the far NW corner and a small medipack
in the far SE corner. There are walkways connecting the north and south
buildings to the central building. Drop down onto them to find gem receptacles
in the north and south walls of the central building. Insert the two Horseman's
Gems in these receptacles. When the second one is placed, a flyby shows the
exit doors opening and continues on to a crawlspace you've already visited.
Hop back, pull up onto
the ledge to the roof of the central building and use the west crawl space to
get back to the stairs. Run down the stairs to the east opening and take a
running jump across the gap into the next building. Hop down into the next
room. You could take a left here and finish this level now if you wanted to,
but there's a little bit more yet to do before you leave. Turn right and vault
up onto the walkway, run forward to the bridge and use either opening to your
right or left to return to the main cathedral floor. Run to the NE corner, run
up the ramp there and turn right into the south passage. Go to the opening in
the SW corner and vault up into the passage. Crawl to where you can stand up,
hop over the hole and crawl some more to pick up the revolver ammo. Keep crawling west and pick up the large medipack. When you do so, you get a cut
scene showing that the spikes protecting the pickup (back in the room where you
battled the mounted tinman) have retracted.
Stand up, run forward
and drop down to the main cathedral floor. Run down the ramp and past the
flaming golden block to the SE corner. Climb the ladder, crawl through and drop
down into the room where you shot the mounted tinman. Go to the hole containing
the pickup (be careful, as the other hole is still spike trapped) and drop down
into it for the REVOLVER and SECRET #7. Pull out of the hole, leave via the
SW opening in the wall, and return to the main cathedral floor.
Run once more to the NE
corner, up the stairs and onto the upper bridge, and turn right to the north
opening. Hop down into the next room and go around the central pillar through
the open exit gates. Run up the ramp to your right and kill the ahmet in the upper chamber. There are three vases
up here. Shoot them all to open trap doors underneath them. The east hole takes
you down a slope into a spike pit, and you die. The same thing happens if you
choose the west hole, so do the smart thing and drop down the north hole.
You'll slide down some distance before being whisked away to Hidden Garden.
Level 1: HIDDEN
GARDEN (interlude)
Step out onto a ledge
overlooking the jungle clearing. Turn left and walk to the south edge. Take a
running jump to the square ledge, and from there hop SW to the next ledge and
run around to the south end. Turn to face the nearest tree and take a running
jump west to grab the limb. Pull up and take standing jumps around to the north
limb. Safety drop to the clearing, turn around and run past the flaming ahmet
carcass to the small building near the west wall. Run down the ramp and the
stairs until you reach the gap with the lava area below. Take a running jump
across the gap and turn right. The open portal gate to the next level is straight
ahead, so run inside and you'll soon hit the warp trigger.
Level 3:
FIREWALK
You're sliding down a
long slope. Immediately jump with a roll so that you're sliding down backwards,
and grab the edge when you reach the bottom. Shimmy to the right or left if
necessary (it shouldn't be), then release and grab the crack below. Shimmy to
the right and around the corner, and drop down into an alcove. Pull down the
wall switch to open a door directly below. Hop backwards and slide down the
slope. Grab the edge and drop down to the walkway below. Run forward into SECRET #8. Turn to your right, jump up to grab
the ceiling, and monkey swing across the lava to the ledge on the other side.
Drop down and pick up the UZIS,
triggering two flame blowers that block your return trip. Monkey swing
carefully past them when the flames subside and drop down onto the west
walkway.
Turn to your left and
walk out to the lava. The wall to your right is climbable, so climb up a long
distance, pull up at the top, slide down the facing surface, jump off and grab
the slope ahead, pull up and finally slide down to a stable ledge. Use the
monkey bars overhead to cross the lava pool, carefully timing your passage past
three flame blowers. When you drop down on the other side and step forward, an ahmet comes to greet you, so kill it before it has
a chance to push you into the lava. As you explore the large area west, finding
nothing of any consequence except some shotgun ammo
on the grate near the central pool, you'll flush out a crocodile. Jump into the water, where you'll
encounter a second crocodile. After all
the enemies have been killed, explore the large and deep pool for some revolver ammo on the raised rock near the center.
Swim up and into the
large opening near the SE corner. Turn right once inside, swim to the other end
and down through the hole in the floor. Turn to swim east toward the block,
upon which rests the CROWBAR. There's
nothing else here (unless you count an opening SE that takes you to an
underground red-tinted pool where there's nothing to do or pick up), so swim
back up and out and surface for air. Pull out near the grate, where a third crocodile patiently awaits you. After killing it,
you find that there are a number of closed gates in the area that block your
continued progress. The only available way to go appears to be the lava pit to
the south, so go there and take a running jump and grab across the lava.
Pull up into the next
area. As you step forward you're met by the anomalous sound of crackling
thunder, and a fixed camera angle takes over from the far side of the lava
field. Hit the look key to restore camera control. There's a passage to your
right that's blocked by a closed gate. The passage to your left ends at a crawl
space. Beyond is a passage guarded by active burner tiles, so make a mental
note of it for later. Use the raised ledge to take a running jump and grab to
the first block south. Pull up and face SE. Take a running jump to the next
short block, then another running jump SW to the next short block. The fourth
block NW is sloped, so take a running jump to it, slide down and grab the edge,
make sure you're centered and pull up to take a rolling back flip to the tall
pillar in the middle of the lava pool. Hit the action key to activate a jump
switch, and you'll drop through a hole into a pool of water.
You're in the
"unproductive" area you explored earlier, so swim north through the
opening, turn left in the next area where you picked up the crowbar, swim up
through the hole, exit to the NE and surface. Pull out into the main room above
and take another running jump and grab across the lava pit south. Pull up, run
forward and into the passage to your right. The doorway is now open, so
continue along the passage to a wall switch. Pull it down to open a plethora of
doors in the main room. Reverse roll and return to the ledge. Take a running
jump and grab north across the lava. Pull up and return to the main room.
Opening all those doors
also released an ahmet, so killing it is
your first order of business. You have much to do in here now, and because of
certain problems reported in the stuck threads it would be advisable for you to
proceed in the order suggested in this walkthrough. Begin by going through one
of the open double doors to the NE and up the ramp. You'll pass through an open
grate that slams shut behind you as you enter, and you hear what sounds like a
boulder being released. Across the water is a pedestal surrounded by flames. In
between are tiles of varying patterns that wink in and out intermittently. Your
task is to cross the tiles to the other side, putting out the flames in the
process.
Note that the winking
tiles have three different patterns: solid light, solid dark with a red border,
and a pattern of two circles and two diamonds. These last are the key to the
puzzle. Step forward to the edge of the first tile, which is stable. When the
second tile dead ahead winks in, take a standing jump to it and run forward to
the adjacent tile north. This is one of five circle/diamond tiles, and it's the
only one that's stable. The other four are at the cardinal points, separated by
a single tile. You need to step on all of these tiles to extinguish the flames.
The easiest way to do so is simply to face in their direction, and when each
one appears take a standing jump to it and an immediate back flip to the
central circle/diamond. When all four have been reached in this manner, the
flames go out. Now all you have to do is proceed to the north ledge, pull up
and take the HAND OF ORION from the
pedestal.
Now that your mission
here is accomplished, jump into the water and locate the south opening where a
gate has lifted. Swim inside, up and around and pull the underwater lever. Swim
back out and through the hole that has opened up in the bottom of the pool.
Locate the narrow slit in the south wall and swim inside. Follow to an
underwater chamber for SECRET #9, where
you'll find some uzi ammo on either side
of the central column, in depressions with dormant burner tiles. You could
continue through the west opening, but there's a substantial risk you'll drown
on the way, so swim back out and surface for air. Then swim back down through
the hole and all the way to the bottom of the shaft. Allow the current to carry
you back to a familiar area. Swim east and up through the hole in the ceiling,
then west and through the opening to your left. Surface and pull out into the
main room.
