Lara at
the Games
Levels by Philip Reinking (PH)
Walkthrough by Mytly
[Note: This game involves a lot of new moves for Lara,
including different ones for the different levels. Please read the readme
carefully so as to familiarise yourself with some of them. Unfortunately, not
all the necessary moves are mentioned in the readme, so they will be covered in
this walkthrough when necessary.
Please play each level separately from the new game
menu in order to avoid bugs.]
Santa Claus in
Trouble
Run forward slightly to hear
Santa-Lara give you instructions on the double-jump move that is vital to this
level.
Lara: To make
me do a double jump hold the jump button while I’m in the air, but don’t press
the action button. Ho, ho, ho!
Run straight ahead and do the
double jump to get to the single floating block ahead. Pick up the first Present. Double jump over to the west, run
past the bouncing snowman, and double jump onto the ledge below the arrow. Walk
out to the edge where the arrow is pointing. The camera angle changes to show a
ledge around the corner to Lara’s left. (If you don’t like the angle, pressing
look won’t change it back to normal, but saving and reloading will.) Stand on
the corner and turn 45 degrees to the left, then do a standing double jump,
while holding the left key to land on the next block. Climb up two ice ladders
onto a platform with a reindeer and a gazebo. Pick up the second Present from the table under the gazebo.
Take a standing double jump from
the west side down to another platform. Avoid the bouncing snowman. Stand on
the higher floor to grab the edge of the tall block and get the third Present from there. Climb down, and line up a
jump to the next block to the south. This needs to be rather precise, so stand
as close to the mushrooms as you can, and then do a running double jump.
Turn west, and follow the blocks
and long ledges, double jumping the gaps. Pass a hostile Christmas tree, which can push Lara off the
ledge. When you come up to a fire trap, time the fire and then do a standing
double jump onto its very edge. Double jump to the east (when the fire is off
again) and take the fourth Present
from the table. Jump back to the fire trapped block, then jump north.
Follow the ledge around two
corners, then stop, as part of the ledge is spike trapped. Jump past the spikes
to stand on the very end of the ledge, facing a swingpole in the distance. Do a
standing double jump to it, and at the last minute, press action to grab the
pole (remember to aim for the middle of the pole). Swing and press right and
double jump to the ledge ahead and a little to the right. Take the fifth Present from the chest.
Follow the blocks and ledges to
the north, until you come to another swingpole. Use the same technique as
before to get to the next ledge. Pass another hostile Christmas tree, and pick up what looks like a
candy cane from the ground (it’s really a crowbar).
Jump to the western ledge. Spot the face-like object on the ground, and stand
next to its ‘mouth’, facing south and use the crowbar on it to open the icicle
gate. A flyby shows the gate opening up. (You may run into an invisible wall
when the gate opens. Simply save and reload, and the wall will be gone.)
Stand jump and grab the edge of
the sloping block ahead, then pull up and double jump onto the next platform.
Cross the bridge. If you want the only secret in this level, then read the next
paragraph, or else skip to the one after that.
Note the two ice sheets floating
above fire traps. Stand on the northern edge of the platform, facing the lower
ice sheet. Stand jump onto it, then run-jump onto the upper one, and then onto
the tall block ahead. A flyby shows you a present appearing on a block near the
beginning of the level. Climb down from the tall block.
Jump to the next ledge on the
west (not the one with the spiralling light beam). A candy cane flies up to you
and speaks:
Candy cane: If
one of the doors is still closed, you didn’t find all five presents. Step into
the light beam to go back to the beginning. (Of course, if
you followed this walkthrough, then you would have found all the presents, and
the doors will be open and no longer visible.)
Now, if you want the secret,
and/or if you’re missing one of the presents, you can jump into the light beam
and find yourself at the beginning of the level. Go to the first ledge with the
bouncing snowman, then jump the block to the south. Pick up the present, i.e.
the only Secret in this game. Now,
unfortunately, you’ll have to go through the entire level again to get back to
the ledge with the talking candy cane.
When you have done that, or if
you skipped the secret, jump to the ledge with the sleigh on it. Use the
translucent switch on the back of the sleigh. A cutscene shows the sleigh
flying away, then an FMV for the next level kicks in.
Mirror’s Edge
[Note: Like in the original
Mirror’s Edge game, objects coloured red show the way to go.]
Run up the right blue ramp to
jump over the fence, then slide under the pipe (use the new slide move or
simply crawl). Run past the guard
shooting at you, since you have no weapons (or rather, you shouldn’t have any).
