The Skribblerz Project
Level 1:
Masurao… Uncaged..
Wait a
bit before selecting the first level, there’s a nice title movie to watch.
Level by Aza
Authorized walkthrough
by D&G Productions
“Many
years after we are all long dead…”
Masurao Kage drops into a sinister place,
go W and hop over the ridge, down the other side and go to the right into the
opening, inside is a small Medipack. Get out and go down onto the broken
rock bridge spanning a deep cave.
The Bag of Sand.
Look NE and walk onto a
ledge from which you can jump and grab a climbable rock wall, go left around
the corner and up to where you can shimmy left. Drop grab the crack the water
runs out of. Go all the way left till you can drop onto a ledge in the corner,
turn left and grab the next wall, go left again, up and over the waterfall,
then down as far as possible and right into the waterfall itself, stay near the
corner. Just backflip, (no grab) and get the Bag of Sand, there’s also a
Medipack there.
Get out and just slide
down the waterfall into the stream below. Get out on the corner of the W bank
and shoot the plant that will come alive, then get the Medipack it was
hiding and dive into the water S, follow to where you can turn right and climb
out on the grassy ledge with the blue flower. Look NE and hop onto the rock
ledge, jump and grab the climbable wall you can see NE and go all the way back
up to the rock bridge. Turn around and runjump over the gap to grab the other
side, walk up to just before the ledge with the elements puzzle and turn N, go
down the 2 slanted rock ledges and jump across to the ledge N, follow straight
up to a crawlspace in the wall and go in, turn right and follow to where a large
Bug attacks. Shoot it and go on till you are in a cave behind the
waterfall, under the rock N you can just see the Uzis, but you can’t get them.
The Gate Key.
Go into the dark alcove
E instead and get the Revolver Ammo, return to the W and go straight
past the crawlspace this time, crawl straight past the next crawlspace and get
some Crossbow Ammo in the end, return and go into the first crawlspace
right.
From the ledge you can
runjump and grab the climbwall S across the pit and get on top. Then jump W and
get the Gate Key after you shot the tiny Bugs.
Slide down the slanted
wall and hop into an opening SE, slide down to the water level and dive under
the ledge you were on, swim in S and get more Crossbow Ammo. Go E now to
the main stream and then right around the corners to climb out onto that ledge with
the blue plant again. Make your way back up to the bridge like before and jump
over to the W end. This time go down the left side before the elements puzzle
and walk as far as possible to the SE, from that corner you can runjump with a
right curve and grab a flat rock S, go up S and then slide down to the keyhole
on the S wall, use the key to open the gate and jump up E. Before you enter you
can get another small Medipack on the ledge above this entrance.
The Small Waterskin.
Go into the passage and
slide, then jump from the end of the slide and grab the ladder, climb down and
come to a ledge in a cave where you’ll find the Waterskin. Dive into the
river and swim right around the corner to a shallow part where you can stand,
fill the Waterskin there and swim NW from there, pass under the rocks and then
go climb out W onto that ledge with the blue plant again as you have to get
back up to the bridge. Jump over to the W and put the Bag of sand in the left
side bowl, the water in the right hand one, better save before as the lining up
can be a bit tricky with that distant camera.
The Fire-Block
Puzzle.
The doors will open up,
go in and to the left is a gate where you need a Key, so go right first and
come to a Puzzle room, there’s a fire just on top of the stairs, a rope to the
left and that has to be burnt, do this by moving the five pushblocks in the
room (you can have some oversight by hopping onto the solid block N). There has
to be a continuous line (the lines on the blocks and the lines on the walls and
floor) from the fire to the rope. For the solution you can also look at these
screens,
for the rope side
for the fire side
The Gate Key.
When the blocks are in
the correct place, a flyby will kick in and shows you a Snake Ball will drop
from the ceiling in the back of the room. A Demoness starts shooting
you. So take her out first, then go to the back of the room and look for a
small gap down near the floor where that ball was before, it’s possible to
crawl in there, so get on your knees and get in, follow the passage around to
where a gate opens up, just in front of that gate is a Gate Key. Get it
and hop down through the open gate, go left and jump over the Snake ball along
the wall. Go past the Fires and right around two corners, to come to a gate,
first you have to take out another Demoness, then open the gate with the
Key to get into the valley.
The Hidden Valley.