Now go to the NW doorway
and go inside to stand on a dormant (for now) burner tile. There are five vases
surrounding you in a semi-circle. If you shoot them in the wrong order, the
burner tile ignites and you'll be incinerated. Rumor has it there are
color-coded clues in the main room, but I wasn't able to detect them. In any
event, counting from left to right, the proper sequence is: 4, 1, 3, 2 and 5,
and the vases can be shattered simply by using your pistols. You may want a
more powerful weapon, however, for the ahmet
that greets you when you return to the main room.
The doorway in the
alcove in the east wall (to the left of the flame blowers) is now open, so go
there and enter. Run up the ramp, but don't get reckless, as you'll turn a
corner to find a sudden drop-off into a lava pit. Take a running jump and grab
across the pit and pull up. Hop down into the passage below, turn left and
you'll step out onto a ledge overlooking the main room. To your right are two
side passages. The first is empty, but the second contains some flares and a bat.
Go back out to the ledge and go across into the east opening. Run up the steps
and use the monkey bars to swing across the lava pit. Drop down on the other
side and run down the steps. To your right is a closed door, so turn left and
go past the column down some stairs to your right.
Turn right at the bottom
of the stairs and insert the Hand of Orion in the receptacle on the column
wall. A cut scene shows one of the burning tiles in the passage off the main
room being turned off. Go back out and enter a room with oily-looking water
(although it's quite safe) and three pillars. When you jump to the pillars
they're set ablaze, so you need to be quick. But before you do anything else,
clear the area by going down the ramp and shooting two crocodiles that were hoping you'd slip and fall
into the water and provide them a snack. Then jump into the water and swim into
the north opening. Go to your right for a large
medipack, then flip turn and swim to the other end to pull an
underwater lever. Swim back out, surface and pull up onto the ramp. Pull back
up to the ledge and face the pillars, angled slightly left of due south.
Take two steps back,
then hop back, and take a running jump to the first pillar. In one fluid
motion, jump off to the second pillar as flames erupt practically at your
heels. Do the same thing when you hit the third pillar, and change your
direction slightly to the right so you can jump off and grab the south ledge
ahead. Pull up and go through the open gateway south. When you reach the
crossing, turn right and hop into the hole for some crossbow
arrows. Pull out of the hole, turn around and hop backwards up the
east ramp. As soon as the spike ball is triggered, run forward and into the
passage to your right. Run up the ramp and turn left into an area much like the
previous one, only this time the pillars are arranged in the other direction
and they're set in deadly lava rather than water.
There's a closed
trapdoor to your right. However, for some reason you're able to jump, climb or
drop down into the hole as if the trap door were not even there. But let's do
this the way the builder intended. Walk to the north edge of the ledge, a
little left of center, turn around, hop back and grab the edge. Release and
immediately grab the crack just below. Shimmy to your left, around two corners
and all the way to the wall. Release to land on a small ledge in the lava that
triggers open the trap door above. Pick up the small
medipack, then take a running jump to a bigger ledge in the SE
corner. Pick up the grenade gun ammo and
note the shaft above you. The west face is climbable, so turn around, walk to
the west edge of the ledge, jump up to grab the wall of the shaft and climb up
to the top. Pull up and go to the other side of the ledge. Line up Lara for a
series of jumps to the pillars ahead, in the same manner you did in the
previous room (and remember, take two steps and a hop back before beginning).
Pull up onto the north
ledge and go through the open gateway ahead. The SE passage leads to a closed
door, so continue through the north opening into a room guarded by flame
blowers. The pedestal is resting on a dormant burner tile, but there's no
sinister trap here. Take the HORSEMAN'S GEM,
and you'll hear the sound of that door opening at the end of the SE passage. Go
there and run up the ramp. At the end of the grated ramp is an overhead jump
switch. Jump up to activate it, opening up a gate elsewhere. Stand at the south
edge and jump up to grab the ceiling. Monkey swing across the lava room,
carefully timing your way past the four flame blowers.
Drop down at the other
end and enter the south opening. There's another spike ball waiting for you, so
dash down the ramp and scoot into the passage to your right before the spike
ball reaches you. Step out onto the ledge overlooking the pool with three
flaming pillars and shoot two crocodiles
swimming lazily around below. Then jump into the water and swim to the other
side. Surface at the NW ramp and run to the alcove where you can pull up. An ahmet is waiting there for you, so kill it. Go
through the open west gateway and up the stairs. Turn left at the column and
take the next right. Use the monkey bars at the top of the stairs to swing over
the lava, drop down and continue forward onto the ledge overlooking the main room.
Safety drop onto the
raised ledge below to minimize your health loss, then go up the west stairs and
into another lava room. There are four vases in windows in the south wall.
Combine your crossbow with the laser sight and shoot the one on the far left to
open a door in the north wall. Shoot the next two as well, but leave the one on
the far right alone (it contains a fire wraith).
Take a running jump west to the central structure, step across the closed trap
door and from its north edge take a standing jump NW. Jump off the slope to the
north ledge and enter the open doorway ahead.
The door closes behind
you, but don't worry. You're standing on a dormant burner tile. Don't step on
the tile to your right, or you'll trigger a most unwelcome boulder. Push the
block ahead one time. It's supposed to block the boulder that comes down from
your left, but it doesn't. So stand in the NE corner, facing NE, and hit the
jump and up arrow keys simultaneously. Lara will eventually work her way past
the moveable block and land in the hole beyond. (One good bug deserves
another.) Pull up east and throw the wall switch. Reverse roll, hop back down
into the hole. Pull up on the left side of the moveable block with the up and
left arrow keys depressed, and Lara should wind up on the south side of the
moveable block. Go out, turn right and alongside the boulder passage into a
room with some uzi ammo in the corner.
Pull up into the west alcove for some more uzi ammo.
Leave this area, go out
to the ledge in the lava room and take a running jump to the central structure.
The west door is open now, so step onto the slope, slide down a bit and jump
off onto the ledge. Enter the west passage but don't pull up into the alcove
ahead. Instead, stand with your back to it, walk east a couple of steps, back
flip onto it and immediately take a standing jump forward (before the burner
tile ignites) and grab the east ladder. Climb up until you're several rungs
from the top, and back flip into a ramped passage. Turn around and follow the
passage up into a small room. Continue east and follow the long passage until
you reach a crawl space. Crawl out onto a ledge overlooking the lava room you
saw earlier.
You now have a timed run
to get across the room to the west doorway before it closes. It can be done
quite easily with a couple of seconds to spare, however, and you don't need to
step on the shorter pillar straight ahead. Step to the NW corner and take a
running jump NW to the first pillar, another running jump to the next pillar
west, a side flip to the third pillar, and finally a standing jump west and a
dash through the opening before the door slams shut. In the next area you have
another little puzzle. Just beyond the grated flooring is a burner tile, and
another burner tile in the alcove just beyond. To avoid being set aflame, take
a running jump from the edge of the grated flooring onto the left side of the
alcove, then take a side flip to the right before either tile is activated.
Light a flare and go
into the south passage for a small medipack.
Continue around to a closed trap door and climb up onto the block to your left.
Take the HAND OF SIRIUS from the
pedestal, which opens the trap door below. Hang drop from the edge into a pool
of water below. Swim north along the passage and follow back to the large pool
in the main room. Pull out and go to the SW corner where you'll find open
double gates. Go inside and climb the irregular rocks to the left. Take a
standing jump over a slope to a block (note the switch beyond the bars to your
left), then a running jump across the gap to the next ledge. Note the closed
gate while you shoot a bat. Turn right
and take a running jump west to the next ledge for a large medipack.
Jump back to the
previous ledge with the closed gate. Walk out to the SW corner, facing the
small red opening in the south wall below. Take a running jump SW toward that
red spot, holding down the action key so that Lara doesn't bump her head.
