The Quest of Gold 14-17:
“Saint Francis
Levels”
Levels by TC14.
Walkthrough by D&G
Productions.
Story :
After taking the
Essence of Nature in the Indians' Mystic World, Lara has a dream while the
light beam takes her back to the real world.
She now has to grab
other Gold Artifacts to save the Tribe (and the world) from a terrible curse.
Several weeks after
retrieving the Dragon Claw in Korea, Lara has another mystic dream in which
she’s told to go back to the place where she first met an old enemy, so as to
use him to enter an ancient sanctuary in southern Europe. She immediately
thinks about our friend Pierre Dupont…
Level 14 -
Mountains of Saint Francis.
3 Secrets.
Coming from the previous
level (Wrath of the Dragon), a cutscene will start this level series. Pierre
finds his way through the Canyons and will wait for Lara in a small valley. (Could be lara’s hand is a bit strange after the
cutscene when Lara had a flare in hand at the end of the previous level, take a
new flare and throw it to get things back to normal.)
After the cutscene Lara
has to go W the same way as Pierre, pick up the 4xFlares in the passage
and follow the passage to a monkeyswing over a deep cave. Only problem is the
opening at the other end of the monkeyswing closed off by the earthquake. So
instead of using the monkeyswing, grab the wooden wall to the right, go left
around the corner and climb down, backflip over the fence with the Spikes
and go up a ledge left of the fence and go use the switch in there to open up a
gate near the monkeyswing. Now for getting back up;
- The expert way is to
time the Spikes (yes I did it), runjump over the fence and quickly jump/grab up
to the same ladder, climb up and left to the opened gate.
- The normal way is to
go into the SW corner, face N and stand one step away from the slope behind
you, then backflip jump from the slope and grab the wooden block to get back up
to the monkeyswing, go over to the climbwall and climb left around the corner
to the opened gate.
Follow through and
safety drop out of the passage into the valley with the Boulders. Drop down and
face S, run to that block standing in the waterfall to the left, stop there
while Boulders drop all around you. Now go W and slide off the waterfall, get
into the water below. Look under the waterfall E for a narrow triangular gap to
swim through and find Secret #1, 3x
Revolver Ammo, a MP and a Secret Rose, swim back out and wade
to the SW corner where you’ll find a switch on the N side of the pillar, Lara
will look up to the door opened there. Go climb the rock in the pool and
runjump to the broken bridge W, follow up N and runjump to the bridge NE, aim
past the block and turn around to jump/grab up to the top of the block W,
runjump SW to the ledge and follow with a shimmy past that nasty plant and come
to a crawlspace, crawl out backwards and shimmy left around the corner to a
slanted grassy ledge, pull up there and backflip to a bridge, head E and
runjump straight down to that open door.
Follow the S passage
through till you meet Pierre in a small valley, let him lead the way (into
tunnel S) and come to a pool near a house. The door over the bridge is closed,
dive left (E) into the pool and look for a small triangular opening under the
waterfall, swim through and in the room with the furniture you’ll find a switch
on the wall, opening up the door to the house. Go swim back and climb on the
bridge, head into the house and follow him into that passage SW, go up to where
you can jump across the room onto the wooden ledge and wait till he opens up
the door for you (you may have to go to the door before he does that), go in
and follow, climb up left and head to the right and around the corner to where
you will look out over the pool at the house.
Just around the right
hand wall is a small wooden platform, runjump with a right curve and land on
it, runjump/grab to the roof of the house and grab the edge upon sliding off. Shimmy
left and pull up to backflip to another wooden platform. Hop up into the
opening E and go NW in the small cave with the closed gate, drop onto the
wooden walkway N and go to the W. Runjump to a small part of the walkway W
(mind the wooden block above) and climb onto the waterfall N, go in and follow
up to a switch, throw it and watch the cutscene.
Pierre will join you
there and makes his way back to the opening you came from before, but before
you follow him you can pick up a Secret in the cave he just came from through
the gate W, go in and get Secret #2, 2x
Revolver Ammo and a Secret Rose. Now you can take 2 routes to where
Pierre is waiting:
1: Go back up E and down
the waterfall, jump E over the blocks and drop down to enter the small cave E.
2: Go S from the Secret
pickup and left to where you jumped to the small wooden platform before, take
the same route, jump to the roof, shimmy and backflip to the platform behind,
jump up into the opening E to enter the small cave.
Go into the gate SE and
follow all the way to the top level of the place, there’s a bridge leading to a
closed door, go right around the corner and hop into the building SW, throw a
switch near the closed gate and go back out, over the bridge to the now open
door.
The Waterworks.
Dive into the water at
the waterwheel and swim S, get out on the shallow part on the right hand side
just after the plants and grab the ceiling to get onto the steep S bank, go
into the garden beyond and look along the right hand (W) wall for a hidden
crawlspace, go in and come to a room where you can throw a switch to open an UW
door near the waterwheel. Go back out to the garden, head to the waterwheel N
and swim into the open door N to a room with Wine barrels and Burners.
(Challenging:
Time the Burners and make your way through to the back),
(Easy: Or crawl along
the right hand side of the room to the back).
Get to the switch in the
back and throw it to open a gate in the S wall of the Garden. Get back past the
barrels and swim back to the waterwheel, go S again to the garden and find the
open gate in the S wall. Into the gate and throw the switch to get the water
running so the wheel will start to turn and a gate opens in the building where
Pierre is waiting.
Optional
for a Secret: Go back to the waterwheel and swim into the open UW door again, this
time go straight where the cave-in is now gone, get Secret
#3, a Secret Rose.
The Maze.
Swim back and climb out
at the wheel. Head out W, over the bridge and hop into that building SW, follow
in and go left where possible (if you happen to lose track of your guide),
you’ll pass a blue door and at a second plant pot go right and there’s another
door he will open for you. Throw the switch behind that door and go back
following after your guide to go through the other blue door (near the second
plant pot left), go straight and a bit right into the passage and follow to the
W side and left to where Pierre is waiting. You have to use a monkeyswing to
get across the pit. Another gate will be opened for you and you have reached
the Omega room. Go to the gate in front of the crawlspace W of which only
Pierre seems to know the opening code and a flyby will show you how the gate is
opened for you. Get in and get 4x Flares, drop from the other side to get to
the next level.
Level 15
- The Hall of Legends (part 1)
3 Secrets.
“Quest for the 10
Legend Keys.”
Go through the passage
to a lower corridor and turn left (to the right will be visited later), follow
the passage and a flyby will show you the Hall of Legends, several switches,
protected by fire, proceed and when you enter the hall, 2 Ancient Warriors
will attack. Take care of them and head into the passage S, up the steps and
where you’ll go into the bright light is a closed gate E (you’ll exit from there
later), so climb up N and follow to a large balcony overlooking the hall, the “S
balcony” from now on. To the W is a passage to be visited later and on the
S wall are 3 Colour switches, protected by flames. For now go to the
fence NW and runjump/grab to the roof on the pillars in the Hall (aim right of
the column). Go over to the NE corner and runjump over the fence N to the N
side balcony ( “N balcony”). To the E is another closed gate and on the
N wall the “Blue/Pink switch” as I will explain later, don’t use it yet
or the order of the walkthrough will change. Remember the route up here as you
will be back here a couple of times.
Head into the passage W
and to the right are some rooms with closed doors (same kind of rooms as on the
S balcony, all for later). Follow the passage all the way to the end and get a
cutscene of the Blue/Pink switch, there’s a Pink block in the W wall and that
lever will open and close the passages on the Pink and Blue blocks throughout
the Hall of Legends (there will be more of those later, switch up is Blue,
switch down is Pink). For now go back a bit and climb over the Blue block
into the room behind it, the Poseidon gate will open for you. Slide down into a
pool, swim through the tunnel N and climb up at another steep passage, slide
down into Poseidon’s Domain.
Level 16 -
Poseidon’s Domain
(Blue/Pink
switch is in up position)
Timed Entrance doors,
door I.
