The
Old Spire.
(Spire=Tower).
Walkthrough by G&D
productions.
There will probably be other routes through the level,
but this is how we did it.
You’ll find the mentioned video's in this Video Folder
A
Crowbar.
Go out E, take a right and make a U-turn left around
the wall to get more Flares. Be careful
as the floor there is littered with spikes. Go to the opening in the other end
of the room (NE) by jumping over the raised part of the floor and thus avoiding
the spike trap. Enter the opening left (NE) and find two wooden crates on the
right. Pull out the second one once to the W and climb over this crate to push
the other to the right hand corner (S) revealing an entrance. If you like you
can move the first crate back where it came from. Enter the passage, and climb
down the hole, follow through and grab the Crowbar
from the alcove left. In the far back of this passage is a small medipack around the corner.
Go back and up the ladder, left to the passage with
the crates you pushed. Go straight (W) and shoot some bats, then climb up the
wall W, next to a trapdoor. The lever there will lower the trapdoor, but I saw
no reason to do that. Go over the trapdoor to the staircase against the wall
and follow up to a closed door with a keyhole. Go right around (N) to the last
opening left and open the door there with the Crowbar. Pick up the Laser sight and go out, right around
the corner to the second opening right.
Get down and go down the stairs, then go down to the
ground floor at the trapdoor and make your way to the S side of the place. Look
for a chain spanning the room and in the S side alcove you can spot a bell.
Shoot the bell to activate the chain and lower spikes at a lever. Turn around
and go straight N, up left onto that walkway with the slope next to it. Left
(S) is a Timed lever, pull and hop back turning left, run onto the slope and
jump to the raised tile, a running jump to the next raised tile and another
running jump into the opened gate ahead (E) (savegame.0).
Follow through and pick up the Golden Key from the ledge. To the left
is a wall torch for a Secret later. Go back through the gate, which
opened again and hop to the raised tile. Turn right and follow the N passage to
where you can climb up at the trapdoor again as we go up the staircase again to
that door we saw when we got the Laser sight. Lure the zombie away if needed
(or shoot it) and open the door (S). Go in and the spike trap is safe, turn
right and stop there, spot a fence you can shoot in the far right hand wall,
shoot it from a distance and sprint into that opening while a boulder will come
down (or first trigger the boulder, run back out
and then go for the fence). Follow through to a room with a harp, left
of the harp is a lever in the corner (NE), throw it, run to the tile where the
flames stopped and grab the Rusty Key.
Make your way back through the passage with the
boulder, left and down the stairs. All the way to the ground floor and to the S
section where you shot the bell before, left and in the SE next to the rubble
is a hole in the floor, climb down and follow in to where some tiny creatures
attack. Shoot those and go to the pedestal with the Wraith, under the Wraith is
the Copper Key, better save before
grabbing it. Run back, up the ladder and straight from the ladder into the passage
with the push blocks, follow through and climb up at the trapdoor, turn left
and head to the staircase. Go to the right of the staircase into a corridor and
then into a room (S) with a cross. Duck behind the cross and the wraith will
kill itself. Make your way back to the ground floor and to the W section and
the trapdoor where the level started.
Back into the passage (N) and left and climb up at
that trapdoor. Go straight into the W section, right around the corner are some
Flares. Left around the corner is an
old door with a keyhole; use the Rusty key there. Follow the passage up the
stairs and up a ladder (behind you is a passage
with a “Secret gate”). Once upstairs go out straight (N) to a pit in a
large room. A trapdoor drops somewhere and when you turn left you can see it
across the room. Turn around at the edge of the floor and hang from the edge,
shimmy right and pull up to get to a crawlspace with a lever, the trapdoor will
now go up and down.
Get out of the crawlspace and drop down. Shoot the
Bell on the floor there; grab the Rocks
from where the bell was. Go N and to the right is an opening to the next pit.
Look up left of the opening (NE) and spot a jump lever. Use it and look up
right to see a rope hanging from a bell. Go into the other pit and climb a
ladder to the floor above, jump to the right (NW) to a ledge and from there a
jump to grab the slanted pillar with the trapdoor.
Run jump to the ledge where there is an emitter, turn
slightly left at the end of the jump so you will jump off facing that ladder.
Grab it and go right around the corner. Hang in the middle of the ladder, two steps
down from the very top and do a back flip/roll onto the slanted block behind.