You'll land sliding, so jump off into the passage ahead. Run up the ramped passage,
taking a standing jump to clear a rough spot, and hop down into the hole when
you see the gem receptacle. Insert the Horseman's Gem for a cut scene showing
that another burner tile has been extinguished in the passage below.
Pull out of the hole and
continue along the passage and past an intersection (there's a closed gate to
your left). When you reach the bars you find that wall switch on your left.
Pull it down to open that gate around the corner. Use the north crawl space to
access another passage where you'll find the receptacle for the Hand of Sirius.
Insert it to put out the last of the burner tiles in the passage below. Go back
out the same way you came, and when you reach the intersection you'll find that
the gate to your right is now open. Go on through and down the rocks to your
right, taking a running jump across the gap.
Return to the main room
through the open double gates and go to the south ledge. Take a running jump
and grab across the lava and pull up. Run forward and turn left into that
passage with the crawl space. Crawl through and sure enough, all of the burner
tiles are now off. Follow the passage into the next room and pull down the wall
switch in the SW corner to raise the blocks on the pillars in the lava room
outside. Go back through the crawl space and take a running jump and grab north
across the lava to pull up to the main room. Run forward and turn right to
enter the east doorway for a second time. Run up the ramp, remembering to stop
at the top. Take a running jump and grab west across the lava pit and pull up.
Continue along the
passage and hop down to the passage below. Enter the east passage and monkey
swing across the lava pit. When you reach the intersection, the door to your
right is now open, so go inside to find yourself on another ledge overlooking
the main room. Go on across to the west end and turn to your left. Hop the
ledges in a counterclockwise direction, picking up revolver
ammo along the way. Then return to the middle south opening where
the pillars have been raised. Take running jumps to the shorter block in a
clockwise direction. To reach the last one NW, you'll need to make a midair
curve to the left and grab. Pull up, turn around and take a running jump and
grab to the taller central pillar east. Pull up and turn either right or left.
Step to the outer edge, jump up and grab the wall of the shaft. Climb to the
top and pull up into an area with multiple passages.
Jump over to the north
side, unless you're already there, and follow the passage as it takes a
horseshoe turn to the right. Pull down the wall switch at the end and go back.
There's another switch at the other end, but refrain from pulling it as it will
release a fire wraith. Jump over the hole
to the south side and pull both switches you'll find at the end of the right
(you have to use a crawl space) and left passages. A block at the end of the
south passage has been retracted, so pull up on the north side of the ceiling
hole into a hellish outdoor area with a red-tinted sky. Step forward and vault
up onto the central structure. Walk up to the rim and you can see down below an
artifact on a flaming ledge in the middle of a pool of molten rock. Turn around
and note in the distance a wall switch protected by a burner tile.
Walk and hop around to
the north side of the structure and jump forward onto the rocks. There's an
opening in the north wall, so go inside, turn around and activate the overhead
jump switch. Go back out and jump onto the central structure. Hop back around
to the south end, where you can see that the burner tile beneath the wall
switch has been deactivated. When you get there take a running jump across the
gap, step forward and take a standing jump and grab over the lava pit. Pull
down the wall switch, turn around, hop over the lava pit and jump back to the
central structure. Go back around to the north side, jump to the opening, go
inside and use the crawl space to find that the door to your left is now open.
Go inside and pull down the wall switch.
Go back out, and you can
see a helix coming out of the central structure. Climb up to the rim, and note
that the flames guarding the artifact have been replaced by the helix. However,
the molten rock all around is just as deadly as it was before. Take a standing
jump down to the base of the helix and pick up the second GOLDEN VRAEUS. An extended flyby takes you
through the lava area below while a block rises beneath you. Take a running
jump south to the rim of the central structure. Hop down into the trench, and
from there drop into the passageway.
Jump over the hole to
the north end and find that the block there has also retracted. But before
entering the revealed north passage, turn left and go to the NW corner. Pull up
through the hole in the ceiling for SECRET #10
and pick up the large medipack, the shotgun ammo
and uzi ammo in the corners. Jump back down to the lower passage, go
into the extended north passage as Lara's theme music plays, and follow the
passage to slide down a slope that carries you back to Hidden Gardens.
Level 1:
HIDDEN GARDEN (interlude)
You slide down into an
underground passage. Walk forward carefully and jump left around the lava pit
at the intersection. Follow the passage to the next intersection. There's an
opening to your left that you can pull up into if you want to search the tree
limbs for any more pickups. However, I believe that all of any significance
have already been documented (unless there's a higher level of limbs that I
missed), so go to the right instead and drop down to the ground from the small
ledge. Jump into the water south and swim across to the other side. Pull up
onto the ramp against the south wall and run up through the open gateway. Turn
right and you'll be transported to the next level.
Level 4:
OBSIDIAN HEIGHTS
You slide down a short
slope into a passage. Run forward and down the stairs into a room with a
checkerboard floor. Walk forward to the central burner tile and pick up the SHOTGUN. No tricks, so don't worry. In the
immediate vicinity of the burner tile are drop-offs going a very long way down.
Get used to this. To the north and south are presently closed cages, each
containing an ahmet. You'll deal with
them later, so continue east and go down the stairs.
As you come out into an
outdoor setting during the darkest hours of night, you'll hear the two
attacking harpies before you see them. If
you stand near the entrance you'll limit the range of their lethal rays as you
methodically shoot them dead. Now take a good look around. You're standing at the
edge of a cliff, with one massive tree on each side of you. A number of ghostly
floating objects loom in the darkness on all sides.
Use the block on the
south side of the entrance to climb up onto the ledge that hangs over the
entrance. Turn around and face slightly SW. Take a standing jump into the
opening in the wall and note the closed gate. Turn around and face what I'll
call the south tree. Stand at the edge, facing NE, and take a running jump onto
the nearest limb. Hop over to the north limb, walk out to the NE corner, facing
slightly NE, and take a running jump to the lower branch of the north tree. Hop
to the east limb and walk out to the SE corner. Facing SE, take a running jump
to the nearest floating block.
Vault up and go to the
NE corner, then take a running jump NE to the next floating block. So far, so
good. Now face the next floating block NE, standing at the NE corner, and save
your game. You can reach the third block with a running jump and a slight
midair curve to the left (after clearing the obstruction of the floating block
immediately to the left of your target) to land on the SW corner. Practice this
until you become confident of your ability to do it repeatedly, as you'll be
coming back this way several times. If you find that you simply can't make this
jump successfully, you can take a long running jump down to the lower floating
block just to the right of your target (where you can faintly see a small
medipack), but at the cost of a substantial amount of your health.
Assuming you make the
jump safely, run off the SE corner onto that lower floating block and drop down
on the south side to pick up that small medipack.
Climb back up and take a standing jump and grab to the previous block and pull
up. Walk to the north edge and take a running jump and grab to the sloped block
ahead. Pull up and allow Lara to slide down the opposite face onto an adjacent
slope. Slide down this second slope onto another slope below. Slide down this
slope a short distance and jump off at the last instant to grab the wall west. Climb
up to the top and pull up. You'll soon hear a whirring sound in the distance
that will soon become quite familiar to you. Draw a powerful weapon and
dispatch the Tinnos wasp that's flying
toward you out of the west.
Walk out to the west
edge of the L-shaped ledge and take a running jump to the wall. Grab the edge
and shimmy to the right and around the corner. When you reach the flat spot,
pull up and run forward through the open window and down the steps into the
building. Turn right and go up the stairs, noting the closed trap door in the
alcove to your right. In the upper room is a crawl space in the east wall,
presently blocked by a grate. There's a closed door in the wall near the SW
corner. Stand in front of the slope surrounded by a railing and slide down into
a passage. Locate some flares in the
alcove to your right and turn around to activate the overhead jump switch. A
flyby shows the grate in the crawl space lifting, but you can't get back up via
the steep slope.