Wade through the shallow
water to the block E and climb it, to the W is a closed (Timed) door. Save at
the switch and pull, turn left and run with a left curve off the block, run
close along the right hand (N) wall and jump over the (steep) deep part at the
last moment so you can keep running and curve a bit left into the still open
door. Immediately start shooting a huge Rat, go to the ladder on the S
wall and up into the passage above, follow to where a Rat shows up. Shoot
it and go left to a button, push that to open a gate in an UW tunnel and draw
guns as another Rat will be on it’s way. Get back to the lower tunnel
and look for a hole in the floor NW of the ladder.
Door II.
Swim through to an other
part of these entrance tunnels, climb out S and save at the switch (the fence
looks out into the previous room), left (N) of the switch you can see another
Timed door, this one is tricky. Pull the switch and turn left, standjump N over
the hole and immediately start sprint before you hit the deeper water, Lara
will sprint right through the door before it closes.
Secret Hall. (because there is one)
Go through to a high
Hall, into the NE corner and dive to the UW lever there (very shot screen of a
Secret Rose). Save and pull the lever, roll and get back fast, go sharp right
around the corner while a Croc nibbles at your feet, you can climb up
onto the grassy ledge from facing E and then shoot the Croc (or you could shoot
it from standing in the shallow water near the wall). Face E and look up to
grab up to the lowest part of the waterfall above (only use Ctrl). Looking NE
on that waterfall you can see a balcony with a Secret Rose, still protected by
Flames so we’ll have to get that one later. Look NW and spot the door you
opened, from the waterfall ledge (standing one step on the lower part) you can
do a right curved runjump with grab at the last moment to get into that
opening.
Push the button in there
and Spikes will retract on a pillar behind you, turn around and grab the
monkeyswing to get to that pillar, drop/grab to climb it and from the pillar a
runjump/grab to the waterfall left SE, shimmy left to the flat part and make
your way up into the SW corner, at the long steep waterfall you can jump/grab
the climbwall NW and go up to the top ledge, hop to the E to get the ½ MP
and then jump back to jump down to the N walkway below. Climb up the ledge N
and shoot the Rat, runjump E and look for the ledge behind the hanging
pillar NW, a well aimed runjump with a right curve to the closest corner will
get you there, jump/grab up NW into the ceiling and climb over to the lower
passage N, look for the passage up NE and follow in to where you look out into
Poseidon’s Hall.
Poseidon’s Hall.
The Flyby shows you
around and 3 Rats sing their song, finish them off before you go down
onto the grated floor, to the W is a Keyhole, to the NW a closed door. Look N
for the hole in the floor where you can drop down to the pool below, quickly
swim to the low ledge NE and climb out (I have no
clue as to when Crocs are triggered, so watch out in this Hall).
The Cistern Key.
Take care of the Croc
(or 2) and then dive in to swim SE, into a tunnel in the corner near the
bottom, leading you to a dark place, there is a Spike protected switch and a
pedestal SE where you’ll find the Cistern Key.
To the Flood switch. (screenshot for some directions)
Get back to the Hall and
onto the NE ledge, runjump SW, then runjump/grab to the opening with the closed
door W, turn around and do a banana jump right around the SE corner to the
ledge S, from there a jump/grab SW up to the block on the W wall and jump/grab
to the S to a climbable wall on the block in the SW corner, (remember the next part) go up and turn left to
runjump/grab E to the “S balcony” , go to the E side of it, turn left
and runjump/grab the pillar N, from the pillar a runjump/grab with a right
curve NW to grab the grated floor above.
Go to the keyhole W and
open that door NW with the Cistern Key. Turn right and runjump/grab to the open
door, get in and shoot that Rat, that door N is a Timed one, the switch
is in the passage to the right, head up the passage and hop over to the blue
pillar with the switch. Save in front of it, light a flare and pull, roll and
run with a bit of a curve over the ledge (or the run will be too short due to
the switch behind you) and hop over the gap, run in and curve left off the
ledge, run left and sharp right through the open door.
The Flood switch,
High Level.
On the N wall of this
small room is the “Flood switch”, protected by Spikes. Go to a
button on the W wall and push it to stop the Spikes, a trapdoor opens up
somewhere and the entrance door closes up. Go to that Flood switch N and throw
it to raise the level of the water in the Hall, those ledges were floating as
they went up too. Go to the closed exit door and it will open again on
approach, dive down and swim to a ledge near the door in the W wall.
Climb out and shoot all
visible Crocs, then swim down SE into the same opening you went in before,
this time you can climb onto a ledge in that small room where you got the
Cistern Key before, on the back of the pillar is a switch, lowering the Spikes
at that (now flooded) switch below the floor you’re on. This switch is for
later when the place is drained again. Swim back to the Hall and over to the NW
corner, a bit below the surface is a slanted tunnel you can swim into now (screenshot), there is another Croc, so
get out to shoot it from the low ledge W and swim back in. Hidden behind some
plants in the NE corner of the flooded room is an UW ceiling lever, opening up
a gate in the NE corner of the Hall. Swim out of this room and go left.
Remember
this route:
Swim into the “N
room” (just over that balcony) and up in the NW corner against the left
hand wall, there’s a slanted sandy ledge, pull up facing N and backflip/roll
with a hard right curve to land on the floor next to the plant pot. Go out on
the balcony and face E, if you are carrying a flare, first drop it and grab the
grated monkeyswing, drop/grab to the balcony where the gate opened and turn
around to grab up to get up onto the grated floor and go W, hop over the gap
into the opening W and come to a room with a fenced of pit.
Hop over the fence into
the water below and swim to the UW lever N, it will open an UW gate somewhere. Swim
out through the tunnel E and follow up to where you can climb onto a ledge,
grab up to the crack E and shimmy left to get back to the room (well be back on
this ledge with the crack to get a Secret later), go left and left out to the
Hall.
The Flood switch, Low
Level.
Swim back out and make
your way back up to the Flood switch, start on the low ledge W and jump the
floating ledges to the SW corner, then to the balcony, to the pillar and up to
the grated floor where the Flood switch is located in the room NW. Throw it to
get the level down again and go out of the room, look down to where you can
dive into the pool below (not on a ledge of course).
Swim to the blue floor
part in the bottom (left of you) and swim down into the opening in the blue
floor, into a triangular opening N and right around the corner through the door
you opened into an UW chamber with an UW lever (with Spikes) keep right and go
right around the next corner and left into the SE tunnel, walk up the floor and
get the Revolver Ammo there, turn around and walk back a bit till you
can take aim on the Target ball in the flooded tunnel W. The Spikes at the UW
lever will lower so swim back and right to use it and lower Spikes at an
UW lever in the Hall (you might have seen it already). To the left of you is a
tunnel leading to a room where the Tridents will have to be used later. You
could take a look if you want, but now you really have to get back up, so roll
and swim W to get back to the Hall.
Swim to that corner
tunnel SE where you can now go in and look for the (formerly Spiked) switch in
that dark room and throw it to open a door in the W wall of the Hall. Swim back
to the Hall.
Opening up doors.
Swim to the ledge NE and
jump to that open door W. To the left a closed gate (exit later) so go right
(N) and follow to a plant pot. Turn around and grab up to the climbwall,
upstairs a Rat will meet you. Then go S, climb up to a higher floor and
turn around again to spot the ladder. Go up and traverse to the right as far as
possible, then backflip off (no roll) and slide/jump curved hard to the right
to land next to the flame. Push the button S and stand facing N at the left
side of the flame. Standjump/grab over the left side of the flame tile into the
passage beyond and go out to the hall with the door that will open for you. Don’t
go out yet but look for a ½ MP in the alcove N (next to the plant). Head
to the passage S and look down into the shaft, Spikes, so it seems this one is
for when the place is flooded.
High Level:
Get back up to the Flood
switch, this time you can use that ladder on the E wall near the NE ledge to
climb to the open trapdoor above, backflip and follow the passage into the room
with the Flood switch. Throw the Flood switch to get the water level up again
and dive down into the water, swim to that pillar NE and find the UW lever on
the E side.