Go SW and shoot the tiny
Bugs, in the pool is the Crossbow to be found. Then go into the room
S and face the pool from the E side, dive in and swim through the hole in the
bottom, swim through one of the holes W and follow till you can climb up in a
dark basement. Walk up the balcony and runjump to grab the block in the pool
(not deadly but you can’t climb out anywhere else except this side). Better
save hanging on the block and pull up to slide far and jump to the ledge ahead,
grab it at the last moment and hoist up. Turn left to face the next jump, watch
out for the low ceiling, so stand left and runjump grab the next ledge on the
left corner.
The way to do this is
pull up on the ledge when the flame is down, then immediately hop back again
grabbing the edge, wait for the Snake ball to pass and pull up again when the
flame is down, quickly run into the passage and use the lever on the wall in
the end, the flame will be down now so you can jump from the ledge to a slanted
block, jump and grab the climbwall to go right around 2 corners.
The way I
did this: Don’t pull up but shimmy left around the corner, at the next corner
you can pull up and immediately backflip onto the slanted block behind you,
then jump and grab a climbwall (out of sight). The Snake ball will just miss
you and you can climb up a bit and right around 2 corners.
Climb into that passage
(it is safe) and face SW, runjump left around the corner to the ledge with the
“Cross” switch, push it and see a gate open up at the hidden valley. Now you
can just hop into the pool and swim back to the other end where you can climb
out at the balcony and dive into the hole in the floor. Follow back, swim up
through the holes (couldn’t find anything worth while in the E end of this
underwater maze) to get back in the room at the valley. When you climb out of
the water N, go outside along the left side of the pillar and hop straight onto
the rocks. Hanging over the pool below is a light coloured block, on the block
is a Jumpswitch, face E and backflip onto the slanted rock, then jump and grab
the switch. A block will lower up on the arch E revealing a Bell. You have to
shoot that but first you need a Lasersight.
Revolver and
Lasersight.
Go straight E and into
the space under that Bell, along the right hand side and crawl into the opening
(maybe you have to hop over a ridge in the floor first), in a corner left is a
small medipack, then go into the SE corner and face W, jump up and grab the
climbwall, go up and drop off into the passage left, follow to the Lasersight.
On the N wall at the opening is another “Cross” switch, push it to light 2 wall
torches outside. Now the 2 invisible ledges outside and in front of you are
just visible, just runjump straight out and step back a bit, then another
runjump to the next ledge and when you walk into the alcove ahead Secret #1 will sound for the Revolver. Just
hop backwards and grab the edge of the invisible ledge, you’ll land just right
of some Revolver Ammo. First shoot the Bug and then stand over the Ammo,
facing W and immediately backflip when you take it. A Snake ball will drop
where the Ammo was.
The Devil’s Hideout.
Now you can go shoot the
Bell from the pool W and the doors in the passage SE where you just got the
Ammo will open up. Go there and enter the dark hallway, inside go left and
shoot the Bug showing up. On the E wall is a big lamp hanging from a block, you
can climb the block from the alcove S of it, the floor is somewhat higher
there. On the block is Secret #2, 2
small Medipacks. Duck to grab them and drop down, follow the stairway to
hell to the S and 2 Demonesses will show up of which the last will drop
a Gate Key. Mine dropped it close to a pillar so I had to duck to get
it. In an alcove at the N wall you can find a medipack. Go to the gate W and
open it. A Demoness will show up behind you, better take care of her
before you enter the next room.
The Stone’s Room.
2 Demonesses will attack when you enter,
be careful you don’t get burnt bay all the flames. In the middle of the room is
a block hiding the Skribblerz Stone. To get it you first have to get that block
down. Go to the block SW and climb it on the SW corner, face the broken part in
the lattice wall SW and jump grab the edge of the floor. Shimmy right to the
wall and pull up through the opening in the lattice (keep the duck and forward
key pressed). Follow to the E and throw the lever on the wall. The gate will
open up to the part of the first floor left of you. But first you have to get
back down to the Stone’s room. From where you drop down, walk to that central
block so you’re facing it NE, about one hop away from it. It seems there’s a
long and a short brake in the flame on top. Wait for the right moment, hop on
the block and immediately run through to jump and grab the balcony N, go for
the “Cross” switch on the E wall to lower that block on the pedestal. Get down
to the ground floor and take the Skribblerz Stone.
The flyby will show the
exit opening up, but the level will end here….
Level
2: The Sun Temple
Level by Dhama
Authorized walkthrough
by D&G Productions
A Horseman’s Gem.
Dear Lara ended up in a
ruined Temple complex, follow the caved in passages to where you end up between
fallen columns. Look behind the one NE, there’s an alcove with a Horseman’s
Gem in it. It can be a bit of a problem to get in there, just try from the
corner and jump a few times, same goes for getting back out, then proceed W
till you come to an intersection.