Use the pole to swing across the pit. Kick down the red door (by pressing
action when standing near it), run through the corridor and up the stairs. Get
a small medipack from the roped-off
elevator on the left, then go to the right one. The doors open automatically.
Go in and press the button, then get out on the new floor. Ignore the grey
doors, they are unopenable. Kick down the red door, then another one at the end
of the corridor.
Note the red crate, the swingpole
and the red footprints on the wall, and the ladder high up on the opposite
wall. Move the crate under the pole, then jump up to grab it, facing the wall
with the footprints (stand on the exact centre of the crate). Swing and jump to
the wall, then immediately press jump (and let go of action). Lara will jump
off the wall with a twist. Press action again just after she jumps to grab the
ladder. Climb up the ladder, and climb into the opening on the left. Follow the
corridor until you come to a high shaft with more footprints on the walls.
Stand facing the lower set and hop back. Stand jump onto the wall and keep jump
pressed. Lara will bounce off two walls and land in the opening above.
Follow the corridor to a room
with a grated floor with two fans underneath, and a high opening on the right
side of the far wall. You have to use the air currents from the fans to get
Lara to jump up into that opening. Stand just a little more than two squares
away from the opening, facing it, with Lara’s right shoulder against the wall.
Stand jump to the opening (even though it seems too high and far away for a
stand jump), and Lara will sail into it. (If she falls just short of it, try
doing it with action pressed and grab the edge of the opening.)
Go around the corner, then slide
down the ramp. Jump at the third square from the bottom to grab the first
swingpole. Swing to the next one, then time a jump to the red grate when the flame
is off (press forward to keep swinging on the pole). Safety-drop down the
corridor on the right, open the trapdoor at the end and drop down.
Climb up the crawlspace on the
right wall of the corridor, drop down, pull the switch, and return via the
crawlspace. The elevator at the end is now open, so go into it and press the
button. Exit and go towards the door which opens as you approach.
You are now outside, on a red
staircase on the side of a building. Go up the stairs and onto the roof of a
building. Use the red crate to jump onto a grate hanging on the side of the
next building. Use another red crate to get up on the higher part of the roof,
then jump to the next roof. Watch the flyby as it shows the nearby rooftops and
your ultimate goal, a waiting helicopter.
Climb onto the higher roof. Walk
across the tightrope to the other side. (Be careful with the side keys, as they
sometimes cause Lara to turn around. If you want some fun, try out Lara’s new
tightrope move – a cartwheel – by pressing jump while she is on it.) Continue
on to the next building to the south. When you reach there, Lara spots a guard standing next to a higher part of the
roof.
Lara: I have
no weapon, but maybe I can push the block down on that guy.
Climb onto the roof next to the
block and press action next to it. A short cutscene shows Lara pushing the
block down on the unsuspecting guard. Drop down and take the Security Disk he dropped.
Jump over to the building on the
west (jump from the higher roof of the first building if you want the small medipack on the higher roof of the
second one). Keep climbing and jumping past the next three buildings, until you
come to one with three grey crates and a red one. Climb the red crate, and you
can jump onto the higher roof to get a laser
sight (it’s not clear why this is here, as it serves no purpose). Go
to the grey metal duct and jump to the first of three swingpoles. Keep
swinging, and after the third one, grab the red pipe on the wall (really the
wall itself). Drop down onto another duct. Jump to the opposite duct, go around
the corner, and climb up another red pipe.
Jump to the duct on the west and
use the Security Disk on the computer terminal to lower a fence on the building
to the north. Jump over to that building, then walk carefully to the north edge
and look down to see a blue slope. Face the break in the railing on the
building opposite, the slide down the slope and jump at the last minute to grab
the edge of the building.
Climb on the higher roof to get a
small medipack. Jump to the next
building on the north. Walk over the tightrope to the next one. Jump from the
lower part of the roof to the red pipe on the side of the next building, and
climb up. Go to the helicopter waiting on the other side, but don’t jump to it
directly. Stand on the red line, hop back, and take a running jump to grab the
helicopter. The level ends. An FMV shows the main character of Mirror’s Edge
grabbing a helicopter and flying away, then the scene changes to a
middle-eastern setting for the next level.
Princess of
Persia – The Palace
[Note: Some of the objects in the
inventory are wrongly named, so I’ll refer to them by a general name (like
‘key’) or a description.]
The level begins with a cutscene
of Lara waking up in a bed in a prison cell.
Lara: Where am
I?