Throw it and see the UW
door next to you open up, swim in and to an UW door in the N wall. Open it up
and swim back as the rest of the action here will take place when the place is
drained (use a button and a switch in these rooms later). Swim right into the
Hall to climb out on the ledge W at the opening you came from before, hop into
the opening W and inside go left to that shaft (left of the fire) and dive
down, stay high in that room and swim along the E side to avoid the Spikes
below and look for the UW lever behind the open door (A door opens S in the
Hall).
Trident #1.
Swim up to the ceiling
and into the shaft to get air. Face N and swim down to the exit, turn left
after the door into the W end with the plant pot and swim up to the ceiling in
the end to look for a tiny triangular hole in the left corner, swim through and
follow to the end where you can swim down to the 1st Trident. Swim back
out to the Hall.
Trident #2.
Make your way over the
ledges to that open door S, on the last ledge take one step back and standjump/grab
into the opening and follow in to a room with Swinging Blades (Could be
there’s a Croc in the pool, it depends on where you hop over the fence,
you can climb out on the SE pillar to shoot it). Hop over the fence and swim
through the pool to the W, under the ledge with the Trident is an UW ceiling
lever to stop the Burner on the ledge. Swim straight back E and right around to
the pillar SE and face W to climb it, stand on the NW corner ands face N, time
the Blades to do a runjump/grab to the block N, shimmy right around the corner
and pull up. Go stand here and time the nearest Blade, I started the run when it
was left and about to move right again curve left and when you land on the
Spike ledge, a left curved standjump through to the balcony with the 2nd
Trident. Hop over the fence and swim back to that pillar SE, climb it again
and runjump past the Blade to the balcony E, go back out to the Hall.
Jump to the ledge in
front of the opening and to the corner ledge SW, go up to the Flood switch by
using the same route as before.
Low Level: a Secret
and the 3rd Trident.
Optional
for a Secret: After the climb up to the Flood switch to lower the level again,
you can dive down and climb the ledge NE, jump W and go up to the N balcony, go
right inside and through a passage to the back of that Spike-trap. Light a
flare and face the left side of the Spikes, stand back to the wall and turn
slightly right. Time the Spikes and standjump into the opening when you expect
them to go up. Runjump sharp right out the other end, grab the floor W and go
out SW to the balcony. If you are carrying a flare, first drop it, then use the
monkeyswing like before to get to the gate NE, go up the grated floor. Go W and
at the end a jump over the gap into the opening in the wall, go in to the room
with the fence around a pit, head right and into the passage right, drop/grab
backwards into the shaft you came up from before and shimmy right around to a
ledge with
Secret #4, a
Secret Rose (this one can only be taken with the water level down). Go
back and to the Hall and hop over the gap to the grated floor, go E and look
for the opening in the fence to the right.
Without taking the Secret
you can just go to this opening after climbing up to this walkway to the left.
Standing in the left
side a standjump/grab to a pillar SE, climb over the top and from standing on
the S edge a standjump/grab straight S to a monkeyswing under the grated floor,
swing S to the pillar to the right and drop/grab to get onto the ladder, go
down till you can drop/grab to a ledge. Climb up and stand on the NE corner,
hop back runjump to the ledge (with the Spikes) behind the pillar NE,
(start run when the Spikes went down and wait a millisecond) landing on the
nearest corner so you can do a running jump with a left curve to grab the
opening N and go in to shoot a Rat. But that’s not all you can do there,
go to a button SE and push it to extinguish a flame in a passage (short
screen). Now climb through the open UW door N and throw the switch W after
shooting another Rat. A door opens E and the 3rd Trident is
yours. Go back to the Hall, dive down and climb out on the ledge NE to get back
to the Flood switch using the ladder NE, throw the switch again to get the
water level back up.
High Level: The Torch
and the 4th Trident.
Hop down into the water
in the Hall and up get to the SW corner ledge (jump there from the ledge W) and
get up onto the balcony S, turn SW and spot the opening in the wall a bit
higher up, do a left curved runjump up into the opening and find the passage
where the flame went down, in the room beyond are some Torches, pick one
up and go out to the opening overlooking the Hall, run out sharp left to end up
on the SW corner ledge, jump the ledges to the opening in the W wall (last jump
a left curved one) and inside is the only flame in this place. Carefully light
the Torch and make your way back to the Hall, hop out to the right hand ledge
and runjump NE to the ledge on the blue pillar under the waterfall, then hop N
and from that one you’ll have to use a trick move, see the pillar NE, the
slanted front of it? Stand on the NE corner of the ledge, face the pillar and
take 2 steps back, Save and standjump onto the highest point of the slanted
part on the pillar and if all goes well, Lara will slide back into the water
with the burning Torch in hand!! Swim to the SE along the E wall and turn left
into a sloped passage.
Walk up the sloped
passage and in the next room are 2 grated floor tiles, stand on a corner and
carefully light those tiles, leave the Torch go into the open door. Shoot the 2
Rats and on the floor of the room is the 4th Trident. Get out of the
room and swim to the N, get some air and dive down into that opening in the
blue floor, go N and through the opened door, left at the UW lever and into a
tunnel going up and down and up again to the room where the Poseidon statues
are. Place the 4 tridents and the door N opens up.
Go in and straight at
the crossing into the next room, there’s some Revolver Ammo in the
shallow water E, fill up your Waterskin while you’re there and the go look for
the Target ball in the NW corner, shoot it and a door opens in the
passage W, to the right, go in and climb up left just past the door, follow the
stream to the right and shoot the Rats, look around the left corner for
a switch opening up the Timed gate SE.
Timed Gate.
You won’t have much time
here, so save at the switch, pull and backflip roll, immediately start sprint
curving a bit left after the first fence, curve right around the second and aim
for the right hand side of the gate (that side is open longer).
The Cistern Key.
Follow to a shaft and
face N, jump/grab up and pull up. Backflip and jump again to land on top of a
waterfall, throw the switch there and see a shaft filled with water (the one up
to the Poseidon statues).
Hop into an opening up
right of the switch and follow down a slide back to the N room of the Hall, if
you didn’t get it yet you can pick up a ½ MP straight ahead and go
sidejump right over the fence, swim out to the Hall and down into the hole in
the blue floor, follow to that shaft leading up into the room with the Poseidon
statues and look on the grated bottom of that shaft for the hard to see Cistern
Key.
Climb out to the room
above and hop up E, go right this time and open the door with the Key, runjump
straight into the passage, landing just past the burning tiles and grab up to
the ledge with the Bowl, put the water in it and that grey tile below will open
up, just hop back grabbing the edge and let go. Surface for air and save before
you dive down.
Wet Boulder Surprise.
4 Underwater Boulders in the next room will make
things pretty tough, on of the objectives is to open that nearby UW gate (if
you want the Secret that is, swim right around the corner when Boulder #1 moves
left and swim as high as possible against the wall and to that UW ceiling lever
(screenshot), stay high and don’t move till
Boulder #2 moves away to quickly use the lever, swim a bit forward and up
against the wall/ceiling again and when Boulder #3 moves away you can roll and
swim back to the front room (you have to wait till Boulder#1 moves away to swim
after it) and the now open gate left (if you need it you can first go for air
NE), pick up Secret #5, 3x Revolver
Ammo, a MP and a Secret Rose. Go get some air again NE and
now swim right or left through the ceiling/wall corner past all 4 Boulders and
into the back of the room, right through the tunnel to the next room. To the S
is a Swinging Blade, but also some air and a bunch of levers.
UW Puzzle and another
Secret.