The Revolver and
Crowbar.
To the right are 2
levers for 2 doors, don’t use the first lever yet but open the second door with
the next lever (N), go in and get the Revolver and a small Medipack.
Go back out and close the door behind you, you will soon find out why. Open the
other door and go up the steps to a grated floor, get the Crowbar and
see that Skellie wake up below, but because you closed the door he won’t be
much of a problem. Now go S where a flyby will show about everything you have
to do in the next part, so pay attention.
The Shotgun.
Go on to the large hall
S and left to a ledge in the E wall. Get up the ladder and climb off to the
left, pry Secret #1, a Broken Beetle
of the wall and jump/grab back to the ladder, get down and head for the
partially collapsed floor W. Drop down to the ground below and head W. In front
of the grating in the right hand wall you can pick up some Shotgun Ammo
(see the next Gem behind it?) and just around the pillar is the Shotgun
in the sand. Go back to the grating and jump onto the higher ground S, turn
around to jump and grab the ledge above N and hoist up. Go W, jump a gap and
you are in the Temple Hall.
The Temple Hall, the
Lasersight and another Horseman’s Gem.
Just to the right over
the ridge is the Lasersight you might have seen in the flyby. Get it and
hop back to the SE corner (shoot the Skellie into the pit, if you can’t manage,
just avoid him). Drop down into the pit below from the lower ledge there and
get the Shotgun Ammo from the ground. In the middle of this pit is a
deep pit you might need in a moment. Go up into the NW corner and find a vase
in a passage, shoot it and run back to that pit, wait for the Skellie to come
close and blast him in. Then you can enter that passage NW again and through
the door you’ll find a low tunnel, crawl in, get some Shotgun Ammo and
find the 2nd Horseman’s Gem in the end.
Return to the large pit
and just left around the corner is a pillar. Go climb up and jump onto the
ledge, head for the big column in the NW corner (that Skellie might have
disappeared, as in my game he jumped down in the pit and thus killing himself),
behind it in the W wall is an alcove, hard to get in, but with a few jumps you
will get there. Place one of the Gems and get back out, a wall opened up SE. But
first go to the alcove with the face in the W wall, climb into the crawlspace
and follow to Secret #2, another Broken
Beetle. Get back to the Temple Hall and into the SE corner where you can
now climb up to the next floor of the Temple Hall. Follow the passage through
and hop down.
Climb the base of the
column left and run along the right hand side so you can jump onto the slanted
arch W, slide backwards and grab the edge. Shimmy all the way right till you
are at the wall and pull up to backflip onto another column base, go to the
receptacle in the corner left of that door to open it with the 2nd Gem. Climb
up and follow through to the Spirit hall. In a lower part of the floor are some
Bones, use Revolver and Lasersight to shoot them and run for the raised
block SW, jump on it while a Spirit starts chasing you. Climb up S to
the ledge above and run E, jump over to the NE corner and push the button there
to open up a wall below. There’s a large Medipack NW if you want or you
can go back later to get it.
Drop to the floor below
and run into the opening N, go on through some rooms till the Spirit leaves
through the arches as he will head for the Bird statue in the last room N.
Return to the first room S and find a burner on a block E, time it and hop on the
block (when you climb up in the corner, you won’t get burned, but wait till the
emitters is down to hoist up), jump/grab up and climb up into the room above. Throw
the lever to see a block retract somewhere.
Get down carefully and
go to the room S, there’s a pit in the middle of the floor, shoot the Bones
N of it to open up the lower passage and climb down the pit. Follow the passage
left and get up the climbwall to find Secret #3,
another Broken Beetle behind a grated wall. Return and climb back up to
the room, go W and into a room with a fountain, the block you retracted is
somewhere under that fountain, so dive in and swim through the tunnel. First
right then left to reach a lever on a ledge where the block was, now you can
open another door in the Temple Hall.
Swim back and when back
in the room with the pit, go N to the room with the Bird statue, go up to an
opening in the NW corner and follow down to a Spike-pit. Look down and spot the
Scroll on a ledge, first just runjump to that ledge, get the Scroll and
grab the E wall. Climb back left to the ledge and this time shoot the Bones
you can see at the other end of the pit. A Spirit will show up, but it’s
also possible he leaves for the Bird statue without even seeing him (otherwise
run back to the Bird statue till he’s gone). Looking into the Spike-pit you’ll
notice a raised block. This will allow you to runjump over to the opposite side
and go get Secret #4, another Broken
Beetle there. In the wall behind the Beetle are live ones (Beetles), but if
you jump away fast enough they won’t show. Make your way back over the
Spike-pit and head S through the rooms to the Spirit room, leave NE to the
Temple Hall.