Continue east along the
passage and watch out for the spikes that shoot out from the walls. Pick up the
BRONZE KEY just past the second spike
trap, and the door ahead opens. Make a hairpin turn to the right into the next
passage to find another closed gate requiring a key you don't yet have. Go back
out to the ledge and safety drop to the ground. Walk toward the cliff's edge,
just to the right of the north tree. Locate the level triangular surface
underneath the south limb and stand on it facing west. Hop back, slide down a
bit and grab the edge. Lara will detect a ladder and her feet will come to a
"set" position. Climb down until you're hanging over a crack, release
and grab. There's another climbable surface here, so climb down and shift right
and around the corner. Release to drop down onto a ledge, then face west and
take a standing jump to grab the monkey bars.
Monkey swing around
several corners until you see flames in the distance. Drop down into the
passage just beyond the reach of the flames, then wait until they subside and
scoot around to the left. Run up the ramp (no, there's not a boulder trap
here), pull up into the alcove on your right, then into the passage on your
left, and follow until you reach what appears to be a dead end. However, the
wall to your right is climbable, so use it to reach an upper chamber. The
nearby key is protected by an active burner tile, so go into the SW opening and
stand with your back to the south wall. Take a standing jump and grab the
climbable surface. Climb up to an upper room, locate and pull down the switch
on the column. A flyby shows you that the burner tile protecting the key has
been extinguished, while the one where you picked up the shotgun has been
activated.
Go back down and pick up
the IRON KEY. The east door opens, and a
Tinnos wasp is alerted. After killing it,
go outside to the ledge, face NE and repeat that running jump to the tree limb.
Hop over to the north limb and take a running jump slightly NE to the lower
limb of the north tree. Hop to the west limb and take a running jump and grab
NW to the ledge. Pull up and enter the opening on your left. Use the Iron Key
to open the door to a small barred room, but first go back outside and kill the
harpy before proceeding. Go back to the
barred room and pick up the TORCH, then
return to the ledge and take a running jump to the nearest tree limb. Hop over
to the south limb where there's higher ground, and run off the end.
Go into the west opening
and up the stairs to the burner tile. Light the torch and find the four lamp
stands on the corner ledges. Light them all to release a pair of angry ahmets. Drop the torch quickly and draw a powerful
weapon to kill them. Go into the north lair for a small
medipack and then pull down the wall switch. Cross over to the south
lair for some flares and pull down the
wall switch there for a cut scene showing a door opening elsewhere. Go down the
east stairs and back outside. You now need to repeat that laborious sequence
where you climb up onto the ledge hanging over the entrance, jump to the trees
and from there to the floating blocks NE. I won't repeat the steps verbatim, as
they're all described above. There are two major changes along the way,
however.
First, when you begin by
climbing onto the ledge and hop SW to the upper opening, take a short detour
before jumping to the south tree. Go into the doorway you opened earlier and
cross the small room into the opposite opening. Stand with your back against
the south wall and take a standing jump forward and grab the climbable surface.
Climb up to the next room, go around the column and push up the wall switch you
pulled down earlier. Not only does this re-ignite the burner tile down below,
it extinguishes a flame now protecting a chain in the higher reaches of the castle
that you'll reach much later. If you haven't pushed this switch back up by the
time you get there, you'll subject yourself to a laborious and annoying trip
back here and up again. You're welcome. Go back down and be careful as you go
around the once-again active burner tile. Return to the outside ledge and
resume your journey by taking a running jump NE to the nearest tree limb.
Second, be aware that
you'll alert two more Tinnos wasps when
you jump to the second floating block, one flying out of the west and the other
out of the north. Your best strategy is to shoot the one to the west first,
then jump back to the first block and shoot the second one from a more
favorable vantage point.
After you've
successfully made that curving jump to the third block (did you remember to
save first, just in case?), continue as described above until you reach the
room with the crawl space that's now accessible. Crawl inside and pull the
chain once for a cut scene showing a door opening elsewhere. Go back out to the
main room and through the open SW doorway. There are two ahmets running around inside, so kill them and
then pick up the LASER SIGHT from the
central tile. Go south and around to your right to come to a raised walkway
between two shallow pools. At the end of the walkway is a closed door, so jump
into the south pool and swim down into the hole at the west end. Follow the
passage into a cavern and surface for air.
Swim all the way to the
west end, turn around and on your way back you'll see the underwater lever near
the north wall. Pull it, then return via the east passage to the shallow pool. Wade
to the east end, pull out and return to the main room. Go up the stairs NW and
you'll come to a room with a fountain pool and a vase perched against the south
wall. Shoot it and pick up a spare CROWBAR.
Note the closed trap door near the west wall, pick up the uzi ammo just beyond it, then go back down to the
main room. Go the closed double gate east and climb up into the alcove between
them. Use the Bronze Key in the keyhole to open the gates.
Go inside the next room,
where you can see lots of potential. There's a gold star beyond the bars on the
west side, and a chain beyond the bars on the north side. The east side is an
open area facing the trees and the floating blocks. Find the ramped opening
south and walk out to the ledge. Take a running jump to the block slightly
right of due south, and listen for that familiar whirring noise. Draw a
powerful weapon and wait patiently until a Tinnos
wasp appears out of the SE around the nearest floating block. Kill
it, then take a running jump to the left corner of the east block and grab the
edge. Pull up and walk out to the NE corner. Take another running jump slightly
left of due east to land on the corner of the next block. Now you can jump to
the upper limbs of the south tree and work your way around to the west limb. Face
the NW ledge and take a running jump there. Walk past the hanging ivy into an
empty room. Go through the west opening and follow the passage past a dormant
burner tile and drop down into a lower room. The GOLDEN
STAR is in the alcove to your left, so pry it off with one of your
crowbars and reverse roll and turn left as you're attacked by beetles. Go through the doorway you've just
opened, turn around at the wall and take a standing jump to activate the
overhead jump switch.
A rope has been lowered.
Run across to the opposite south alcove where you dropped down, vault up into
it, turn around and take a standing jump and grab to the rope. Pull up through
the hole in the ceiling, turn around 90 degrees to your left to face west,
swing forward as much as you can and jump off into a small upper room. Pick up
the small medipack in the corner, step
toward the east crawl space and wait for the Tinnos
wasp to fly inside. Blow it away, then lower Lara down the other
side of the crawl space and drop down to the room below. Go out through the
south opening again and repeat your jumps to the south tree. This time, hop over
to the NE limb. From there, jump to the next floating block NE and walk out to
the NW corner.
Face NW and take a
running jump without grab to the upper limb of the north tree. Walk to the NW
corner and take a running jump (again, without grab) to the corner of the
irregular stone balcony NW. Hop down onto the little veranda and enter the
building through the west opening. A horde of beetles
attacks you as you enter, momentarily distracting you from the swinging blades
ahead as they whoosh through the air. Note in passing the closed door on your
right as you pull up onto the balcony. Time jumps past the first two blades,
and pause if you dare after the second blade to shoot two vases for a small medipack and some shotgun ammo. There's a wall switch on the north
side of the second blade, and the south side of the third blade. Pull them both
down, and you'll hear the sound of a door opening nearby.
Go back through the
blades and you'll find that north doorway open. Go through the passage and down
the ramp into a room where an ahmet is
waiting for you. After disposing of it, go west and you'll find a crawl space
on either side when you near the far wall. The one to the north is blocked by a
grate, so crawl into the one to the south and pull down the wall switch at the
far end. Go back to find that the north crawl space is now open, so crawl
inside and follow to an alcove where you'll find the second GOLDEN STAR. Pry it off the wall and return to
the former room. Run past the dead ahmet and run back up the ramp north. When
you reach the room with the blades, you find that they're no longer swinging. Turn
left and go out onto the balcony.
Step
forward and climb up onto the higher east block. Take a standing jump NE to the
next opening and pull the chain once. (This is the chain that would now be
flame-protected had you not pushed that wall switch back up earlier.) A trap
door is lowered elsewhere. Jump SW back to the previous balcony and hop down. Vault
up on the south side and safety drop from one of the lower blocks down to the
room below. Go through the open double gates south into the large room. Turn
right and go through the north opening past the rail-guarded slope. Veer to
your right and go down the east stairs. At the bottom, to your left, is the
open trap door.