Open the chest on the east side
of the room for some flares, then
climb out using the crawlspace on the west. Turn right and follow the corridor,
passing a storeroom on your left, and climb into a crawlspace next to a pair of
double doors. Use the switch in the crawlspace to open the doors.
Enter a tall room with square
pillars and a high balcony on the north side. Jump to grab the crevice on the
south-eastern pillar, jump again to grab the higher one (new move: just press
jump while holding action, and Lara will jump straight up). Tap back (down
arrow key) to make Lara turn around and jump to the crevice in the pillar
behind her (just tap the key once, don’t hold it). Shimmy right and around the
corner. Tap back to turn around and grab the swingpole. Climb on the pole by
pressing jump, then jump to the crevice in the pillar ahead. Shimmy all the way
to the other side of the pillar, and jump off it (by tapping back) to land on
the balcony. Stand next to the east wall and press action to make Lara run up
the wall, pressing a switch in the process. The candles in this room are now
lit.
Safety-drop off the balcony and
go to the storeroom you saw earlier to get a torch.
Light it on one of the candles. Go to the south end of the corridor and set
fire to the barrel. The guard near
the gate will see the fire and come running.
Guard: Oh my
god! FIRE!
He will try to keep the fire at
bay, and ignore Lara. Pick up the key
he dropped, and use it to open the nearby door. Go down the corridor, noting a
closed black gate in the corner. Use the switch to open the double doors, and
go out into the courtyard with a pool and two fountains.
Lara: The
water system isn’t working for some reason.
There are many tasks to do in the
courtyard, but they can be left till later. For now, open the chest to the
right of the door to get a crowbar
(which looks like a dagger), return to the black gate, and open it using the
crowbar. Drop down to the flooded floor, and down the hole in the middle.
Follow the corridor and climb out at the end. Use the rope to swing over to the
opening at the far end.
Enter a tall cistern-like room
with a structure in the middle. Grab the crevice in the south-eastern corner of
the structure, then jump back to grab another in the southern wall of the room.
Jump straight up to the next crevice, shimmy left and drop down in the opening.
Follow the corridor up some steps and come out in another opening facing the
structure. Grab the crevice, shimmy around the corner and one square beyond.
Jump straight up to arrive on top of the structure. Jump over to the corridor
on the south, and pull away the table blocking the fan. A flyby shows water
starting to flow in the cistern and the nearby rooms, and a rope appearing in
the room with the flooded floor.
Make your way down to the floor
of the cistern (the easiest way is to jump onto the sloping part of the
structure, slide and jump with action to land in the opening you came from,
then safety-drop down.) Leave the room. In the next room, the rope is too far
to reach from this end, so slide backwards and safety-drop onto the wet floor.
Grab a crevice at the far end, jump backwards to grab the swingpole, turn around
(press back) climb up on the swingpole, jump to grab the edge, and pull up.
Drop down into the hole, and make your way back to the flooded room.
Climb the ladder back to the
ledge near the entrance. Run-jump to the swingpole in the eastern wall, climb
up on it and jump to grab the monkeyswing. Swing over to the ledge in the
corner. Slide down the middle of the slope and jump at the last minute to grab
the swingpole (alternatively: slide backwards and grab the edge, then press
back to jump with a twist and grab the swingpole). Jump to the rope, and swing
over to the platform with a turn switch. Stand on the north-western square of
the platform, facing the switch’s handle and press action (you may need to
adjust Lara’s position a couple of times, or press action more than once to get
it right). A cutscene shows Lara pushing the switch, water falling from the
ceiling of the flooded room, and water starting to flow in the two fountains in
the courtyard.
Return to the courtyard and jump
into the water. Pick up a small medipack
and a pole (wrongly called ‘secret’).
Pull an underwater lever to raise a cage under the left fountain. Climb on it
and pick up a Golden Ball (wrongly
called ‘Eye of Horus’) from the basin of the fountain. Wade out of the pool.
Use the ball on the hand-shaped receptacle on the right of the south double
doors to raise a cage in the corner. Hang from the side of the cage and jump
straight up to grab the ledge above. Run jump to the swingpole (Lara may grab
the air above the pole), swing to the next one, and Lara will automatically run
on the wall and land on the far ledge.
Use the pole on a high receptacle
on the west wall by standing under it and pressing action. Stand directly under
the pole and jump up to grab it and swing to the higher ledge. Use the switch
to raise a timed cage. Roll, run off the ledge, run to the cage (ahead and to
the right), climb up and run jump to the wooden platform. Jump to the next
ledge and pick up another Golden Ball.