The Pharos Pillar.
Make your way over to
the NW corner, you know the jumps now and get into the opening there, dive into
the water and swim all the way down the deep shaft, then go N and in that lower
tunnel at the grate in the floor, left into a small tunnel. Just follow along
the bottom to the Pharos Pillar and get it fast (you’ll be back in this
tunnel later). Swim back to the large tunnel and go left (N) up in the shaft
there and climb out in the room. In the NW corner is a receptacle for that
Pillar and a block lowers, use the button there and see the next door open up
in the Temple Hall. Go to the SE corner and climb the ladder behind the vase,
backflip onto the ledge behind and push the button, it will open up another
tunnel in the one where the Pillar was found.
Get down, dive into the
water and swim back down, into the tunnel below and right into that small
tunnel, follow to where you can swim up and into a higher narrow tunnel leading
to Secret #5, another Broken Beetle.
Swim back, down and straight into the S tunnel and back in the large tunnel,
turn right (S), go back up that high shaft and make your way back to the Temple
Hall.
Again turn left and jump
to the NE corner, enter the room there and in the back you’ll find a
push-pillar, move it N or S into the corner and then pull it into the room and
then move it onto that Face tile in the middle of the room. Blocks raised in
the NW corner. Climb up to the bridge above and go E, first turn around to get
that Skellie off the bridge and then time the burner at the Face E, pull the
lever and backflip, there is a cut scene of a door in the Temple Hall. Go W and
look for the opening in the SW corner. Carefully get past that Face and follow
the passage to the Hall.
Bones Puzzle.
You’re now one floor
higher, jump to the SW corner and get into the opening S. Walk to the edge in
the right hand corner and runjump (no grab) onto the corner of that ledge with
the columns to the right, follow the ledge to the 1st set of Bones,
shoot them and drop from the E side to the ledge below. Shoot 2nd set of Bones
there and runjump over the waterfall to the E, grab the ledge and pull up, if
the Skellie is still there (mine ran of the ledge), wait for it and shoot it
down. Follow the ledges to the NE corner and get Secret
#6, another Broken Beetle. Hop to the ledge sticking out over
the pool below and when you look around you can shoot some Bones from
here. The 3rd set SW, the 4th set in the NE corner below, don’t shoot the ones
in the red alcove yet if you want the Medipack there (Might be you need Ammo
first, then you have to dive into the pool first and get the Revolver Ammo,
climb out SE and up the climbwall opposite the Spike-trap).
Runjump NW onto the
slanted wall and grab the edge to shimmy left to a small sandy ledge, jump to
the large Medipack and jump back to the small ledge NW. Now you can
shoot the Bones in the red alcove if you want and see Spikes pop up
(they are not needed to get the block out on the E ledge). Shoot the remaining
5th set of Bones in the pool and a block appears on a ledge E. Dive into
the pool to get that Revolver Ammo if you didn’t yet. Swim up to the SE
corner and shoot that Skellie into the pool. Careful there is a Spike-trap,
there’s a lever raising another block up on a ledge W in case you didn’t shoot
the Bones up in the highest SW corner you can climb back up there. If the block
on the E ledge is already triggered, you can just get up the ladder (S wall)
opposite the Spikes.
Turn around and jump to
the block N, climb up E and go N to the end. Jump W to the block on the N wall
and go up the ladder, in the end of that passage is a lever, and while you get
a cutscene of a door opening up a Mummy sneaks up on you. Get back down
the ladder and make your way back to the NW corner under the entrance, I just
did a jump W, but you can also go all the way around the E side. Climb the wall
back up to the entrance of this room and go out to the Temple Hall. Go right
and around to the NE corner to enter the next opening.
Hop left around the
corner over the Spike-trap and push the pillar there onto the face tile, look
up right in the W wall and see an opening appeared. Climb up the ledge N and
quickly run left against the W wall as a Spike-ball comes down. Get up
one more ledge N and then jump/grab to that opening W, push the button inside
to get a block out of the wall in the top NW corner of the room, get out and up
the ledges to the NW corner. Climb the block and climb up E, there’s a Mummy
there, just avoid it and run to the W, jump/grab to the climbwall left of the
ledge, get up into the alcove and push the button to stop the Burner at the
button on the ledge.
You could now climb all
the way down the ladder and get back up to the ledge or just run out with a
left curve and a grab to land on the ledge with the Mummy. Go push the button
on the N wall and a block retracts down in the room, next to the entrance. Now
get down to the room below and go back down S along the W side to avoid the
rest of the Spike-balls (2). Just next to the entrance of the room S is another
open alcove with Secret #7, another Broken
Beetle. The rest of the things you may have noticed in the room are just
traps.