Slide a bit and jump hard right to a walkway (savegame.2).
Turn around and stand in the NW corner and spot a crack in the pillar NW, turn
around and face SE, back flip to the slanted block and jump off with a hard
curve to the left to grab a sloped surface. Shimmy to the left and pull up to
back flip into that crack to get the Sack
there (duck to get it). Two ways of getting back:
2: Drop out of the crack, and make your way back up as you
did before (savegame.3).
Use the Heavy
Sack, a Shotgun.
Walk forward, jump to the ledge left and then stand
jump SE onto the slanted block on the E wall, immediately jump again with a
right curve to the block on the pillar and jump to the floor ahead. Combine the
Rocks and the Sack (Heavy Sack) and
place it in that metal pillar, a trapdoor opens up left of you. Pull that
wooden crate once and look behind it to find the Shotgun. Climb the crate, the white block and turn around to jump
to the ladder, climb up through the trapdoor to the floor above.
To the left behind you is Shotgun ammo and to the right is 9mm Ammo. Look up and spot a Bell (#1) on the ceiling, shoot that (screen of a gate). Straight and a
bit further (W) is Bell #2 also up
high (screen of the same gate). NW is Bell
#3 (screen of the same gate), the gate should now be open and we’ll visit
it later.
On the central pillar on the wooden box is a timed
lever, on the NW corner pillar is a jump lever (also timed). You’ll have to
raise a block in the SE corner to jump to the ladder SE. From this wooden block you can also shoot the “Secret
Bells” with pistols. Save at the lever on the central pillar, pull and
turning left, run off and run jump over the corner to the ledge SW, curve right
and jump to the W ledge, jump onto the block and onwards to the jump lever. Don’t dilly dally but immediately continue to the E side,
onto the block and jump to grab that ladder (savegame.4-hanging from the ladder!) (video-2.wmv).
When you climb this ladder you’ll be in the gas
chambers, turn right a bit and hop up into that alcove with the cross where you
can get your breath back. The floor is littered with holes, so watch out. Run
out, turn left and jump over holes to go to the next alcove to the left,
there’s a mirror here and it will show a ladder, the ladder isn’t visible in
real time, but the clue is in the placement of the skeletons. If you want the
hint back, hop out and back into the alcove.
Walk forward a bit from under the low ceiling and go
left (E), to the right is a small medipack. Go back a bit and turn left to the S wall,
left up the stairs there and run straight down into the corner ahead, next to
the staircase is some Uzi ammo. Go
left into the dark passage along the E wall and push a dark crate till you can
climb it (3 times). Down the other side and throw the lever to raise a block
far up in this room. Back flip onto the crate and look straight up N to spot
that block near the top of the room.
Return to where you found the Uzi ammo and climb up to
the stairs, go up and grab some Flares
from under the ledge with the knife traps. Turn around and walk over the
trapdoor to the bottom of the steps around the wooden structure SW. To the
right is an opening in that wooden structure, shoot that box and run jump from
the stone ledge up into that alcove to get the Uzis. Jump back out and follow these steps up to the spike traps on
top. You have to time the spikes, run over the trap and jump without Ctrl to
the most right hand side (safe) of the ledge with the knives (2.jpg). Jump and grab the white block and throw the
lever to open a trapdoor over a ladder in the right hand corner of the room.
Run down SE onto a white ledge below and jump onto the
staircase going up to the pillar with the ladder SE, climb up the ladder and
hoist up another floor. A Werewolf will attack, shoot it and go to a lever in
the back, next to a table. It will open a timed trapdoor in the middle of the
central structure. Pull, roll and run left into the opening, roll again so you
can grab up to the ladder (facing W) go up a bit and back flip before the
trapdoor closes (savegame.6). Approach the cage
with the ghost.
Drop down and go climb back down in the SE corner,
down the ladder and in the Staircase Room turn right, go down the stairs to the
ground floor and straight to the hole in the floor NW. That’s the Gas Chamber,
so down the ladder, hop back and turn left a bit and go jump left diagonally
across the room to the SE corner where the ladder to the room below is (Bells, and if you didn’t shoot the 3 Bells yet, do it now for a
Secret). Make your way down to the ground floor and go to the ladder SE,
all the way down to the crate where you found the Shotgun.