Jump into the pool below, and climb out. Use the golden ball in the receptacle
on the left side of the double doors to open them. Follow the corridor,
avoiding two spiked logs on the way.
Enter a library. Note the balcony
running all around it, the cage and crates on the south side, the crevices on a
pillar on the north side, a rope hanging from the ceiling, and a moveable table
on the floor. Jump up to the higher crevice on the pillar, shimmy to the exact
middle of it, and press back to jump to the rope. Swing over onto any part of
the balcony. Find the switch behind the pillar you just climbed, and use it to
open a bookcase on the ground level. Jump off the balcony or climb down using
the crates on the south side. Use the switch behind the bookcase you just
opened to lower the cage. Move the table onto the lowered cage, then use the
switch again to raise the cage. Climb up next to the table using the lower
crate, and move the table onto the adjacent crate (with a lowered cage on it).
Use the switch once more to raise the second cage (and lower the first one).
Use the crevices and rope to get up on the balcony again. Move the table off
the cage and all the way over to the west side of the balcony, onto a patterned
tile. Doing so opens the double doors on the east side of the room. Go through
the doors and run ahead as the next pair of double doors opens automatically.
Maze Map
You are standing at the entrance
to a maze. Orient yourself using the map above. Go south, then east to find a
trapdoor near the south-eastern corner of the maze. Open it and climb down the
ladder. Take a running jump to the swingpole to the west. Shimmy all the way to
the right end of it and turn around. Swing and jump off to land beyond the
slope ahead. * Pick up the Small Waterskin and Stick. Jump to the crevice in the wall and press back to
grab the swingpole behind you. Swing and jump off the land in the shallow
water. Fill the waterskin now, if you like, as the water is handy. Go left,
climb up two ladders and up into the maze again.
[* Bug
note: At this point, it is possible that Lara may not be able to swing over the
slope, and instead keeps landing just short of it. If so, try this method
before jumping to the swingpole: Set up a running jump, take one walking step
forward, and then run jump as normal, and Lara should grab the pole. Now when
you shimmy right and jump to the slope, she should land correctly.]
Follow the southern wall of the
maze and find and opening in the middle leading into a clearing. Stand on the
ramp and take a running jump to the tree branch/swingpole. Swing and jump to
grab the high opening ahead. Follow the corridor to an open area with a small
pool and a skeleton on the ground. As you approach the skeleton, a flyby shows
you a gate in the maze (the gate leading to the element puzzles in the map).
Stand near the skeleton’s head and press action to pull it away. Get a key for the gate you just saw and a torch. (You can also fill your waterskin in
the pool if you haven’t done so already.) Return to the maze.
Go back to where you entered the
maze (west) and go to the north-western corner to find a statue with a pot of
fire. Light your torch on the fire. Note the stand in front of the statue, but
you don’t have the full artefact for it yet. (You can get the nearby small medipack now if you like.)
Now make your way to the
north-eastern part of the maze (you can leave your lit torch where you can
easily find it again). Locate a place where a ball is rolling on a ramp, open
the trapdoor next to it, and climb down the ladder. Run-jump to the swingpole,
shimmy right and swing to grab the ledge ahead. Pick up the Jerrycan.
Safety-drop down into the shallow water, and climb up two ladders to return to
the maze.
Go back to the entrance of the
maze, picking up your torch on the way, and then to the south-eastern part.
Find the gate to the clearing with the element puzzles beyond it and open it
with the key. (You can make a side trip down the lane on the right for a small medipack if you want.) Use the water
from the waterskin on the puzzle with the blue lines, and the oil from the
jerrycan on the other one, and then light it. (Note: Do not save and reload
before completing the element puzzles fully, or the water or oil you poured
will have disappeared.) The gate between the two opens.
Enter cautiously, as a wolf pounces on you. Since you have no
weapons, you have to find another way to kill it. Lure it to the place with the
rolling boulder (all the way to the entrance of the maze and then to the
north-eastern part). Time the boulder and jump on the ramp, then quickly off.
The wolf hopefully will not be as quick, and will get crushed by the boulder.
Now carefully get the Crank it left
behind from the ramp.
Return to the courtyard where you
first met the wolf. Use the crank on the well handle, and Lara will turn it to
draw the bucket up from the depths of the well. Stand against the wall of the
well and press action to get a Gem
out from the bucket. Go back to the north-western part of the maze, combine the
Stick and Gem and use it in the stand in front of the fire statue. This opens
the gate on the right.