Hop down into the hole,
lower Lara down the crawl space there for SECRET
#11, and crawl east into a small cave for a large medipack and some revolver ammo. Continue east into the cave and
pick up the TRIDENT. Don't push your
luck; if you go any further you'll slide down into oblivion. Turn around and
crawl back to the alcove. Pull up to your right, stand with Lara's back to the
north wall and take a standing jump forward and grab the climbable surface. Climb
up and pull up into the passage at the foot of the stairs.
Go back up the stairs,
to the large room where you killed two ahmets, and through the open double gate
east. Cross to the north side of the balcony and pull up onto the tall block
there. Take a running jump (without grab) over the flaming wall torch to the
nearest branch east. A Tinnos wasp
immediately attacks from your left, so draw a powerful weapon and kill it. Hop
over to the NE branch of this tree and take a running jump and grab east to the
floating block. Pull up, walk forward to the edge and take another running jump
and grab to the left corner of the next floating block east. Don't pull up, as
the surface here isn't stable. Instead, release and grab the crack directly
beneath you, then shimmy to your right and around three corners until you can
drop safely down into an alcove. A flame blower has been activated nearby, so
walk forward carefully to the north wall and sidestep to your right beneath the
opening, just beyond the reach of the flames. When they subside, quickly pull
up to the upper area and you should avoid being set aflame.
Walk a few steps east to
alert a pair of Tinnos wasps. Draw the
most powerful weapons at your disposal and kill them before they get close
enough to push you back into the flames. When you've done that, hop over to the
rocks south and take a running jump without grab to the opening in the castle
wall. Upon landing you'll awaken a skeleton,
so dispose of it by either blowing it away with an explosive arrow or shooting
off its head with your laser sight combined with the crossbow or the revolver. Then
go to the south wall and pry off the third GOLDEN
STAR with your crossbow.
There's nothing else to
do here now (note the closed gate in the SE corner), so go back to the north
edge and take a running jump and grab the crack in the face of the floating
block. Shimmy to the right around two corners and drop back down into the
alcove. Go past the flame blower and pull up at the right moment as you did
earlier (if you're fortunate, the flames won't even appear until you've pulled
up safely). Walk to the NE corner and take a running jump NE without grab to
land on a ledge near the north wall. Run east and pull up into a hexagonal
opening in the wall. Step forward and pull the chain once to open a trap door
in the pool behind you.
Reverse roll, hop down
from the wall and jump into the pool. Swim down the open shaft. There's a
closed gate in the north passage, so swim east and take the left fork. Follow
past two sets of bars and ignore the holes leading down. When you reach the
intersection, turn left and swim up the ramp into a room with a patterned
floor. Make a hairpin turn to the right and pull the underwater lever. Swim
back down the ramp. If you turn left, the bad news is that you'll encounter a
dead end but the good news is that there's a handy air pocket. Fill Lara's
lungs with air and swim east to follow the passage back to your starting point.
Once you're suitably
oriented, dive back down and this time take the right fork east. Swim down the
first hole you encounter and swim straight across north. Turn right and follow
the patterned floor to an air hole. Pause for air, then continue to follow the
passage until you reach an upward shaft. Go up and find a second underwater
lever east. Pull it to open that gate in the north passage near the starting
point, so return there and swim inside. Follow to an air hole and be sure to
pull up on the south side to save yourself considerable grief. Pull up into the
alcove above and pry the fourth and last GOLDEN
STAR off the east wall. Jump into the water and swim up the nearby
shaft to get back to the outdoor pool.
Pull out and kill the
waiting ahmet. Pull up into the hexagonal
opening in the east wall and locate the north and south alcoves. Hop down and
insert two of your Golden Stars in the receptacles you'll find there. Return to
the pool area and vault up onto the block near the east wall. Stand at the
south edge and take a standing jump and grab to the low-hanging limb. Pull up
and hop over to the south limb. Walk out to the end and take a running jump
into the south opening in the castle wall. A harpy
is instantly alerted, so reverse roll while drawing a weapon and kill it. Pick
up the flares and jump back to the south
limb. Hop to the east limb and take a running jump from the end to a new
balcony of the castle. A skeleton steps
up to play, so either blow it up or behead it.
Go north, where you'll
find another star receptacle on a raised tile east. Insert one of your
remaining Golden Stars, then vault up onto the ramparts and take a running jump
SW toward a closed door. You'll find the last star receptacle in the small
anteroom east with the raised tile. Insert the fourth Golden Star and the door
to the west opens. Walk through the opening and take a running jump from the
edge into the next room lest you drop prematurely through the hole. Jump into
the SE alcove for some shotgun ammo,
then go to the SW corner of the room and pick up the CROSSBOW. Now you can return to the hole in the floor and hop
down into it. Depending on where you land, you'll either be standing at the top
of a slope or you'll immediately slide down that slope into an underground
area. Take a running jump and grab to the central pillar south, pull up and
then pick up the GOLDEN VRAEUS that
represents this level.
Take another running
jump south and pick up the revolver ammo.
At the same time you hear that a Tinnos wasp
has been alerted, but it seems to be in no hurry to fly to the attack. Take a
running jump back to the central pillar and dispose of it. Turn to face west
and take a running jump into the opening. Use the crawl space to access a small
open area where you can stand up, turn around and find a ladder. You can also
hear the crunching gait of a headless skeleton (unless, of course, you'd chosen
to blow up this skeleton earlier, in which case you wouldn't be hearing it at
all). Climb up into the alcove and pick up the small
medipack for SECRET #12. A
cut scene shows a door opening near a key. Pick up two stashes of uzi ammo and climb back down. Reverse roll and
continue crawling north to the next open area with a closed grate. Turn around
and activate the overhead jump switch to lift the grate, and pull up inside a
room you've visited before. Two Tinnos wasps
come to pay a visit, so kill them before proceeding.
Take a third trip to the
flame blower via the running jump north to grab the crevice in the floating
block, shimmy to the right, etc. Pull up past the flame blower (which once
again is dormant until you're safely out of reach) and walk out to the SW edge,
turn right and hop to the NW tip. Take a running jump west back to the floating
block, and go to the SW tip. Take a standing jump down to the floating block
south, a running jump SW to the next block and a running jump NW to the nearest
tree limb. Hop to the south branch and run off onto the ground. Go forward past
the south tree to the corner of the castle. Walk as far south as you can, then
turn to your right and take a running jump to the ledge running along the south
wall of the castle. You see an open door ahead, so run forward, hop up onto the
threshold and enter the small room to pick up the IRON
KEY.
Now you have to make one
final trip around the floating block circuit. Go back out to the front of the
castle, climb up onto the ledge that overhangs the opening, and jump to the
tree limbs and the floating blocks as you did earlier. You'll eventually shimmy
along the castle wall and pull up onto the ledge against the north wall. Step
forward through the open window and turn right to go up the stairs. Run past
the rail-protected slope into the next room south. Continue across into the
south passage and up the stairs to your right between the twin shallow pools. The
door there is open now, so enter and deal with the awakened skeleton. If you happen to fall into the deep
water you can locate a hole and swim back out to the twin pools. Hop over to
the west side of the room and through the dark opening ahead.
Hop over the raised tile
into the passage, and you'll activate a nearby flame blower. Insert the Iron
Key in the keyhole to lift the grate in the adjacent crawl space. Go inside and
pick up the second TRIDENT, then crawl
back out and time a run past the flame blower into the passage below and to the
left. Pick up the grenade gun ammo and
hop back past the flame blower. Run up the ramp past three more flame blowers
and onto a dark balcony with two Poseidon statues. Step up and attach the
Tridents, triggering a flyby that pans the flowing water below.