Throw the UW lever (1st)
NW to open the gate SW, swim into an alcove E of the Blade and throw an UW
ceiling lever (2nd), swim out and to the gate SW, through the narrow gap under
the gate into the next room S, and go up for air, spot the UW door W and open
it, go in and use the UW ceiling lever to stop some Spikes at an UW
lever E, swim around the central pillar and into the opening to use it, the
Blade in the previous room will stop, but it has to stop well away from the UW
door left of it, so if it is not in the right position, use the lever again. Watch
out for the air supply though. Then swim back to the room N through the gap
under the gate NW, look for the UW door W of the Blade and open it to use the
UW lever there. Doors open up just over this alcove, so swim out and up and go
into the room you’ve visited before.
Wade or runjump to the W
and right around that grassy ledge again, climb the waterfall one more time and
jump up onto the balcony NE to get Secret #6,
a Secret Rose. Go back down to the doors E and before you leave you’ll
have to fill the Waterskin again. Go down into the pool and swim SW through the
gate again. Climb the ledge on the central pillar in the S room and put the
water in the bowl.
Small UW Maze and a
Giant Demigod.
An UW door opens down S,
hop over the bowl, swim in and up over a plant pot, in the next room into the
tunnel up left and keep going left and swim up through an opening in a room
with a fence, Save there and stay high and time the Spikes (there’s an
UW lever for later) to swim left out of that dangerous place.
Swim around a structure
to the W side and climb out, there’s a Giant Demigod, it is possible to
shoot him, about 3 point blank rounds of the Shotgun and then run away. One
time I couldn’t drop him so I just did it without killing him. On the corner
pillars SW and NE are 2 buttons for a gate in a monkeyswing. Runjump from the
floor onto a ledge E and runjump with a left curve around a fence to land on
the block N, grab the monkeyswing and head to the ledge with the Crowbar lever.
Throw it to raise a platform in the SE corner of the pool, swim over there and
climb out to jump/grab the ladder to the roof of the structure.
The 1st Legend Key.
Shoot the 3 Rats
and use another Crowbar lever to lower the Spikes back in the tunnel you came
from before, dive down and swim under the structure from the S side and use
that UW lever just around the corner, a gate at the roof opens up. Swim back
and get back on to of the structure. Jump to the ledge N and throw the switch
to reveal the 1st Legend Key. Just run off the S side of the ledge to
land on the floor to get that Key and make your way back up to the roof as
another door opened there, jump to that opening and go through the tunnels,
climbing up the ledges to come to a slide, just hop down and leave this level.
Level 15
- The Hall of Legends (part 2)
You ended up on the top
N side balcony, throw switch on the W wall there to make the Red and Yellow
switches on the S balcony safe (flames go down). Go standjump straight down S
into a flooded pit and swim through to hall with timed blocks.
Timed Blocks.
Go to the switch on the
pillar SE and throw it, backflip/roll onto a block raising behind Lara and do a
running jump with a left curve to land on the blue pillar in the opposite
corner, roll and turning left a runjump/grab to an opening up in the E wall. Pull
up and grab the crack to the right to shimmy along the crack to the ledge SE,
turn around and use the monkeyswing to get to the open gate W, you’re back on
the N balcony at the Blue/Pink switch. This time you can use it to open up the
passage over the Pink block. Go into the passage W and all the way to the end
where you got that cutscene before, hop over the Pink block and the gate will
open up.
Level 17 –
Caves of Midas (Sysiph Part)
(Blue/Pink
switch is in down position)
2 Secrets
Nasty Entrance.
Stand in the middle of
the opening and Save, slide and “stay cool”. You really have to slide to the
very last moment before you jump/grab the break ledge, pull up on the ledge,
turn left and hop to the next ledge, then turn a bit left and jump/grab into
the opening in the wall and slide down into a room where a flyby kicks in. A
Boulder (you will get to know very well) will come down some slopes and you
have the task to get it all the way back up again.
The Big Boulder Push.
Push the Boulder into
the passage and leave it in front of the passage left (N), walk through opening
between the Boulder and the wall into that passage and pull the Boulder in as
far as, go through the passage E (over a Circle tile) and right around to push
it one more time, through the corner to pull it E and get it onto that Circle
tile in the E side passage to open that gate N, the Boulder has to go with you
into that passage, so push it in and onto the Circle tile, the next door will
open up. Push it all the way against a gate and look up to the right, there’s a
slanted wall, go stand against the W wall and backflip onto the slanted wall,
jump/grab and pull up into the crawlspace in the bright light, go through and
go to a button in the end of that passage, open the gate with it and return to
the Boulder.
Get the Boulder up.
Push/pull it all the way
into the room E as far as it will go, so it will rest in the corner of the
higher ledges, go to the most SW corner of the entrance ledge and look up into
the room to spot a Target ball, shoot that and a block will lower in the
far NE corner, allowing you to climb to the roof.
Go right around the
Boulder and jump up to go NE over the high ledge. Between the fences there is
the best place to deal with those Warriors. Pick up the Shotgun Ammo
and hop onto the block NW. Stand on the NW corner of the block, face S and
sidejump right onto the tip of the roof or just standjump up W. Go onto the
wall E and grab the monkeyswing just before the burning floor, go to the ledge
with the fence and runjump with a right hand curve to the one with the button
on the S wall. The button will stop the flames under the switch on the yellow
wall up E. Carefully run off the NE tip of the ledge to land on the yellow
block below. Make your way back up to the wall taking the route over the roof. Use
the now available switch there (moves the blue blocks up and down and the gate
opens SE down below).
Get onto the lower ledge
of the wall, S side and standjump down onto the yellow block to standjump/grab
into the opening S. Get ready to shoot the Warriors in the “S room”.
Optional (but it is
also the way up for later): If you want the next Secret, you’ll have to make a
little roundtrip now, because later on the Secret gate will be closed. Climb
the central pillar from facing E, stand right of the plant pot facing E and run
with a left curve around the pot to jump with a left curve onto the slanted
ledge NE, jump/grab the crack in the E wall and shimmy right into the alcove. Look
up SW and standjump with a left curve into the next alcove, then a
standjump/grab up to the bridge crossing the room and head into the N passage,
left and right around the corner. To the right in the next corner is an open
gate in a crawlspace, go through to get Secret #7 ,
a Secret Rose. You can go back to that bridge in the S room and you may
have a look in the room S of it to see where the Boulder eventually has to go. Get
down into the S room by running off the bridge onto that slanted ledge NE and
slide down to the floor.
Major Push.
Look for a switch (moves
the brown blocks up and down) on the S wall of this S room and throw it to
raise the brown block under your Boulder. Then make another trip up over the
roof onto the yellow wall to use the switch to lower the blue blocks and go
back down to the Boulder to pull it onto the lowered blue block next to the
yellow wall.
Get back up on the roof
to use the switch on the yellow wall, the Boulder goes up and now you have to
go into the S room to throw the switch again to lower a block next to the
Boulder. Go back onto the yellow wall to pull the Boulder E once to get it off
the blue tile and onto the lowered block. Jump down to the block S and go into
the S room to raise the Boulder to the highest level, get back up onto the wall
and throw the switch again to lower the blue blocks, pull/push the Boulder to
the blue tile on the roof and throw the switch there for the last time to raise
the Boulder into the rooms above and open that gate to the S room. Jump down
onto the block S and over to the entrance S.
Now go up in the S room
like you did for the Secret (Optional paragraph
route) and go into the passage N, left and right to get the Boulder
(see? That Secret gate to the right is closed now). Pull the Boulder once and
step behind it to push it into the corner of the passage, work your way over
the bridge into the S room with the Hammer and leave the Boulder on that grey
platform. Runjump to the ramp SE and look for a Jumpswitch up W on the Hammer
pillar, backflip onto the ramp behind you and jump/grab the switch to open a
gate in the passage W.
Scary Moves.
