Fading Light 2.
Game by
Cowboy
Walkthrough
by G&D Productions.
The
savegames and other files mentioned in this walk, are in this Saves
Folder. Because of the number of saves, there are 3 save
folders in this download.
As
the game starts Lara has a long conversation with her new butler, see the Cutscene text in the documentation folder.
1 - San Pablo
Mission.
3
Secrets (with a total of 25 throughout the levels).
Texas
2019
Head SW
and just left of that big cactus, shoot the wooden grating. In the second room
and left is a crate you can shoot for a small
medipack. Behind the swinging crate is a pedestal with a Hunting Spear (to be used as Crowbar).
Back to the courtyard and straight to another cactus, left and under the
building is the gate you saw, open it and go straight through the kitchen to
open a small door to the Hall. Run forward or hop back to avoid being crushed
by a barrel.
Go
upstairs and open the door at the other side (S), go in a shoot a couple of
tiny spiders. Go left and out to the balcony, left again, shooting more spiders
and open the first small door you come across. Inside, on the pedestal is the Mission Key. Check out the cabinet
(stand a step back and Ctrl) for Semi-automatic
ammo. Go out, left and open the next bedroom to get Flares from the cabinet, go out and safety drop down into the
courtyard. Go S a bit and on the right of the fountain is the door you can open
with the Mission Key. Inside pick up Flares
and a small medipack and shoot the
spiders. There will be a lot more of those spiders, not going to mention them
again. Go left (S) through to the next room.
Push
the icon on the right hand wall, a block lowers in the wall behind you (E), go
in for Secret #1,
in the cabinet straight ahead is a small
medipack, then get the Flares on
the pedestal N, while there you might be attacked by a spider biting you, so
back flip and shoot it and take the medipack if you’re poisoned. Go out to the
previous room.
Catacombs, open the Grate, the Cross Icon.
Open the
grate in the floor and climb down to a wine cellar (notice the door left), the
entrance closes up behind you. Go to the back and right, down the stairs to the
catacombs, in the pit is a grate we have to open. Keep right and open a grate
with the Spear, get through the popping spikes and walk slowly up to the lever,
the trap under the lever will de-activate, so use the lever (#1 for the grate).
Get out, keep to the right.
For
a Secret: Go into the first opening right. Left of the grate in the floor is a
barrel on a slope, stand clear of its path and shoot the lock, the barrel opens
the grate. Get down and up the other side into a storage. Shoot the small crate
on top of the big crate and get the Winchester
ammo. Shoot the small crate standing next to it and get Secret #2,
a Medipack. Throw the lever N to
open the door, go out and left to get back to the room with the pit.
Keep right
and into the opening right (N) to a room with coffins, run over the breakable
floors in the passage, hugging the left wall and come to another lever, the
grate in the pit opens up. Jump and grab back over the pits and get back to the
room with the pit, go down and climb down the open grate.
There’s
shallow water here and you have to get to the other end fast because of a Spike
wall coming after you, so do run jumps using the highest floor parts to get to
the ledge at the other end. Never mind that block going up, just open the grate
left and go in to get the Cross Icon.
Go S through the back (loop right around for some Arrows near a gate) and in the next room is a block you have to
pull out to get back to the shallow water, go left and back up the ladder. Use
the crate to get out of the pit and go W up the stairs to the wine cellar,
place the Icon next to the door and enter, careful, rubble falls everywhere…
Climb the ladder and throw the lever to open the door to another courtyard.
The Library, the Mysterious Orb.
Go
straight (N) and use the lever to open the door, enter and wait… was there
someone there? Well there are Spiders, shoot them and enter the Library…
To the
right is a pedestal with a message from Captain Graves. N is another message
and that one speaks of “Angels down”, “Scales
steady” and “Cross high”. On the W wall are 4 levers (one is hidden
behind the wooden box, push/pull it N, under the high Angel lever). Only pull
down the two Angel levers (leave the scales and cross alone) and the trapdoors
over the ladders open up (N), climb up to the first floor balcony and notice a
big statue there. We’ll need an Orb there.
Go to a
door in the SE; open it with the lever. Step out to the balcony and go straight
to a small door you can open, inside is the Reliquary Key. Back out, over the balcony into the open door and
down the ladder to the ground floor. That lock is N, right of the pedestal with
the message. The floor behind you will open up.
Climb down
into the catacombs, follow around the corner to skull tiles on the floor, there
are Blades ahead, since the one in the middle isn’t active run jump over the
first and hop over the next pit to the closest left hand safe corner of the
floor under the third blade, you’re out of reach there. Time the blade and side
flip over. Go down to a big hall; use the slope in the NW corner to back flip
and jump/grab the wooden ledge. Turn right (S) and shoot that molded fence,
jump and grab that ledge to jump into the opening right again (W). Go through
to the Big Blade rooms.
The Big Blade.