Take the Torch back out with you and hop down onto the
tile, go left and through the room with the chain then take a the right, to the
trapdoor at the start of the level (W section). Throw the Torch down through the
trapdoor and go in too. Jump onto the grey ledge W and to the room with the
wooden floor you can burn by throwing the Torch on it. Climb down from the N
side and grab the Uzi ammo from the
landing N. Go down the steps and right onto a grey block W. Turn right facing N
and from the lower corner you can run jump around the wooden beam to grab a
crawlspace up in the N wall, getting in can be tricky (savegame.7).
Inside go right and after the short flyby pick up some Flares there.
Torch #2- Go to the pool and dive in, pick up the Harpoon gun from the skeleton and 4x Harpoons from the bottom and look up
under the block in the middle, use that underwater ceiling lever and get out
fast. (Weird, I saw a Sea Hag before and this time she didn’t show…) Shoot
another skeleton into the pool.
Torch #3- In the back of the room (N) is a passage, go in and
left to pull (twice) a wood block to the next opening in the left wall, turn
around and grab another Shotgun
there. Go right around corners and pull the block out of the passage to the
edge of the pool, then move it to the left (E) all the way and then pull it
right (S) as far as it will go. Climb up and you should now be able to use the
jump lever on the dark pillar, torch #3 burns. Shoot the skeleton into the pool
and go into the E side of the room to get a small medipack from a table.
Torch #4- Now move the block all the way around the pool (the
long way) to the S side of it and then as far E as it will go. Then pull it S
once so you are flush with that platform at the E wall (3.jpg). Look E and next to that cross is a Timed lever in the
corner. When you use the lever, flames will stop (for a short time) in an
alcove above the lever. Pull the lever and roll, side jump right and hop onto
the block, turn left and hop onto the right hand side of the platform and with
a running jump left into the alcove. Throw the lever and quickly hop back out (savegame.8 - video 3.wmv).
Shoot another skeleton into the pool or just avoid it,
hop onto the now active tile in the middle of the pool and be taken into a
sinister place.
In the dark it is hard to spot, but there’s a tunnel
in the N wall, climb out into a huge cave. Turn left (W) and shoot two dogs on
your way to that skeleton.
Turn right and go into the opening NW, crawl left into
the crawlspace and follow through to a deadly pool. Hop onto the block in the
pool and turn left to jump to a rock in the SW corner. Turn right and jump to
grab that sloped pillar, hang right and pull up over, slide far and jump hard
right to grab the next sloped pillar, hang left and here is a nasty jump. Slide
far then jump with a bit of a left curve to the tip of the sloped ledge left
and curve back right a bit before you touch it. Jump curve a bit left to grab
the corner of the grey ledge at the last moment (savegame.9
- video 4.wmv). Turn left and hop onto the brown ledge, there’s a
trapdoor up there and also a keyhole. Turn around, and jump back to the grey
ledge and to the left is a closed gate in a crawlspace. Jump from the grey
ledge to the white wall in the pool (S) and grab a small medipack. Run jump S and jump to
grab the monkey climb and follow left to a jump lever, the gate opens and a
block in the pool goes up.
Stand jump grab that raised block and from the right
hand side a run jump around the monkey climb to grab the white wall where the medipack was. Jump down to the grey ledge and go into the
opened gate (NE). When in the next part of the cave, climb the red block on the
right and jump to the nearby grey pillar to get the Pacer. Run down E and look on a tall red pillar on the right hand
side for Uzi ammo.
The
Large Deadly Pool, the Stars Crystal.
When you come to the large pool, turn right and in the
end to the right in an alcove up a slope is a Medipack. Get down and walk
towards that slanted stone block in front of the pool, there are sink tiles in
the pool and you have to jump over the tiles, around the pillar and get to a
ledge you can see to the right of the pillar across the pool (4.jpg). When you stand back from the block, hop on
and do a running jump to the first tile, a stand jump to the next and a stand
jump around the pillar to the ledge there, try to curve left at the end of the
jump so you can side jump right to the safe ledge (savegame.10
– video 5.wmv). (Also possible to skip the
third tile behind the pillar, after the jump to the first, stand jump hard left
to the second and do a running jump curved right around the pillar to end up on
the far corner of the safe ledge). Turn left and grab the ladder on the
pillar, go up and turn left, jump the grated ledges to the one NW with the
sloped one behind it.