Enter the room to see a long
curtain up ahead, and Lara provides a clue on how to proceed next.
Lara: Perhaps
I can use the knife I found to slide down on this.
Take a running jump over the
railing to the curtain and press action to slide down. Just before the bottom
edge, press roll and action to jump off and grab the swingpole behind. Swing
over to the opening ahead. Turn left and line up a jump to the swingpole ahead,
but don’t jump until the fire emitter is about to go off. When you jump to the
pole, Lara will run on the left wall and jump off to grab the far ledge. Stand
jump to the next swingpole, and Lara will once again automatically wall run,
then jump to go through an opening on the right and slide down two slopes. Jump
backwards onto the second slope and jump again to grab the swingpole. Climb on
it and jump to the far ledge.
Go down the steps and enter a
room with a canal. Go around the corner and drop down into the water. Swim into
an opening and pull the underwater lever to open a door at the far end of the
room. Climb out of the water and go north and through the door to end the
level.
Princess of
Persia – The Street
[Note: This level is a continuation of the previous
one, but if you want to avoid bugs, better start the level from the level list
in the new game menu.]
A flyby shows a street bazaar,
then a hole in the ground with a ladder in it. Lara is down that hole, so run
forward and climb the ladder. (You can explore the street if you like, but there
is nothing there, so return to near the hole.) Stand directly below the pole
next to the hole and jump to grab it. Swing to the next pole, turn around,
climb on top of it and jump to grab the wooden platform. Jump over to the next
wooden platform.
Go through the corridor and jump
onto the platform on the left of the opening. Use the swingpole to get to the
platform in the corner. Face the long pole * that
spans the breadth of the street and jump to it. Shimmy to the left and swing to
grab the next pole, and then over to the wooden platform. Jump to the next
platform diagonally across the way. Jump to two more swingpoles * and then to a wooden platform on the far end of
the street. Go into the alcove and pull the switch to open the double doors
below.
[* The first pole in both these sets is buggy, and Lara
may not grab it, or if she does, she will grab it in such a way as to leave her
unable to grab the next one. use the method described in the previous level:
Set up a running jump such that Lara’s back is against the wall, take one
walking step forward, and then run jump as normal, and Lara should be able to
grab the pole.]
Safety-drop down into the street
and go through the open doors to enter a courtyard with three sets of double
doors, and a shallow pool with an island in the middle. Jump over the railings
to the patterned tile on the west side of the pool to open the western double
doors, and jump out. You can run jump over the blade traps if you run from the
left side of the corridor. Stand on the raised patterned tile to open the far
doors. As soon as you step off the tile, the spinning blade traps ahead start
working, so run past them carefully.
Enter another courtyard. Climb
the trellis on the north wall, shimmy right and drop down onto the slope. As
Lara slides, press action, and she will turn around at the end to grab the edge
of the slope. Press back to jump with a twist and grab the swingpole (You could
also try to jump to the swingpole at the last moment while sliding, but this is
very tough to get right). Swing to the next ledge. Turn around and take a
running jump to the trellis on the side of the block. Climb up and jump over to
the ledge ahead. Stand next to the zip line and press action, and Lara will
slide down it (holding the line directly with her hands), and land in a
balcony. Note the patterned tile high on the right wall – it’s a switch. Stand
under it and press action, and Lara will run up the wall and press it. The
eastern double doors in the courtyard with the pool and island are open now.
Jump into the water and make your way past the traps to that courtyard and go
through those doors.
As you enter the corridor, a
blade trap starts swinging, so be careful. Jump up to grab the swingpole, climb
on it, and jump to the ladder ahead. Climb it and drop into the alcove to the
right. Light a flare to see a low crawlspace and go in to find a Key. Safety-drop down to the corridor. Walk
ahead and the blade traps start spinning, so make your way past them. Use the
key to open the double doors.
Enter the enclosure carefully, as
two lions come out of their cage on
the right. Lure them onto a spike trap in the middle of the enclosure to kill
them. Then go into their cage and pull a switch to open the last set of double
doors back in the courtyard with the pool and island. Make your way back to the
courtyard, past the traps. (If you’re feeling brave, you can just try to avoid
the lions and pull the switch, but the lions will follow you back to the
courtyard).
Enter the north double doors and
the level ends.
Princess of
Persia – The Coast
Just run straight ahead onto the
wooden pier. A cutscene kicks in.
Lara: The
game’s world seems to end here.
The level ends, as does the
playable part of this game.
Singstar
This is not a playable level.
Just watch the girls singing.