Make your way over there
and enter left to pull the switch, the platform drops and the Boulder falls
onto the deadly floor. Go back to it and walk straight of the ramp onto the
yellow floor to the Boulder, that part of the floor is safe. Save before you
pull it under the Hammer and you will fall through a trapdoor, slide to the end
and backflip to land on a ledge behind you. Follow the room to the W, through
the narrow gap and climb the block in the next room (just run past that Warrior,
you’ll never see him again). Jump/grab to the roof W and shimmy all the way
left and around the corner to the end, pull up there and hop to the W to climb
up into the alcove W, turn around and runjump/grab to the thin ledge E, from
there a runjump(grab) to the opening in the fence W. Turn around and hop NE
over the fence to the balcony, throw the switch there and see your Boulder gets
on the move again, it will roll into another room with deadly floor and a
Hammer.
The 2nd Legend Key.
You can runjump over the
fence to the thin ledge and into the opening W (or straight into that opening)
with the now raised blue blocks. Climb them and hop onto a triangular ledge in
the corner, face W and walk up to the tip of the ledge, take a small step back
and standjump/grab up to a crack W, shimmy left and go up to the ledge, hop
through the crack and slide down the same ramp the Boulder went down from, turn
around at the close gate and slide down W to the room with your Boulder. Watch
out for that floor, the non-moving textures are safe, push the Boulder to the
corner at the Hammer and then PULL (yes only pull will work) it to the
place where a flyby shows the Hammer smashing the Boulder (try to hop back
before that happens, just to be safe). After the flyby ended you can pick up
the 2nd Legend Key. Turn left and go down the small ramp, get a ½ MP
at the open gate and runjump S with a slight left curve onto the roof below
over the burning hot part, slide off backwards and grab the edge.
Shimmy right around the
corners to the wall and pull up, backflip/roll and grab the breakable ledge. Hoist
up and runjump/grab the roof in front, shimmy all the way right till you are
over an opening below and top up the health, drop and roll upon landing, losing
some health. Grab up into the opening N, go through to the most difficult room
I saw in a long time.
Shaft of Death.
Runjump/roll over to the
opposite slanted side of the pit and keep jumping left till you are on a flat
corner ledge near the fence, from the highest part of that ledge a runjump to
the ladders across the room. Go up and left to climb onto a grey platform. Look
up and spot Spikes, a Hammer and flames, up SW is a Target ball you have
to shoot to stop that Hammer from moving. Only problem is… the platform will
drop. So before you shoot stand back against the ladder and landing on the
slope below you have to start jumping again till you are on the same safe
corner ledge. Runjump/grab to the ladders again and go up till you bump your
head on the ledge above, stay on that level and climb left just past the
platform. Backflip/roll/grab a ladder on the side of a Spikeblock, don’t go up
too high. Climb left around the corners and go up till you’re over that roof
like ledge left, look left and see an Omega sign, get over there and climb into
that wall, drop into the passage behind the Omega sign and get Secret #8, a Secret Rose and after turning
around and near the Omega tile 2x Submachine Gun Ammo and Shotgun
Ammo.
You can’t get back on
the ladders from this passage so just run out with a left curve onto the roof
like ledge, grab the edge and shimmy left, drop near the wall and slide, jump
with a left curve to get jumping to the corner ledge again so you can go up to
the ladders again, as you did to go to the Secret. This time go further up near
the roof like ledge and then left, climb left around the block near the Hammer
and go against the wall to the left, from the bottom of the block 2 steps up
and backflip/grab the ladder under the Hammer (you will get hurt a bit).
Now climb right into the
passage and drop, use the button between the Omega signs, the Hammer will start
again, so you will be able to jump into the passage behind it. Walk up to the
edge of the passage and standjump right and up into the passage behind the
Hammer (stand in the middle of the opening and aim for the far corner of that
passage). After checking your health you can go on and shoot the Warriors
you’ll encounter, or just run to the end of the passage and slide down leaving
them behind. Slide down into the Hall of legends again, this time onto the top
S balcony.
Level 15 - The
Hall of Legends (part 3)
On that upper S balcony
is a switch on the W wall, throw it and see all the flames at the last 2
switches below are gone. Go stand at the opening in the fence and Save, then
standjump straight down to land in another pit in the floor, swim through the
tunnels till you come into a wider part with a closed UW gate, swim left and
left into the tunnel and Save before you throw the Timed UW lever, quickly roll
and swim out, sharp right and with a bit of a wide curve left around the opened
gate (otherwise you’ll get stuck at the corner of the gate). Follow the rest of
the caved in tunnels to where you wade out to a gate that will open up for you.
You are back in that staircase with the bright light, hop down and climb up N
to get to the S balcony with the Colour switches.
Opening up the Code
Doors.
To the W is a passage, a
similar passage as on the N balcony, there are 2 side passages in each of them
with closed doors, all doors have a colour code on the wall. So we have 4 doors
and inside those doors are Pink and Blue blocks giving access to different
places, so all in all you’re about to visit 2x4 places to collect more Legend
Keys. In case of any mix-up in colours, I numbered the switches 1 to 4 from the
right to the left. 1=Yellow / 2= Blue /3=Red
/4=Green
Combination #1:
1/2/3 (Yellow/ Blue/ Red) Blue/Pink switch down
Artemis, the
3rd Legend Key.
Go to the fence NW and
runjump/grab to the roof on the columns in the Hall (aim right of the column). Go
over to the NE corner and runjump over the fence N to the N balcony. Go into
the passage W and into the first right. Hop over the Pink block and push (Ctrl)
the double gate open, now you can enter the Artemis rooms. Run into the shaft
grabbing the ladder and drop down, go into the room and shoot 3 Lions. Go
around the room to pick up the 3x Revolver Ammo. There are gates and
switches on the central wall, this is a Target practice (“the name Artemis
rings a bell?”).
On the W side of the
wall is the first switch you can use, opening up the N gate. Save with the
Revolver/Sight ready and throw the switch, sidejump left drawing your weapon
and run turning left to the middle of the N opening, hit shift so you won’t run
in, quickly look up and shoot that Target ball on top of the sloped shaft.
The switch on the E side is now safe to use to open the gate W, pull sidejump
right and run (jump) to the gate. Hit shift to stop at the edge drawing your
weapon to shoot the next Target ball. Switch N opens gate E, sidejump
left to the gate for the next Target ball. Finally the S side switch
will be safe and throwing that one will raise a block behind you. Climb it,
turn around and grab up into the crawlspace, go into the room and shoot the 3
Lions. Look for the Target ball up in the ceiling NW and shoot it to
reveal the 3rd Legend Key on the pedestal. Go down to the room below and
throw the last switch one more time to lower the block again and you can leave
and in the entrance passage you have to backflip to the slope. Jump/grab to get
onto the ladder, go up a bit and backflip into the passage above, turn around
and follow the passages back to the N balcony.
Go to the Blue/Pink
switch and pull it up to change the blocks, go back to the same room, Pink
is now closed and Blue opened up. Hop over the Blue block into the Hades rooms,
push the double gate open.
Hades, the 4th
Legend Key. Blue/Pink switch up.
In the room you have to
standjump onto the break ledge from standing back a bit, landing on the closest
left side and run with a right curve to jump/grab the climbwall, go left and up
at the last ladder, two steps down from the top and backflip/roll/grab another
break ledge, take a look at the situation and Save. Pull up and quickly turn
right, jump/grab to the climbwall and go up along the right hand side. At the
level of the right hand ledge a backflip to a slope and a jump with a hard
right curve to land on that ledge, grab the monkeyswing and use it to get to
the other side, but don’t let go yet, go all the way to a slide. Line up
straight and drop/grab the edge to climb up in there. Nothing to worry about,
it isn't Lava down below, it's a big pool of Blood. Wade through the Blood (the
lone block in the pool has to be lowered to get the Key from under it) to the N
side and grab up into the passage there.
Follow through to a dark
block, grab up to the left side and pull up over, slide/jump left and land on a
ledge in the roof, jump/grab up NE to that window and shimmy along the crack to
the next ledge with a switch, throw the switch to get 2 more blocks up in the
Blood pool below. Runjump to the roof on the E side and grab the edge, shimmy
right to the light beam (just before the Hades sign) and pull up to backflip
onto the first of the blocks. Jump to the one against the W wall and turn
around, look up E (with Binocs) to spot and standjump/grab up to the ledge with
the column. Turn around and runjump onto the ledge on the roof W, turn S and
look for the Jumpswitch up on the beam S. Runjump/grab to that switch and slide
back into the pool (couldn’t get to that new pillar from there).