The Skribblerz Stone.
Hop back to the entrance
and leave the room, in the Temple Hall you can now go to the NW corner and
climb into the opening there. Follow the passage to a room with big pillars
left, pass through to the W and go to the NW corner to get the Grenade gun
and ammo laying there. Then place the Scroll on the stand near the door
and get Secret #8, another Broken
Beetle. Now go SE and climb a pillar to get up to the floor E where you’ll
find the Skribblerz Stone and some nice grenade gun targets. A door
opens up down W. Shoot the Skellies (if they appeared) and get to the door,
slide down the slope and the level ends….
Level 3: Pacaritambo.
Level by Baslakor
Authorized walkthrough
by D&G Productions
The Underground
River.
Go forward a bit and
turn right to the S bank of the river, climb the low rock and jump to the one
SW, hop back and grab the edge of the rock to shimmy right towards a ledge with
Flares and a small Medipack. Drop down and go to the N bank of
the river, climb the rocks up to an opening up in the NW corner. Go through to
another part of the caves and make your way down to the caves floor. Get to the
waterfall N and jump through to the cave behind it, there’s a lever on a ledge,
throw it to get a rope out in a different part of the caves.
Go stand under the
waterfall to shoot the Tiger which appeared back in the cave, then jump through
the waterfall E and get Secret #1, a Golden
Skull. Jump out into the lake and turn around, and dive to swim into the
tunnel NW. Get the small medipack on the bottom in the corner and swim
back up to the surface. Climb out and shoot another Tiger. Climb the
rocks SW and get the Flares in the dark corner, get back down, shoot
another Tiger and go to the opening in the SE corner to get back to the river.
First walk to the W and
climb up to the small waterfall, turn left and look for a ledge left of the
rock S, jump there and follow in to a gate, behind it you can see a Skull, walk
up to the pit and look up to find a monkey climb you can use to get to the other
side, around the corner you can let go. Go into the small room and on a block W
is a lever. Left of this block is a small medipack in a hole in the
floor. Use the lever and see a gate being drawn up. Go back out using the
monkey climb and spot the gate with behind it a Skull. Walk up to the pit and
turn around, drop/hang from the edge and drop into the pit from the right hand
side (loosing some health). At the bottom turn around and pick up a medipack
at the other end. Run back and jump and grab up to an opening from the right
hand side and go in to turn around in the back. Climb the ladder to get to Secret #2, a Golden Skull and after picking
it up the gate will open.
The 1st Magic Gem.
Go out and left to jump
down into the river and walk E to the very edge of the big waterfall. Jump NE
to that slanted block, slide and jump, another slide and a jump to the
rockledge. From the SE tip of that ledge you can runjump and grab the rope,
choose what you do now, swing to the pillar (easily to be missed) or swing and
jump over to the NE side of the cave, jump and grab to a ledge S. From there
you can just runjump down onto the pillar from the ledge sticking out W. Grab
the 1st Magic Gem and drop from the pillar into the water. Facing W
there is an opening under the pillar, swim in and collect the medipack
you find there. Swim back out and leave the pool. On the S side of the pool is
a Skellie, next to it you’ll find some Shotgun Ammo, on the E side of
the pool another Skellie is holding the Shotgun, duck next to it to grab
the gun. Walk NE from the Skellie and climb the rock to get more Shotgun
Ammo. There’s another pickup on a ledge, to get it, go to the NW corner,
face N with the plant left of you and climb up. From this ledge jump NE, then a
diagonal run over this ledge to jump and grab the ledge in the bluish light E,
get the small Medipack there and drop to the ground.
The Ruins.
Now go to that opened
gate in the E wall, it’s up some rocks near the SE corner. Inside is a ramp up
to some ruins, but it’s too steep. Jump S over a Spike-pit to the flat ledge
and then side jump onto a slanted rock so you can slide and grab the ledge up
E. To the S is a passage with Swinging Bags, standing in front of it turn NE
and spot a hole behind the pillar E, runjump into that hole (or side jump in
there) and get the Medipack. Climb up N and get Secret #3, a Golden Skull. Get back down
and to the passage with Swinging Bags, run into the lower passage when
one of the Bags swings away and climb out the other side, go up the ramp and to
the right. On the floor is a Skellie that will wake up when you approach the
pit.
The 2nd Magic Gem.