You can now choose
either of two routes to complete this level. However, using one of them will
cost you some pickups later. First, you can jump into the water and find any
suitable place to pull out onto the tiled floor, then leave this room via the
stairs to the east. Return to the main room, go up the west stairs into the
room with the fountain pool, and locate the open trap door near the west wall. Drop
down into the hole and you'll be taken back to Hidden Garden. Second,
and preferably, you can jump into the water and pull up onto the ledge at a low
spot near the SW corner. Turn to your left and hop up to a higher part of the
ledge. Walk east along the ledge until you reach the opening in the wall to
your right. Enter and slide down the slope until you hit the warp trigger that
takes you to a different part of Hidden Garden.
Level 1: HIDDEN
GARDEN (interlude)
You slide down into a
room. Pick up the shotgun ammo and uzi ammo on the tile to your left, and the small medipack and the grenade gun ammo on the tile to your right. The NW switch
turns off the burner tile blocking the exit. The SE switch closes the exit
door, so leave it alone. Go out and hop down to the partially submerged ramp. If
you're interested, you can go up the ramp and see where you would have come out
had you taken the first exit option described above. The gate in the NE alcove
would have opened, and you would have been met by an ahmet upon hopping down into the passage. You would also have
forfeited the goodies you found in the room you’ve just left. Jump into the
water and swim to the north side. Pull out onto the wooden walkway, then onto
the grassy bank, and run forward into the jungle clearing.
Turn right and go into
the temple structure east between the large columns. Turn left and run up the
short ramp into the fountain room you visited much earlier. Enter the east
opening and run up the stairs. At the top of the stairs turn right and see the
burner tile trap below. Straight ahead, a little above eye level, is a
hard-to-see brass ball in front of the face plate in the wall. Combine the
laser sight either with the revolver or the crossbow (normal arrows work just
fine) and shoot the brass ball to make it dance. Go back down the stairs, exit
this room and turn left. Right in front of the closed portal gate, high up in
the left corner, is another brass ball. When you shoot it the portal gate
opens. Go inside and you'll be taken to the final level of this grand series.
Level 5:
SERPENTINE GORGE
You're greeted by the
ominous sound of the portal gates closing behind you, mixed with crackling
thunder. Straight ahead is a smaller closed door requiring a key you don't yet
have. Go down the stairs and follow the passage past an opening to your left
(unless you wish to pause to enjoy the architecture beyond the bars). Continue
south and emerge on a torch-lit ledge overlooking a pool that makes the
nastiest scum pond you've ever seen seem like sparkling water by comparison. Actually,
it's not poisonous liquid at all, but wall-to-wall fire tile and therefore just
as deadly. The IRON KEY that fits the
lock you just passed is lying at your feet, but when you stoop to pick it up a
grate slams rudely shut behind you to prevent the easy return trip. At the same
time, the two blocks near the north wall erupt in flames.
Look up for the Velcro
strip in the ceiling. Jump up to grab it and monkey swing along it (you'll lose
camera control briefly on two occasions as you approach the flaming blocks, so
be careful) until you reach the west opening and drop down into the passage. Pass
by the closed gate on your left and pick up the small
medipack in the alcove ahead and some shotgun
ammo in the south alcove before going into the west alcove and
pulling up on the left side to the upper passage. You now have to pass three
flame tiles that are on a fairly tight timer. The easiest way is to stand at
the SE corner, facing east, then back flip onto the first tile, take an
immediate side flip to the right, and finally an immediate standing jump
forward and hit the ground running.
The gate ahead lifts
automatically as you run down the ramp. Hop down into the alcove you passed by
earlier and pull down the wall switch to open a trap door nearby. Reverse roll
and go to the edge of the opening to your right. Jump up and grab the ceiling,
and monkey swing back across to the east ledge. The flaming blocks are now
dormant, but the fixed camera angle continues to cause orientation problems. When
you're safely across, stand at the edge of the ledge, a little left of center,
and take a running jump with grab (to clear the low ceiling) to the short block
west. Take a running jump angled slightly left to the block against the west
wall. Turn around and take a standing jump SE to the block against the south
wall for some revolver ammo. Take a
running jump back to the previous block and turn to face east.
Take a standing jump and
grab to the green wall above the blocks, pull up until Lara's feet get
"set," and shimmy to your right and around the corner. Climb up
through the open trap door and pull up into an upper room. Follow the passage
to a crawl space and crawl down the ramp until you can stand up. Run the rest
of the way down the passage and safety drop down the hole at the end. Head
north down the lower passage, go up the stairs and locate the keyhole you saw
at the beginning of the level. Insert the Iron Key to open the adjacent door.
Drop down onto the
raised tile, step into the water and wade westward past two squares of dazzling
light. Pull up onto the block at the SW corner, step to one of the edges and
jump up to grab the hole in the ceiling. Pull up into a small chamber and
activate the overhead jump switch in the west alcove. A door opens elsewhere,
so drop back down to the raised block and continue north along the canal. When
the water gets too deep to wade you need to start jumping from block to block,
grabbing as necessary. When you reach the last block, take a running jump and
grab to the north opening, pull up and slide down into another watery area.
Locate a small opening
at the SE corner and swim along the passage until you emerge in a small room. Pull
up onto the raised tile and pick up some crossbow
arrows. Swim back to the previous room and climb up onto the central
face. Face east and take a standing jump through the cascading water to a
slope. Two sets of spikes will spring up during your descent, one on the slope
and the other in the water, so jump over them both and swim east past the two crocodiles into a new area. Veer to your right and
swim SE until you can pull out onto a ramp. Kill the crocodiles, but don't be
too quick to pull down the nearby wall switch.
First, face the north
wall and take a running jump and grab to the crawl space just above the water
line. Pull up into the passage and crawl until you can stand up. There's a red
gem in the alcove to your right, but bars block your way to it. Go through the
north opening and turn to your right. As you run around in a counterclockwise
circle, hearing doors opening and closing along the way, you realize you're
caught in the infamous revolving door puzzle. You can keep running in this
direction forever (the entrance door is now also closed), so after you've heard
the sound of a third door (either opening or closing), turn back and go the
other way. You'll soon come to an open doorway on your right. Go inside and
jump down into the hole. You can hear the sound of a nearby flame blower, but
don't worry. Crawl through the tight space, turn around and lower Lara down the
other side.
Release
and drop into shallow water. Wade over to the south end and climb the wall. When
you reach the top, shift to the right and pull up into the alcove. Pick up the SERPENT STONE and the gate to your right opens. Step
carefully past the flame blower into the south opening, lower Lara down the
other side of the crawl space and release to fall into the water. Flip turn and
swim to the ramp. Run up the ramp to the east wall and pull down the switch
there. A long flyby takes you through an underwater passage past a lifted gate,
and into a room with Shiva statues where you see two wraiths being released. It doesn't take long for the wraiths to
arrive, so when camera control is restored reverse roll, jump into the water
and swim NW to the area where you met the crocodiles.
There's a hole in the
floor to the left of the spikes in the next room. Swim down and follow the
passage south while the wraiths give chase until you reach the wide shaft. Swim
up and climb onto the block in the NW corner. Pull up on the west side and
slide down into the Shiva room. One (the NE one for sure) or maybe all of the
Shiva statues act as wraith magnets, so wait for the pair to implode and then
jump up onto the platform where the SW Shiva statue is located. There are two
crawl spaces in this alcove (and a set of dummy crawl spaces in the NE alcove,
which you can avoid). First, use the one on the right in the west wall, which
takes you to a passage with a wall switch at the end. Pull it down for an
uninformative static cut scene, then go back out and use the other crawl space
in the south wall. This one takes you up a ramp into a room with an irregular
tiled floor.