Get back up to the roofs
through the passage N and jump to the N side roof ledge (like before) this time
turn around and runjump onto the W side roof, shimmy to the light beam and pull
up to backflip onto the new block, Hop SE and runjump/grab to the new block
under the ladder S. Get up the ladder and climb up, then left just around the
corner and drop onto the slanted ledge, slide and jump (grab) onto the ledge W,
walk up to the wall and turn around to grab the monkeyswing to go E and turn
right to a ledge, runjump to the NE from there and stand on the highest point
to runjump to the N, grab the tip of the ledge at the last moment and pull up
to push the button there, that original block in the Blood pool goes down and
reveals a Legend Key (if you could see it). Safety drop from the room side of
the ledge and turn around, look with the Binocs if you are lined up straight
with the ledge with the column and then walk W, when you are at the point
between the 2 pillars N of you, grab down to get the 4th Legend Key. You
hardly notice, but Lara went from a standing into a swimming mode, so maybe the
floor gave way (I looked for an hour for the exit of this place). Swim down and
follow the narrow winding tunnels to where you can climb out. Hop to the W side
and crawl out into the Hades entrance room. Go out and make your way back to
the N balcony of the Hall. Runjump/grab over the fence to the roof S and
runjump over the fence to the S balcony, go to the Code switches because it’s
time to change the Code.
Combination #2:
After pulling
the blue one (#2) back up, pull down the Green so you’ll have 1/3/4 (Yellow/Red/Green) Blue/Pink switch is
still up
Hermes: the 5th
Legend Key.
Make your way back to
that same N balcony and head into the W passage once again, take the second
right this time and go through to the entrance of the Hermes rooms. Shoot some Lions
on your way in and come to a hall with a gazebo, Lara will look up to the top
of the room. Shoot the Lions and drop down into the hole under the Gazebo and
take the E side, careful at the edge, Save and run in, jump from the slope to
the sliding tiles and keep jumping till you can grab a balcony with a switch, a
screenshot of that light Lara was looking at before.
Jump off the balcony to
the tile S and jump till you can grab the crack in the wall, shimmy left around
and drop in the exit. Before going further face S and drop/hang backwards into
the room. The only safe pace is right here under the exit, duck to get Secret #9, a Secret Rose and climb back up,
jump up left to the passage to the gazebo, climb out at the plant pot and go to
a yellow block in the room NE. Look up N and a small sphere will indicate an
invisible ledge, jump/grab up to the one N and then runjump/grab W, the next
one is tricky, runjump SW with a right curve and grab the ledge, then a
runjump/grab S, but you’ll have jump SE and curve right (to go around the low
ceiling). Last one a runjump (no grab) to the E and then look at that bright
light, just to the right of it you can see the next Legend Key, runjump (and
grab) onto to that ledge and pick up the 5th Legend Key. I just did a
runjump to the right hand ledge N and run off S to land on the yellow block
with some health loss, either way, get back down and get to the exit SE with a
runjump/grab from the higher ground near the bush, follow back to the Hall of
Legends (you know where it is by now)
Go to the Blue/Pink
switch and use it to change the entrances. Make your way back there (W
passage, 2nd right) and go left to the Pink entrance to the Prometheus rooms.
Prometheus, the
6th Legend Key. Blue/Pink switch down.
Open the gates and
follow in to a small hallway where a Warrior will attack, go on to the
next room and find a large Statue in a cavern. When you go S (careful with the
Spiked switch) you’ll find a ½ MP between the bush and the palm tree. Go
further S to the left side of the lava pool and a Bird will start to
attack that Statue and Lara will loose health. So get to the statue and stand between
it and the Bird, shoot the Bird without hitting the Statue. Go around the ledge
the Statue is on and collect 2 more ½ MP’s and 2x Revolver Ammo. Head
to the Lava pool S and hop up to a ledge SE, slide down and turn around,
backflip and jump/grab to the climbwall above. Climb in to the right and go out
on a balcony, grab the Revolver Ammo in the shadow there and go push a
button to open a gate near the Statue. A Bird will show up, shoot it as
fast as possible before it reaches the Statue. A gate opened up in a crawlspace
W of the Statue, go over there. Climb into the crawlspace W, follow in to a
lava room with break ledges.
Break ledges.
Runjump with a left
curve into the room, landing on the tip of the ledge left, sidejump right and
turn right, then jump forward twice and from the second a left curved runjump
onto the middle of the sandy ledge (ceiling is high enough in the middle). Pick
up the ½ MP there and crawl backwards out of the opening E, climb left
around the corner on the ladder and up into the opening there, hang out of the
crawlspace and drop. Jump twice and land on a break ledge, quickly run left
against the slanted block and grab up. Pull up over the top and jump/grab the
next crawlspace. Hang out of the crawlspace over the pool and shimmy left to
the ledge, grab the monkeyswing and go over to the Jumpswitch over the pool W,
use it and slide/jump/ one more slide/jump and you’re back on safe ground,
quickly take care of the next Bird and go to that now safe switch on the
slanted block E of the Statue, throw it and an explosion will reveal the 6th
Legend Key in front of the Statue (I really expected him to hit Lara in the
head while she bent over to get the Key). Climb into the passage E of the Statue
and look for the MP in the hall with the tree where you shot the Warrior before
head back to the Hall of Legends, runjump/grab to the roof and go to the S
balcony again as it’s switch time.
Combination # 3: Put the
yellow one up and the blue one down so you’ll have this: 2/3/4 (Green/Red/Blue) Blue/Pink switch
still down.
Head into the passage W
from the S balcony and go first left hop over the pink block.
Hephaestus: the
7th Legend Key.
Go through the passage
and watch out for the Burner, coming to a room with Lava, look up right to spot
a Jumpswitch and up left you can see a gate where a monkeyswing starts, to get
to the gate you first have to run down left into the room and land on the ledge
with the column, jump to the brick block SW and then look for an opening into a
structure on the S wall. There’s a break ledge in that entrance so runjump with
a left curve and keep the forward key pressed so you’ll immediately run into
the room. You won’t have to go far as there’s nothing to be done yet (Legend
Key behind gate E), the first square on this floor was a trigger to open that
Monkeyswing gate.
Go to the N wall and
look for a Jumpswitch under a block with hanging plants. This will rise a block
W, jump on the block, grab the crack S and shimmy past the burner to an alcove
near the gate. Take a running jump from the alcove to the block N and from
there jump up NW to the Monkey swing gate.
Grab the monkeyswing and
time the Burners on the blocks to get all the way over to that Jumpswitch NE
(opens gate on balcony down NW). Better Save hanging there as you’ll have to do
some fancy moves now, drop onto the ledge below and jump roll curving right to
land on the next slanted block, immediately jump again with a sharp right curve
to land on the tip of the big slanted brick pillar, jump to backflip onto the
safe corner block.
A Torch.
Standjump NE onto the
roof of the entrance and time the Burner ledge on the N wall so you can runjump
to it and run off the other side onto the balcony below (I could grab the ledge
and shimmy around to drop on the balcony). Go into the open gate and throw a
switch inside to open a gate up in the SW corner of the room. Pick up one of
the Torches from the pedestal and go out on the balcony, jump onto the slanted
pillar S and keep jumping till you are on the safe corner block, again
standjump onto the roof over the entrance.
Face the wall on the top
of the roof and hit the #1 key to draw pistols, Lara will drop the Torch where
she stands. Now we first have to raise a platform on the roof in the NW corner,
go jump to the same Burner ledge W and from there a runjump onto the roof W,
slide off backwards and shimmy left to the wall. Backflip/roll/grab the Burner
ledge there and do a runjump to the roof S, from there you can runjump up into
the open gate SW, follow in to a booby-trapped button and time the Burner to
use the button (platform goes up), immediately backflip twice and go back to
the room.