Shoot the Skellie into
the pit and look for a hard to spot crack in the wall just left of the opening
across the pit. There are some ladders down into the pit but there’s nothing
there but a camera showing that crack. Stand one square from the left hand wall
facing the pit and runjump over to grab the crack at the last moment, shimmy to
the opening and carefully go in (using the “look” key brakes the fixed camera),
hop over the Spikes and get the 2nd Magic Gem, Go to the opening N and
see a small Medipack on the floor. Just run down into the room and immediately
jump up to the gate N while 2 Boulders pass behind you. Then grab the small
Medipack and leave through the open gate.
Back in the cave with
the rope, make your way W along the rock ledges and down to the bottom of the
cave to an opening in the rocks W, just left of the big waterfall. In the room
with the statues are 2 receptacles for the Gems you have, one S one N. Placing
the Gems will open the gate, go through and down the steps and prepare to shoot
the Mutant.
The Torch.
After the battle you can
pick up more Shotgun Ammo and Flares on the N side and SE in the
lower part of the floor is a Torch, get that and light it on the wall
torch next to the gates, light the other torch and the gates open up.
The Dungeons.
Take the Torch with you
and at the crossing go right and left to light 2 Animal Heads in the
rooms with the Dead man hanging, in the W side room is another Shotgun
on a ledge NW. The next gates opened up S, take the Torch and go through to
another crossing, drop the Torch and take care of the Mutant, get the
Torch again and enter the passage W.
Mutant Quarters.
Go down in the next room
and into the opening SW. Follow W past some cages and find a wall torch that
has to be lit on the far W wall… Quickly drop the Torch and shoot the Mutants,
could be you’ll encounter them all at once (about 3 of them), or maybe some will
stay behind and you’ll meet them later. In the cage S is some Shotgun Ammo.
Take the Torch with you
on your way out and make your way back up to the E side of the room where you
came in and go E through the crossing.
Pillars.
Now enter the E side passage
and come into a huge room with loads of pillars, there’s also a Mutant roaming
around, as soon as it shows you better run back and drop the Torch on a dry
place, shoot the Mutant and go back in with the Torch. Look for a wall torch on
a pillar NE and light it, the Boulder on the broken pillar next to you will
fall down. Now you can drop the Torch and climb that pillar the Boulder was on,
jump to the one S, turn left and runjump/grab to the ladder E, go up to the
height of the ledge, shimmy right and hoist up to the ledge, go along the S
side to the W and find the pillar you can grab up to (third one). Jump to the N
with a grab and turn left to jump W and another jump/grab to the crack in the
pillar W, climb right around the corner and backflip/roll/grab to the one
behind you. From that one a runjump onto the floor W (SW) and go to a lever
there (On the pillar and will open up those gates back at the crossing). Head
for the hole in the floor N and drop down to the water again.
The Golden Key.
Go out W and to the
crossing go into the opened gates S to get the Golden Key from the
pedestal in that room. Go back out and look for a door in the SE corner of the
hall, it will open up for you now. Follow in and at the second wall torch (left
side) is an opening up in the ceiling, climb up and get Secret #4, a Golden Skull and a Medipack.
Cascades.
Drop back down and go W
to the River where it runs down the caves, there’s a closed gate across, not
for now. Just jump into the river and let yourself be taken by the current. Be
sure to keep facing forward (do a jump/roll if not) and look for a bridge you
have to jump to. Throw the lever there and the door opens behind you on the
bridge, go through and come to a room with water running in, just run through into
the passage ahead and around the corner is a hole in the floor, jump across and
hop back to climb down the hole. Here’s a Labyrinth with small streams, go down
S and drop down in the end. Go left and into the room S, throw the lever there
to open the gate upstream.
Up the High Waterfall
Room.
Go back up the cascade N
and follow past the ceiling hole you came from to an opened gate, just run into
the water and swim up E, get out and climb up N, then turn and jump S, climb
the ladder and go right onto the ledge, throw a lever there to get a rope out
allowing you to swing to the opposite corner where another ladder has to be
scaled, do a backflip/roll/grab about 4 steps from the top and hoist up onto
the broken bridge. Jump to the ledge NE.
Grab the crack in the
wall to get to the next ladder S and climb it to the top, backflip/roll/grab,
climb to the top and pull up to backflip to a ledge, use the Jumpswitch on the
E wall to get a rope out and use the rope to get to the NW ledge, jump up and
grab the ladder, go up about 8 steps and backflip to a ledge, careful it has a
hole. Get up the next ladder and come to a room with a gate and a lever, first
you can go for a Secret, climb up N and into the ceiling hole, go on climbing
and cross the bridge into a room with Secret #5,
a Golden Skull and a Medipack. You can shoot the Skellie of his
feet to gain some time.