Now comes another tricky jump, stand to the right,
face NE and stand jump onto the top of the slanted grate there, jump slide and
jump a bit right to grab the edge of the grate in front of the burner. Time the
burner and pull up, immediately jump to get to the pedestal (savegame.11). When you grab the Stars Crystal. A Wraith will
come, so get out of the camera, turn right and run jump to the grey pillar, hop
to the grated ledge right and a running jump and bit left to land with Ctrl
onto the stone block at the left corner of the pool. Run right, then left
towards the pillar where the Pacer was and jump left through the gap between
block and pillar, run to a pool, hop to the sink tile and jump to the other
side. Straight to the water hole you emerged from before. After the Wraith is
gone, get back to the large pool.
Go left and spot an old rusty door. Turn to the pool
and spot ledges with buttons; you can reach those with jumps over the nearby
sink tiles. Start from the floor at the first grey pillar S (5.jpg). Walk to the edge; take one step back then a
stand jump, a stand jump and a running jump to the safe ledge. Use button #1 to
bring out a rope, turn around and stand next to the button, run jump back to
the tile, stand jump to the next and back to safety. Now take route 2 from the
picture, three stand jumps and a running jump to the ledge, use button #2 to
bring out a second rope. Jump back to the safe floor as you did before, a stand
jump a running jump and then a stand jump (savegame.12).
Turn towards the pool again, look E and spot another
safe ledge straight E and a sinking tile in between. Stand back against the
grey pillar, take one-step forward and run jump to the sink tile, do a running
jump to get to the ledge. Turn right and jump to grab a crack in that grey
pillar, go right around the corners and drop to a ledge, stand close to the
grey slope and face S, a run jump as far as possible onto the edge of the
slope, turn a bit right at the end of the jump so you will go forward to a
ladder on the grated pillar (6.jpg). (savegame.13 – hanging on the ladder!). Go up and grab a small medipack,
go left and jump to the rope (you can spot the next Crystal left).
2: On the rope, turn a bit left and swing directly onto
the ledge where the Crystal is, turn right and run jump to grab the corner
pillar where the button is, it will stop the flames on the grated pillar. Turn
around and run jump back to grab the ledge with the pedestal, go get the blue Obelisk Crystal.
Slide down left and jump to the ledge in the grey
slope, stand back and hop over the top to slide back to the ledge at the pool.
Now you can jump directly to the grated ledge where you killed the flames.
Go up the pillar again, walk to the right hand corner
(SW) looking at that grated slope and another rope W of it, jump to grab the
slope and hang in the middle, pull up over and slide jump to grab the rope.
Turn left a bit and swing to get to that rock ledge you see.
Hop down W onto the sloped rock ledge
under the Secret opening and end up on the flat lower part.)
Turn right a bit and jump up to the ledge along the W
wall. Follow to the end (maybe using the grated ledge, but you can also just
follow the rocks) and at the end a jump right to the second grated ledge to get
around the brick pillar. Turn left and jump up to a ledge above the old door
below.
The
Flooded Tower, the Walls Crystal.
Follow the route back up to the grated pillar. Walk left to the grey slope and check your health and get to
the rope, go down as far as possible and just let go, you’ll drop into a shaft
in the grey slope. (There’s another shaft in this
slope and it leads to the Gas Chamber 2 we will visit later, no need to
investigate that route).
It’s up to you how you want to do this, kill the Hags
or not. I first went to finish them off so I could have a good look around (Saves2-savegame.1). Dive in, swim left to the corner
where you see wooden ceilings, go up through the opening in the lower ceiling
part and follow the wooden passage up the stairs and when you reach the ladder,
go into the opening where the Secret was (under the wooden beam) follow through
to get to an air pocket.
Swim up at the ladder, out N and swim up, turn around and
swim up to the white pillar (SE) and up through the ceiling, straight up
through the room with the Bells and through a hole in the ceiling. Now you are
in the gas chamber, turn a bit right to the NW corner and up through the hole
in the ceiling behind the pillar with the ladder that is now visible. Turn SE
to the top of the wooden pillar in the Staircase Room and up through the hole,
turn right and go up into the hole for air (Saves2-savegame.2).