Make your way over to
the Torch (over the Burner ledges) or the route along the S wall and the safe
block SE, grab the Torch and runjump onto the Burner ledge W, try to land in a
corner next to the wall, so you will be safe when the Burner starts. Carefully
light your Torch and time the Burner to runjump to that raised platform on the
roof W, time the Burner on the ledge S and jump to it to do a running left
curved jump to the roof S. Stand on the E end against the right hand wall and
standjump up to the high block SE and light the Circle tile from standing on
the corner. Turn around to standjump back down to the roof and find a lowered block
into the Key room. Walk in and just run down to the right so you’ll land on the
raised block W. Go to the gate E and carefully light the 2 Burner (Circle)
tiles next to it, drop the Torch somewhere safe and get in to take the 7th
Legend Key. Time to get back…
If you want the next
Secret, you’ll have to take the Torch along with you to the Hall of Legends. You
can’t use the crack-route along the S wall bringing the Torch so you have to go
to the ground floor opening N and runjump out and a bit left to land on the tip
of the slanted block. Jump twice and you’re on the safe corner block run off NE
onto the ledge with the column and jump into the exit.
Or if you
don’t like a Secret and want a challenge: Climb that block W and grab the crack in the S wall,
time the Burners to shimmy to an alcove SE, quickly climb up in the right hand
corner and turn around to runjump NW with a right curve onto the block with the
plants, hop up into the monkeyswing gate and drop out to the roof, jump down
onto the safe block NE, run off NE onto the ledge with the pillar and jump to
the exit.
Make your way back to
the Hall of Legends, if you took the Torch, drop it somewhere safe near the
Colour switches so you can use it later to get that Secret.
Atlas: the 8th
Legend Key. Blue/Pink switch up.
Make your way over to
the N balcony and pull the Blue/Pink switch up, jump back to the S
balcony and go into the passage W, first left into the Atlas rooms over the
Blue block. Drop down from the passage and head to the ramp in the NE corner,
backflip to the slope and jump/grab up to the roof above, jump up into the
passage E and go to the Boulder Challenge.
The Boulder
Challenge.
Runjump with a left
curve over the Boulders into the room (aiming for the open gate), start when
the Boulders are up left, run to the slope and stop running to hop up into the
opening (looked like you could jump up more easy when you stop running just at
the start of the steep slope), push the button to open a gate across the room. Aim
for the next gate and runjump when the Boulders just start to come towards you,
run to the slope and hop up to the button to open the next gate, same MO and
the last gate will be SE, the whole room will change after pushing the last
button, 2 pillars remain and a passage opened up NW. But the pillars are
Booby-trapped, slide and jump onto the first pillar, immediately backflip and
slidejump again to land back after the Boulder dropped. Stand a bit back on the
pillar and standjump to the next NW, immediately do a running jump into the
passage NW before the Boulder hits you. In the end of that passage is a switch
to retract some Spikes in the Atlas room.
Dropping the Boulder.
Runjump back onto the
pillar and standjump/grab back into the entrance W, go down from the roof to
the ground floor and walk to the S, turn around and do the backflip/jump/grab
again to get onto that side of the roof. Look for the ledge with the ladder to
the W and runjump over to it. Climb up and left onto the ledge, runjump/grab E
to the sandy ledge right of the trapdoor, go N over the trapdoor and
immediately drop/hang from the side of the ledge as a Boulder comes down (or
shimmy along the edge of the ledge past the trapdoor and pull up to trigger the
Boulder, then hop back grabbing the edge), hang there till the Boulder stops
moving and pull up to climb the ladder on the E wall, go over the Jumpswitch
and use it to open a gate in the Atlas room (down S).
Jump S over the Boulder
and runjump back to the ledges with the ladder to get back down, get into the
open gate S and follow through to a slide onto a Spike-trap, slide when
you expect the Spikes to be up on landing and run through, around the corner is
another trap so watch out and time the run to the button, the Boulder will drop
and ends up on the Atlas tile. Now you have to get back through those nasty
Spikes, in the Atlas room you’ll find the gate in the opposite N wall opened
up, go in and careful at the corner, slide and jump to the break ledge,
sidejump right and then jump/grab forward into a lower passage. Follow to a pit
and a passage right, go up the ramp and use the switch to open the trapdoor. The
Boulder will drop into this passage, so quickly run to the pit. Run left
around/over the corner, the Boulder hits the tile in the pit and another Legend
Key will be revealed in the Atlas room. Go up the trapdoor the Boulder came
from and get the 8th Legend Key from the tile between the statues. To
get back into the exit to the Hall of Legends up W, you have to get back upon
that roof E. Backflipping on the SE ramp and runjump/grab to the ledge at the
ladder. Stand on the SE corner of this ledge and face the opening, standjump
with a left curve and hit grab in the last moment to get back into that opening
(screenshot). Head back to the S balcony of
the Hall. Time to change the combination again.
Combination #4:
Pull the Red
switch back up and the Yellow one down: 1/2/4 (Yellow/Blue/Green)
Apollo: the 9th
Legend Key. Blue/Pink switch up.
Go W and take the second
opening left. Hop over the block, open the gates and follow the passage to a
high room, go left and hop over some fallen debris to the opening E, go in and
left to an Omega tile, left of it in the NW corner is a shaft down, hang in the
middle and drop grab the Jumpswitch below (a gate opens up). You’ll drop into a
lower passage, go through and climb out to the middle level of the room, go to
the N and make your way down over the blue blocks, get into the pool and find
the open gate SE, an Omega (push) block. Pull it out as far as it will go,
climb out of the pool on the block W so you can runjump SE over the pushblock. Go
into the passage the block came from and swim through to an UW lever in a pit,
opening up a gate on the middle level of the room. Then swim back out to push
the block one time and pull it onto the blue tile in the pool. Get out of the
pool N and climb the blue blocks N to hop over to the N ledge of the middle
level.
Get the Block up.
Go into the open gate
and find a room with 2 switches, a blue one and a brown one, the blue one
controls the blue raising blocks and the brown one several floor parts, Throw
both switches and run out of the room. You’ll land on the high blue block
below, go over to your Omega block and move it over the W ledge to the N to one
square past the W gate then one pull to the E onto a raised floor part (don’t
push it onto the blue tile). Get back up to the switches and again use them
both, go down to the Omega block (it is all the way on the ground floor now)
and move it around the N side of the high blue block to the dark blue square E
of the high blue block.
Up to the switches again
and now only use the blue one and go to the block to push it into the opening
E, go up to the switches to throw them both again, go pull/push the block on
the Omega tile N, a gate opens below on the W ledge.
First go into the switch
room N to use the brown switch again, then go down into the open gate W where a
block lowered now, use the switch there to raise the trapdoor on the E ledge,
get back to the Omega block and pull/push it all the way over the trapdoor to
the S. Go back into the switch room N to use the brown switch for the last time
and go pull the block twice onto the middle blue square (in front of the
opening E). Use the blue switch for the last time and go all the way around the
E to the SW corner ledge, walk N and get a ½ MP on the ledge W, just
next to that ladder, drop/hang from the ledge there and shimmy right to the
ladder to go up to the top ledge, go left around to the Omega block and pull it
as far as it will go into the passage E. Now for getting behind the block, you
can drop into that NW shaft again, make your way back up by using the ladder
and push the block one more time, then move it N onto the Omega tile, a gate
opens in the passage S, go in and through the open gate.
Get the 9th Legend
Key and go out to the room, right and hop over the debris, follow the N
passage back to the S balcony and go over to the N balcony to use the Blue/Pink
switch for the last time. Get back to the S balcony and W, into the 2nd
left and hop over the Pink block this time.
Damocles: the
10th Legend Key. Blue/Pink switch is down..