Make your way back down
out to the small room to use the lever opening the gate leading to the top of
the cascades again (you saw this one from the other side), entering will show
you the Spikes in the room past that bridge will retract now, so slide down the
cascades facing forward, all the way to the end and jump onto a platform in a
huge room.
Hall of the Big
Statues.
Find a nice pool below and
dive down, climb out and head for the back of the SE statue. Look up N and spot
an opening you can grab up to, climb into the Statue and come to the arms
level. There’s another hole in the ceiling, face N to jump and grab up to the
ladder climb up to the eyes level, throw the lever there to get the eyes
burning. Get back down to the arms level and go out N, left and jump over to
the other statue. There’s a closed gate, jump and grab up to the ledge over
that gate and go around to the back.
A closed gate in the S
wall, but in the statue is a crawlspace, climb down into the statue and throw
the lever. Go out the opened gate N and up to the ledge above the gate, once
again around the back and find the gate in the S wall behind the statue open,
jump over into that opening and climb the pillar with the burner on the SW
corner, turn facing S and time the burners (one on the ledge above too) to grab
up to the ledge above. Quickly shimmy right a bit and pull up (it is possible
you have problems with this like we did, in that case save on the corner of the
block facing S and reload, immediately jump and grab up when the level reloads
and shimmy right). Go to the ladder with the burner N, stand against the wall
and sidestep onto the corner of the burner tile. Time the burner and jump/grab
up to get up to the opening above.
Jump over to the statue
and go up the ladder, down the ladder on the other side and throw the lever
below to get the eyes burning, the flyby shows a wall opened up below S.
The Skribblerz Stone.
Go back over the ladders
and from the S ledge a jump SE to a ledge on the S wall, jump to the E statue
and crawl into the crawlspace in the back of it. Drop and go down the ladder to
get to the ground floor, make your way over to the open wall S. Climb over the
ridge and follow the passage S, to come to a hall with the Skribblerz Stone
on a pedestal, a gate opens W but there’s a closed door behind it. Look up E
and spot a keyhole on the ledge, you can use the Golden Key there to open the
door behind the gate W and get a Medipack N. Then go down and leave
through the opened gate W, the level ends….
Level
4: The Imprisoned Spirits 4: “The Tree of Souls”
Level by GMac
Authorized walkthrough
by G&D Productions
The Large Underground
Temple.
In an alcove to the left
when you go N are some Flares. Go on to the ledge overlooking the
underground Temple. On this ledge are also 2 Gem receptacles.
Get down into water and
swim to the opposite (SW) corner and just left of the arch there is a small
ledge where you can climb out of the water, left around the corner is a lever,
it will open a gate in the W wall, dive back in and get into the opened gate.
The Water Crystal.
In the room with the
deadly water is a climbable wall to the right of the entrance, walk up against
the wall, jump and grab that wall, go left around corners and up to get into
the opening where you’ll find another lever. The skull tile under the entrance
of this short passage will rise, it has Spikes, but they aren’t harmful. From
the block you can jump back to the entrance ledge and go on to a block SW, grab
the overhead monkey climb and drop onto a block at the end, jump to ledge for
the Water Crystal.
The 2nd Water
Crystal.
Take the same route
back, the closed entrance will open back up and jump into the water to swim all
the way E and climb out. Head up the steps to those big heads and go right to
go W over the rocks along the S wall and just past that gate you can runjump
around the corner to a brick block. Jump up to the SW and make your way to the
bridge W.
Go onto the grassy area
W and a couple of midgets start bothering Lara. From the back of that building
facing E you can climb up to get the 2nd Water Crystal. Remember the 2
receptacles? Head E to the bridge, jump down to the rocks NE and jump up E over
the rocks, from the brick ledge up left and place the 2 Water Crystals in the
receptacles there. Turn around and see the gates on the opposite side opened
up, so hop back in the water and climb out E again, head up the stairs and
rocks to the open gates.
Boulder Lock.
Left and right are
slanted tiles in alcoves, over the tiles are boulders, there are as many
boulders as there are holes in the floor, all boulders have to go into the
holes to open the gates S. Just stand back against the slanted tiles and back
flip on the tile and just slide down (no jump), stand still right where you end
up and the boulders will bounce over Lara into their holes.
The Dragons Head.
Go through gate and
climb on a block S, jump up to ledge W and get the Torch that is hidden
in the grass.