Pull up on a ledge E and get the small medipack, notice the old door S and
get back in the water, save facing N in front of the other ledge (N). Pull up,
quickly get up the wall and run jump to the N, run off to the right landing at
a lever, use it fast and hop back turning right hop back up to where you came
from and run down into the water You could have tried to get into the opening
in one go, I did manage once but it was pretty nerve wrecking.
Go forward and to the left, near the couch is some Shotgun ammo on a pedestal, proceed up
the steps and right around the corner in the back room is a box, shoot it for a
small medipack.
In the other end of the room is an old door and to the left is a barrier in a
passage, shoot the barrier and throw the lever, the door opens and provides a
shortcut to the Demonic Realm after we got the Skeleton Key we need there.
In the first room turn right and hop into the opening,
get on the pedestal to find a Map of the
Minicube (Minicube.jpg -
this is the same map, but printable).
Swim in, up and out into a room with the Rusty Key on the pedestal. You can
leave S through the gate to the “UW control” room which just opened. Look in
the opposite corner of the “UW control” for a platform, climb up and jump to
the ladder to go back up to the top level. Hop into the
opening straight (W) to the “Wraith” room. Go down into that room and
into the opening straight ahead (W). Look down in that room (Maria) and shoot
the two Demons (you can also just leave them be). Turn around and now get onto
the pillar with the wraith and snatch the Copper
Key from under it. Turn left, hop with Ctrl into the opening and do a
running jump through the room with the Demons (Maria) to the opening left and
jump straight through the “Stars” room into the opening ahead (S), a running
jump out of this opening into the “Pool” room ahead. Wait for the Wraith to
kill itself and get out.
Jump back into the opening to the “Stars” room (N), up
onto the grated ledge and turn left, look for an opening in the left hand
corner of the (W) wall, go in and use the Stars Crystal. A platform (#1) goes up in the lower level. As you
can see by the name, we now have to go to the “Walls” room. Back in the “Stars”
room, face E and climb down the hole in the floor, drop down and go straight
through the “Central” room to the E. In the “Walls” room jump to the right of
the hole in the floor and stand against the W pillar, back flip onto the sloped
one and jump to grab the pillar, use the Walls Crystal to raise a second
platform (#2). Get down and climb
through the hole in the floor to the “Obelisk” room. The Obelisk Crystal goes in
the NE corner to raise the last platform (#3)
in the Fog Rooms on the lower level.
Optional for an Expert Secret: Jump back into the
opening N, run jump grab over to the blue rays in the
N alcove and it will take you to a wooden passage. Go to the right (E) and take
a left, here is the challenge. You have to get to that alcove left above that
ladder (NW). On the deadly floor are sink tiles and slopes.
Go forward and left to get to the transporter ray.
Back in the Minicube, turn
right and jump on the block in the “Obelisk” room, turn around and climb up
(W). Hop straight (W) to the “Central” room and go left (S) to the “Wake Up”
room, through the passage with the gates and take a right up the steps in the
Demonic storage. Left into the old door we opened before (or open it with the
lever left of it) and get back to the Demonic Realm.
Go a bit left to the far NW corner, grab up to the
grated ledge above, jump over to the left and then up to the pillar from the
elevated tile. Go straight (S) to the other corner jumping the gaps and turn
left to the tower with the Medipack. Then make your way towards the lever on the pillar
along the E side, slowly walk down into the corner where you can use it to stop
the flames on the central block, jump there and save before you take the Monk’s Heart.
Several
enemies emerge, and no less than two dragons appear and you’ll slide down from
the safety of the tower. Best run behind one of the grated corner pillars to be
safe from fireballs and shoot all the walking/crawling enemies. Remember you
can save and reload to get rid of the locust for a moment.
(In this version it was still possible to just run into the W room and
skip the fight because a test trigger was left behind lowering the platform as
you go in).
A block went up in the N wall where you started
climbing before, hop on and use the button to raise a block in the opposite
corner, use the button there. This will raise a second block along the N wall;
a third button can be used to lower a platform blocking the opening in the W
wall. Run in (Saves2-savegame.7) and use the
transporter ray to get to the room with the 4 torches.
Go to the pedestals SW and combine the Monk’s Heart
with the Holy Dagger to get a Monk’s Heart Sacrifice. Place it on the round
pedestal with the candles around it and watch how the Monk’s Soul escapes the
cage.