Below the entrance is a
pool with a purpose, hop down swim across and climb up, follow down to a Lava
room with hanging Swords, no danger yet so jump the blocks to the
entrance N and go up to the pedestal with the 10th Legend Key. Save
before you pick it up, then run down the steps with Sword Wraiths on
your tail, stop one step back from the Lava pit and hop to the first block,
line up and time a runjump to the one with the popping Spikes landing on
the far right hand side. Immediately standjump to the right hand side of the
next block (so against the wall) and runjump through to the block in the
corner, run straight into the corner of the walls and turn left to runjump/grab
back to where it all started, pull up and runjump up into the exit, run to that
pool and wait for the Sword Wraiths to disappear. Maybe you also spotted it,
but in that Lava pool back there was a Secret, if you want it you can now go
back to that Lava pool and jump the blocks to get to the ledge in the Lava (the
Spike-block is now safe) get Secret #11,
a Secret Rose and standjump/grab back to the Spike-block, jump the
blocks and get back to the S balcony with the switches.
Now pick up your Torch
and go back into the passage E and follow back down to the ground floor of the
Hall of Legends. There is a pedestal you can light with the Torch (the hint was
the burning pedestal across the Hall) Go into the room opened by the lowering
block in the E wall and get Secret #10, a
Secret Rose. Drop the Torch, you don’t need it anymore.
Go W out to the passage
where the level started and look up left when you reach a cave-in, climb into
the crawlspace and follow through to the other side of the cave-in. Go down and
to the next room.
Level 17 –
Caves of Midas (part 2)
1 Secret to go.
Here you can use all 10
Legend Keys in the locks around the central wall, best do the silver one on the
E wall last (not really necessary but shorter later).
A cutscene and the room
changes, an eerie creature lurks around grinning. If you’re not there yet, get
to the E side ledge and then a standjump down to the SE, onto the small
balcony, turn around and standjump onto that yellow ledge in the deadly pool. See
that brick pillar W? Standjump/grab the pillar and go 2 corners around the
left, to a ladder. Climb down till Lara’s feet are in the deadly stuff and
backflip/roll/grab to a ledge with a switch. Throw it to open the gate right
and also lower the Spikes on the next ledge N, standjump/grab to the N ledge
and runjump to the one right of the pillar N.
Detour for a Secret:
Drop hang from the E side of the ledge and shimmy right along a crack in the
wall till you reach a crawlspace under the terrace. Get in for Secret #12, a Grenade-launcher with Grenades
and a Secret Rose. Shimmy back to the left and from the ledge you can
climb up W to the terrace.
Go to the fence E (W is
for later) runjump over the fences onto the brick block below and runjump/grab
to a crack in the structure E, go left around the corners till you come to a
slanted wall on the E side, pull up and backflip/roll/grab to the rock-ledges
E.
Break Ledge Jumps.
(screenshot)
Face N and runjump down
to that break ledge, landing a bit left of the middle a running jump to the
next, curving right a running jump to the corner ledge with the Spikes and (you
have to be lucky here, the Spikes have to be down of course) curve sharp left
with a running jump to the next ledge W, aiming for the left side of it
(because of the low block above) and an immediate running jump with grab to the
ledge ahead W, shimmy left around 2 corners and facing back where you came from
you can now pull up and runjump/grab to that brown block up E. There’s an
opening in the E wall and a platform next to the pillar SE, runjump straight E
and land on the dark pillar in the NE corner jump to the platform S and grab up
to the ledge, you’ll find a button behind the open gate there. Push it to stop
the Spikes on the ledge below.
To the 1st Iron Bar.
Jump down to that ledge
and throw the switch to drop the platform and close the gate so you can now
runjump/grab to and climb the pillar with the ladder all the way to the op of
it. You’ll come to some traps, stand in the middle and jump over when the Spikes
went down just before the Hammers are about to open up and run through
to hop over the next pit, time the Burner and runjump over the last pit.
Follow the passage to a button raising a block in the Main room. Make your way
back the way you came (better do a runjump over the first “Burner” pit) and go
down the ladder onto the platform that went up again. Jump up into that opening
NE, get past the now open door, and shoot the Creatures (Grenade gun is
fun). Go on till you reach a pool and jump/grab to the opening W of the pool,
shimmy left and pull up on the next ledge, go through and slide to a ledge
overlooking the Main room and runjump down to the yellow ledge ahead, stand NW
and standjump/grab NW to catch the monkeyswing under the bridge, go to the
opening in the structure N and drop/grab, climb in and dive into the water in
the building, follow through to the 1st Iron Bar on a pedestal in an UW
room.
The 2nd Iron Bar.
The gate E is open, swim
out and to the N through a tunnel and up at the pool. Another Creature
appeared, so climb out to shoot and hop back up into the same W opening as
before so you can jump to that yellow ledge in the Main room again. Stand NW
and this time grab up to the bridge from facing W, go right to the terrace and
grab the 2nd Iron Bar.
The 3rd Iron Bar.
Gates open up, the one S
is for later, walk about halfway onto the bridge and jump/grab to an opening E
to go through to the pool again. Jump out left and go up the cavern to where
you came in before (NW), runjump out to the platform NW and from the brown
block a runjump/grab to a ledge with blue columns S. Walk to the NW corner of
that and standjump down to a small ledge in the pool below W and look NW with
the Binocs, under that broken bridge is a black rock with a crack running along
the side of it, to the right of the black block is a small triangular ledge. There
was fire on it before but it should be turned off by now. Run along the lower
side of the yellow ledge and jump with a right curve to land on that triangular
ledge in the corner of the black block. Stand on the lowest tip and grab up W,
shimmy along the crack to the left around 2 corners and hang on the W side.
Hard jumps. (Map)
The next jumps are the
hardest of the level in my opinion. Hang 2 steps from right hand the corner,
drop and backflip/roll, land on another slanted ledge, backflip back and then
slide down as far as possible before you jump with a left curve and grab a
crack in the W wall (you can only grab this crack on the left hand corner). Shimmy
left around the corner and drop on the ledge there. Stand on the NE corner as
far as possible and run SW along the edge of the ledge, jump and curve right a
bit to land on the far side of the entrance in the W wall.
Go in and shoot one of
those Creatures to get the 3rd Iron Bar from the dark room. Go
back to the Main room and look out to the right, there’s a raised platform now,
stand right, turn right a bit and hop back, runjump out with a sharp right
curve and grab the platform. Jump to the broken bridge E and go S over the
terrace, pull up on the block S you raised before and grab the monkeyswing, go
to the roof on the structure E and drop/grab, shimmy right around the corner
and pull up on the flat corner in the back, crawl to the ½ MP and crawl
back from the edge, hold Ctrl and you’ll land on the terrace below.
Get the Gold Bars.
Go over the bridge to
the portal S and stand back 2 steps, standjump/grab S onto that slanted block
and (slide) jump into the opening S, follow in to a room with a big Vase.
Vase-push.
There are three
skylights, push the vase under each one of them and the gate N will open up. Get
in there and use the button on the balcony to open the S gate in the Vase room.
Take the Vase with you and push it onto the circle tile in that S passage, the
door will open up, go in and shoot one of those Creatures. As tempting
as it may seem, don’t jump onto that hand. Go through to the room E, shoot more
Creatures and find the ruins of the Colossus. Next to each hand (there
are three in total) is a lower part of floor, stand there and place the Iron
bars in the invisible receptacles, 2 in this room and one in the previous room,
every time picking up the Gold Bar which will appear on the floor behind
you, so you will end up with 3 Gold Bars.
The Hand of Midas.
Go back to the main room
and runjump out left to that small balcony NW, take the route over the yellow
ledge W, the brick block and the ledges W to get to the terrace NW, jump over
to the floor W and shoot the Creatures, place the 3 Gold Bars in the
receptacles W and when you walk E a flyby starts, showing you the partially repaired
bridge, jump back to the terrace and runjump from this side of the bridge to
the other (you might have to sidestep to the edge before you jump) and go into
the room there to get the Hand of Midas. Walk up the ramp W into the
bright light and the level ends (for now).
Great Levels.
18-09-2006