You don't have time to
look around, for upon entry you trigger a corkscrew ceiling trap that descends
slowly but steadily. Quickly cross the room to your left, locate and pull down
the wall switches in the SE and SW alcoves, then locate and pull down two more
switches in alcoves in the middle of the west and east walls. A gate is lifted
in the NW alcove when you've pulled down the fourth switch, so rush there and
go inside. Pause to pull down yet another wall switch at the entrance to open
another door nearby. Wait until the flames in the hole subside, then run across
the corner either to your left or right into the next room. When you run across
the gray tile at the base of the west ramp you'll trigger a pair of boulders,
so wait until both of them have passed by before proceeding up the ramp.
Don't get complacent,
because there are many more boulders to trigger before you reach the top of the
ramp. It might be a good idea to save your game here. Hop up the ramp backwards
until you trigger another pair of boulders. You can outrun them back to the
bottom of the ramp and take a right or left turn just before you reach the
flame hole. Go back up the ramp, hop backwards into the first opening on your
left (south) to trigger another boulder, run out into the passage and down to
your right to safety. The next part is trickier. Go to the now safe passage on
your left and face the opposite passage slightly up the ramp. Take a standing
jump NW into the opposite passage to trigger a boulder in the main west
passage. You also trigger a pair of boulders in the passage you just jumped
into, so quickly side flip to your left (you may need to turn a bit to your
left first so you won't hit the wall) into the main passage while the boulders
tumble by.
There are still more
boulders to trigger, so step (facing SW) into the next higher passage south to
release the final boulder in the main west passage. As soon as it passes by,
take a side flip to the right while the final pair of boulders come out of the
south side passage. All is now secure, so run the rest of the way up the west
ramp (noting the grenade gun just beyond the bars to your left) into a room
with passages to your right and left. You are now confronted with a couple of
block puzzles to obtain the second Serpent Stone (easy) and the secret leading
to the grenade gun (much more difficult). Many thanks to Harry Laudie for
the following solution.
Turn left and run
through the passage until you come to a block. Pull it back twice. Go back to
the starting point and run into the north passage. Push that block once. Turn left
and run along the revealed passage past a moveable block and make a cloverleaf
turn to the right. You're now facing a third moveable block south. Push it
twice into an alcove. Reverse roll, run to the intersection where you're facing
another moveable block, and turn right. Take the first left and pick up the
second SERPENT STONE. Reverse roll, go
back to the intersection, make another cloverleaf turn to the right and follow
the passage back to the beginning point.
Go down the north
passage and pull the block back once. Reverse roll and run down the passage in
the other direction until you reach the intersection with a moveable block
directly in front of you. Take a left and follow the passage until you reach a
dead end at another moveable block. Pull this block back once, reverse roll and
follow the passage back to the intersection. Turn right at the moveable block
and continue until you return to the starting point again.
Go down the north
passage and push the new block once. Use the crawl space to access a passage. Push
the block to your right twice. Turn to your right and push the adjacent block
twice south. (There's a place to your left where you could pull up, but ignore
it for now.) Reverse roll and go to the moveable block behind you. Pull it back
twice, then go around and use the crawl space. Stand up in the passage and
follow to a wall switch. Pull it down for a cut scene showing a trap door
opening elsewhere, then reverse roll and return to the crawl space.
When you can stand up,
run to the moveable block and push it twice. Turn right and pull the moveable
block there back twice. Return to the crawl space and crawl through until you
can stand up, then run back to the beginning point. Run down the ramp and turn
right into the second passage south (the one just before the hole with the
flame blower). Go all the way to the top, turn right and take a standing jump
forward. Take another standing jump into the rocky passage and turn right at
the bend. Walk forward carefully to the hole and slide down the slope a bit,
then jump off to grab the opposite ledge. Pull up and go left to the open trap
door. Drop down and use the crawl space north to access SECRET #13. Pick up the GRENADE GUN and wipe your brow. Have you ever
gone to more trouble getting a secret in your whole life? I didn't think so.
Crawl back into the hole
and stand at the SE corner facing the south wall. Using only the action and up
arrow keys, pull up and shimmy around the corner to the left. Pull up into the
passage and hop down the hole for a short cut back to the south passage. Turn
left when you've slid all the way to the bottom and return to the main ramp. Turn
left and run up the ramp to the beginning point of the block puzzle. Turn right
and use the crawl space at the end of the north passage. Run around to the
other side and push the south block once to access the exit passage above and
to your left. As you pull up you activate a series of swinging blades. Time a
run past the first one, then draw your crossbow and fit it with an explosive
arrow. Shoot the flaming basket SE and watch it blow up. Run past the second
and third blades to the east opening. Turn around and climb down the ladder. When
you're just above the spikes, take a rolling back flip and vault up into the
east passage.
Turn left at the
intersection and wind your way around to a wall switch and an alcove with some revolver ammo. The switch is timed, so save
before you pull it down. Reverse roll and run back down the passage. Turn left
and run past the swinging blade and into the east room just before the door
slams shut. Pick up the IRON KEY on the
floor grate and pull down the wall switch north to open the trap door. Jump
through the hole to land in the canal below. Head north and climb up onto the
first raised block. Take a running jump to the next one, a running jump and
grab to the one after that, and a running jump to the last one. Take a running
jump with grab to the north opening, pull up and slide down into the water in
the next area. Pull up onto the raised block and jump through the wall of water
east. Jump over the spikes as you did before and swim east into the next area. Veer
to your right and swim under the bridge where you pulled the wall switch to
alert the wraiths earlier.
There's a hole in the
floor of the dark passage where you'll find some grenade
gun ammo. Continue south into the open area and pull out on the left
side. If you're in an exploring mood, you can go past the tree to the left into
the passage, stand on the sandy first step facing east, and jump up to grab the
ledge above. Pull up and jump to the nearest branch of the tree. Hop to the
west branch and take a running jump NW to the top of the waterfall. Go inside
and hop onto the raised block for a spare LASER
SIGHT. On your way out, go through the opening on your left and hop
down into a rocky passage. Turn around and locate an opening under the
waterfall that leads into the castle. However, there's a closed gate at the end
of the passage, and you don't yet have the necessary key to open it.
Go back to the mouth of
the waterfall and take a standing jump SW to the first block against the west
wall. Turn to face south and take a standing jump and grab to the taller block.
Pull up, walk forward and take a running jump to the third block south. Turn to
your left, draw your crossbow armed with normal arrows, and locate three brass
balls dangling in the openings of the building east. Shoot all three of them to
open a gate below. Take a running jump NE into the water, then pull out on the
east side and make your way down the blocks south next to the building. Enter
through the open east gateway and kill the crocodile
that paddles toward you in the shallow water.
Bypass the crawl space
on your right for the moment and pull up onto the block ahead for the third SERPENT STONE. You hear the padding footsteps of
another crocodile, so draw a weapon and
stay where you are until it appears. Kill it from your position of safety, then
hop down into the water and use the crawl space to pick up some uzi ammo, flares and a small medipack. Go back
out and exit through the open gateway. You now need to get down to the valley
floor west. Stand at the NW opening next to the waterfall, step forward and
start sliding down. Jump off before the spike trap below is sprung, and you'll
bounce off two slopes and land on the lush jungle floor.
As you enter the area
west you'll trigger another spike trap just to your right. Draw your revolver
and step further west to alert a couple of tribesmen.
They can only be killed with shots to their chest, so endeavor to engage them
face to face. The second one to attack drops the fourth SERPENT STONE, so pick it up and go through the
south passage from whence he came. Two more tribesmen
come to the attack, so be ready for them to appear. Jump into the water just
beyond the large tree and draw out two crocodiles.
Pull out on the east bank next to the tree, kill them and jump back into the
water. Locate and pull the underwater lever on the other side of the
easternmost underwater block, which raises this block so that you can surface
and pull up onto it.
Take a running jump and
grab south to the opening in the wall. Pull up and find that a grate bars you
from entering at the moment. Turn around and take a standing jump back to the
raised block. Take a running jump to the east bank and go to the second pillar
in the north valley. Pull up to the top and stand at the NE corner. Take a
running jump and grab to the left corner of next pillar NE, making a midair
curve to the left if necessary, and pull up. Take a running jump to the pillar
against the north wall and turn to face east. Take a standing jump and grab to
the ladder and climb up to the top. Shimmy right and around the corner, and
pull up. Lara will slide back down, so grab the edge and shimmy to the right
before her feet can become set. Pull up onto the grassy ledge and turn around.