Jump down to ignite the
Torch on the wall torch E and walk to the W side to use it on the floor tile
there, just to the right of the other flame, you have to stand on the exact
corner of the tile. Go back and use the newly revealed lever on the ground
floor in the SE and use it to raise a block on a ledge up W.
Climb up to the ledges
in the N side of the room and jump to the newly raised block on the W ledge,
grab up N, then face NW and jump to the ledge.
Jump to the central
ledge S and pick up the Dragons Head from the pedestal, a flyby will
take over, Souls are set free. When you get control back, you can jump the
ledges to the SW corner for a small medipack.
Make your way down
(there’s a nice rock SE you can jump to) and pick up the Blood Crystal
from the pedestal W. Go back E and use it to open the gate. You don’t need the
torch anymore, but you could use it to get some extra light. Go down the
slanted passage and the gate opens, find a lever on a ramp in the middle of the
room facing W. A bunch of boulders, coming from the room above will drop onto
the ramps and end up in the tunnels against the closed gates, but a gate will
open NE, follow the passage back to the large underground area.
Boulder Run.
Use the Dragons Head on
the Dragon SE and the gate opens up. Enter and run down around the corner, save
there just before the opening in the ceiling. Sprint down, running along the
middle, jump the Spikes-trap in the floor and immediately run to the left side
into the corner. Pass the boulder and follow the dark passage to enter a huge
room.
Boulder Puzzle.
Walk straight into the
room and on the 3rd left hand pillar is a lever, it will release one of those
boulders and a cage will rise to the right of you (E). Go to the N end of the
room and use the lever in the far NW corner, next to the ramp. Another boulder
drops and a block rises SE, close to that cage. Now go SE and you can climb
that block and then get up the cage N and jump E onto the ledge. Walk N a bit
and jump into the open gate W. Once upstairs, back in that room with the
boulder ramps, take the ramp on the right to go down W and jump over to the
ledge there. Go S and use the lever in the dark on the W wall. Turn around and
wait till the boulder stops to jump to the cage that will appear E and use the
lever there.
Make your way down to
the ground floor and go N to a gate opened in the wall there.
The Gold Crystal.
Wait for the last
boulder to fall and go back to the SE to climb up the cage and jump to the E
ledge. To the SE is an open gate, follow in and jump the ledges to the other
side to get the Gold Crystal. Jump back one ledge and jump N into the
now open gate. Follow through, jump down onto the Boulder Run ramp and go N up
the ramp, back to the large underground area. Jump in the water and swim past
the right hand rocks, climb the ledge on the right side to get back onto that
ledge where the level started and go down to the gate N to use the Gold Crystal
on the left there.
Some Guidance.
At the intersection go W
and a flyby kicks in, go down the passage, jump to the island W, follow the
path to the W side and jump to the closed gate SW, now the guide will come to
open that gate for you by lighting the wall torch there.
The Blood Crystal.
Follow him and when he
is finished you can pick up the Torch between the guide and the tree. Ignite
the torch on the burning tree and take it E. Find a grate on the floor between
two central pillars, throw the torch on the grate. Go to the NE corner and find
a lever to raise the cage, then turn and go SW and use the ladder. DO NOT pull
up but back flip. Get the torch from the raised cage and light the two wall
torches on the ledge. Drop the torch and pick up a small medipack and
the Blood Crystal. Notice the 2 Gem receptacles to the N and S.
Get down to the ground
floor and leave E, the gate opens, head back around the pool and go up the ramp
to use the Blood Crystal there at the E end of the intersection.
The Water Crystal.
Go down the ramp and
dive into the water, swim S and up to a ledge to climb out and shoot some
midgets.
The red tile N
un-triggers a block S, revealing the Water Crystal but in front of that alcove
are trigger tiles raising the block back up. So jump with a grab over those
tiles into the alcove and get the Water Crystal. Go to the E side of the
pool and find a Timed lever.
Timed Swim for the
2nd Water Crystal.
Save in front of the
lever, and check out the route first: it’s back in the opening in the bottom S
just left of the lever when facing the water, swim back N and into the red
light, straight and up behind the plants, climb up left and here’s the gate
that will open up.
So reload, light a flare
and pull the lever, roll and standjump with a left curve into the water, down
into the opening in the bottom and swim down turning right, swim sort of
straight N and up into the opening, hoist up and get in to grab the 2nd
Water Crystal before the gate closes.
Back in the water and
take the first opening up. Go back W to the pool and into the room where the
guide is waiting at the Tree of Souls. Climb the ladder again, don’t forget to
backflip off and place the two gems there N and S.
Pick up the Skribblerz
Stone E and the level ends with a nice flyby…
(revised) 22-01-2007.