Take a running jump
across the valley and grab the right corner of the ledge against the south
wall. (Adjust your position as necessary to keep Lara from stumbling during the
hop back in preparation for the jump.) Pull up onto the triangular ledge, turn
to your left and take a standing jump forward. Walk to the SE corner next to
the wall and take a running jump across the gap. If you happen to miss and fall
down into the hole, the builder has graciously provided a ladder so you can
climb back up. Jump forward and cross the shallow water to your left. Use the
blocks north to climb back up to the east bank with the large tree. Jump into
the water, swim across and climb out onto the NW ledge, then pull up onto the
block to your left. Take a standing jump and grab to the next block, pull up
and take a running jump to the third block, all as you did earlier.
Face slightly left of
due west and take a standing jump with grab to land on the green ledge
underneath the bridge. Jump up to grab the sticky undersurface and monkey swing
south to the other side of the valley. Veer to your right near the end and drop
down onto a grassy surface in front of an opening. Go inside and use the crawl
space to access a short passage. Climb up the ladder to your left and pull up
into a passage. Hop down into the shallow water and turn left. Wade past some
broken columns and run into the north opening where you'll find some submerged
stairs. Swim into the next room and down the hole next to the north wall. Pull
the underwater lever at the end of the passage and swim back to find that a
block has been raised in the previous area. Climb up onto it and pull up
through the hole in the ceiling into the room above.
Take a running jump with
grab to land inside the dark west opening and locate the wall switch ahead and
to your left. Pull it down to open a nearby door. In fact, it's just beyond the
bars to your right. However, it's going to take you some doing to get there. Slide
back down into the water and swim through the south opening. Walk out onto the
bridge and pull up onto the ledge to your left. Stand at the middle of the back
edge and face the tree NE. Simply run off the edge and you'll land on the
pillar below. Take a running jump north into the water and swim into the
underground area. Veer left and continue NW until you reach the spikes in the
next chamber. Avoid contact with the spikes and swim down the nearby hole in
the floor. Follow the passage and swim up the wide waterfall shaft. Pull out
from the NW block and slide down into the Shiva room.
Hop up into the SW
alcove and use the left crawl space in the south wall. Follow the passage up to
the corkscrew ceiling trap room, and vault up into the opening on your right in
the north wall. Hop down into the water below and wade around the first block
to avoid the glare. Pull up onto the next block north and take a running jump
to the next one. Then a running jump and grab to the next one, a running jump
to the last one, and a running jump and grab to the opening in the north wall. Pull
up and slide down into the water in the next room. Swim through the narrow
passage in the SE corner and follow until you reach the cozy chamber. Wade out
and exit through the south opening into the upper waterfall area.
Each of the high
structures at the corners has a hole into which you can jump. To access the one
in the NW corner, for example, I went to the west wall, faced the structure at
the left corner, took one step back, and from there a running jump got me
inside where I found some uzi ammo. Repeat
this procedure for the other three structures and you'll find shotgun ammo (SW), revolver
ammo (NE) and the BRONZE KEY
(SE). Jump into the water and swim down through the hole in the floor. Follow
the passage to the spike area, turn right and swim east into the larger area,
go under the bridge SE and emerge in the outdoor valley area. Pull out onto the
east bank and make a hairpin turn to the left into the rocky passage. Locate
the north passage you investigated much earlier and go inside. Use the Bronze
Key in the keyhole to open the door behind you.
Enter the next room and
run down the ramp toward the giant serpent shrine flanked by two Shiva statues.
Two tribesmen are alerted, so put that
revolver to good use. The pool in front of the serpent holds nothing of
interest, so go behind it on the left side to the passage in the NE corner. Follow
the passage up some stairs that lead to another pool. This one is occupied,
however, so jump in to alert a crocodile,
then quickly climb out and kill it. Jump back in, light a flare, swim under the
green block and locate the fifth SERPENT STONE
in a partially-obscured west alcove. Pull out of the water and return to the
serpent shrine.
Run around the serpent
on the right side and note the keyhole. Don't use it yet, however. Go to the SE
corner where you'll find a pair of closed doors. Standing at the base of the
short ramp, facing the doors south, take a back flip to the serpent and jump
off to grab the ledge above. Pull up, turn around and take a running jump to
the serpent's back for SECRET #14. Pick
up the large medipack, the revolver ammo and the
crossbow arrows, then slide back down on the south side and use the
Iron Key in the keyhole to open the SE doors.
In the next room you can
see the sixth and final Serpent Stone in the grated east alcove. On either side
of the alcove is a dark square. The four blocks in the center of the room can
all be moved. Push and pull the NE block to the dark square to the right of the
grated alcove, the SW block to the one on the left. Both blocks are raised to
the level of the ledge along the east wall. Pull and push each block onto the
outside gray tile in the corner of the room, and the grate below opens. Hop
down and enter the alcove to pick up the SERPENT
STONE. There are two receptacles on the south wall of this room and
one on the west wall. Insert three of your Serpent Stones and watch the cut
scene after the third one has been placed.
Exit this room through
the north doorway and run around the serpent shrine to the other side. Run up
the stairs NE to find that the pool has been drained. Take a standing jump to
the block, then a standing jump and grab to the south ledge. Pull up and run
forward. Locate three more receptacles in the alcoves to your left and insert
your remaining Serpent Stones. Continue up the ramp south, up the west stairs,
across the upper ledge and through the opening, down the stairs north and turn
right to face the serpent shrine. The flames in its mouth are now out, so take
a running jump east and grab the ledge. Pull up, lower Lara down the other side
of the crawl space and release to drop a long distance. Turn around and pull up
into the east alcove for the GOLDEN VRAEUS.
You hear the sound of a door opening, and a cut scene reveals that its location
is deep within the valley where you've already been.
Reverse roll and pull up
into the west alcove. Climb the wall back to the crawl space and pull out onto
the ledge. When you do so you're greeted by a couple of wraiths, so stand up and run off the edge into the
pool below. By the time you pull out the wraiths will already have been
attracted to one of the Shiva statues, so wait for them to implode against it
before moving on. Run up the ramp west and follow the passage back to the
opening beneath the waterfall. Stand at the edge and take a standing jump SW to
the first block. Make your way south along the blocks as you've already done,
and when you reach the third one stand at the SE corner and take a standing
jump with grab SW to land on the ledge beneath the bridge.
Walk out to the
southernmost tip, turn to face the wall NW and run off the edge. You'll slide
down the slope below, so grab the edge, shimmy to your left until you're over
the green ledge, release and slide down to the valley floor. Run west and then
south past the pillars to the water's edge. Standing just to the left of the
tree, take a running jump to the raised block in the water and turn to your
left. Take a running jump and grab to the south opening and pull up. Run
forward through the open gateway as Lara's theme music plays, and climb the
ladder to your right. Pull up and run forward to be taken back to Hidden
Garden.
Level 1: HIDDEN
GARDEN (finale)
You slide down to an
opening that overlooks the jungle clearing. Step out onto the roof, turn left
and go to the south edge. Take a running jump to the ledge, hop back and safety
drop with a slide to the ground without losing any health. Go south and jump
into the water. Swim west through the opening and turn to your right once
inside. Follow the passage past the debris and run up the ramp on the other
side when you're able to stand. Turn right into the opening between the
Horseman's Gems and drop down through the hole in the floor. Go into the north
opening into the next room and locate the alcoves in the east and west walls. Insert
a Golden Vraeus in each of the four receptacles, and the doors in the north
wall will open. Pull up on either side and hop down into the next room, bid a
fond adieu to Hidden Garden and drop into the hole in the floor to end your
saga.