Hop down
into the water, go left and then right around the block to find an underwater
lever in the deeper part, use it to stop the Blade. You can now climb up onto
the ledge NW and grab up through the opening in the ceiling, provided that you
stopped the Blade in the right spot. Pull up facing W when you get the chance
(another Blade up there) and run to the wall. There are 4 reach-in holes, the
one N has a small medipack, the one
E will stop the flames in the one W, but releases big red ants. Get rid of them
by hanging down in the opening you came up from. The hole S has Arrows and the now extinguished W one
will open a gate in the hall.
For
a Secret: Go to that skeleton in the NE corner, time the flames, when they
start count to 3 and start pulling the skeleton by its head, quickly jump
forward over the skeleton to grab Secret
#3, Semi-automatic
ammo.
Get down
the hole and quickly make your way E to the Hall so the ants won’t bother you
again.
Sucking Skulls.
Get down
to the ground floor and there’s nothing you can do yet in that gate N you
opened, so go to the opposite side (E), grab up to a crack in the wooden pillar
and back jump to grab the balcony. Use the lever to open the gate behind you
and get in there.
Diary
updated: These creepy skulls are dangerous! They seem to draw any living person
towards them. I better watch out for more.
There are
4 levers you must use, in the SW corner is water in case you catch fire. The
left hand gate E has a small medipack
in the bags, the right hand one a reach-in switch to open a gate inside the N
gate. Get back to the hall, drop down
and go through the opened gates N. You’ll come to a pool with Blades, there’s
only a single blade left. Go left into the side passage and push the cracked
block with the ring into the pool. Get on the block and jump over the blade.
Wade up and shoot a big Spider from the water. Go get the Mysterious Orb after opening the gate with a lever.
Diary
updated: I have recovered a strange Orb which appears to be an ancient bulb. I
wonder if it is part of a larger puzzle?
Now return
S, another big Spider drops down when you go through the hall. Head up the
stairs, hop over to the front (safe) left corner of the now only Blade, face
the wall and side flip over the next pit. Up the ladder to the Library, up the
next ladder N and upstairs place the Orb on the statue.
Conversation
2 - Bourbon
Street Blues.
Total
4 Secrets, 2 now and 2 in the next part.
A
long conversation with Captain Graves.
Diary
updated: French Quarter, New Orleans, Louisiana
I
fear that Priestess Villette has been captured by the mysterious Milosh, an odd
character who’s cult has taken over the area. I wonder if he is also after the
journal? Anyway, before I begin my search for the keys, I must find the
Priestess. I’m guessing that she may be held nearby, perhaps the Barber shop
Jazz club which used to be a speakeasy during prohibition. This situation
requires stealth, so I better try to find an alternative entrance and that
mansion near the docks is the place to start.
The Barber Shop, the Ignition Key.
Lara is
standing next to a fountain where we’ll need two Keys we’ll find much later. In
your inventory is Tablet piece 1 we
got from Capt. Graves, we’ll have to find the second Part. If you go too far S
you’ll be noticed by one of the goons and sent back to the fountain…
Go NE and
hop over the gate into the garden. You get a screenshot of some trellis (S).
Climb the bush there.
For
a Secret: Do a curved run jump to get onto the front porch balcony (no Ctrl),
run to the other end for Volcanic Pistol
ammo and Secret
#1, a Winchester 73.
Jump back to the bush.
Hop onto
the balcony S, climb up the trellis to the roof and hang from the edge, shimmy
right around the corner and drop onto the balcony. Walk up to the edge facing
the pole, take one step back and stand jump to grab it, swing with Ctrl and hit
Alt to jump to the next, swing again to get to the awning. Hop left over the
fence to the terrace and hop over the back fence to a grey ledge to claim a Medipack. Drop down into the courtyard
and you could open the gates to the street with a lever, but we go through the
door SE into the Barber Shop. Go SW and down the stairs, follow through and get
a new Diary entry.
Diary
update: Priestess Villette must be locked in that small utility room in the
barbershop above. The key should be in the back of the bar but I'll need a
little distraction since I can't use my weapons here. Perhaps I'll get a drink
from the bar so I can make a little fiery 'cocktail' of my own.
Note: Stand in front of the bartender at the bar to receive the whisky bottle
object.
In the
Bar, approach the bartender and get a Whiskey
bottle.
Diary
update: Drat! I don’t have a light. There must be a lighter or a box of matches
somewhere around this club. Afterwards I can make my cocktail with those
glasses near the guard and try to crouch past any remaining security…
Go to the
stage and left through a curtain where you’ll get a screen of the matches. Push
the left part of the big table to the W wall, pull/push the middle section to
the S wall and now pull the third section once to get the Box of matches from under it. Combine that with the Whiskey bottle
and go back out to the bar, to the other end of the counter and use the Bottle
on the 3 glasses. When you are in the entrance where the guard was, duck and
crawl along the right, keeping the boxes and furniture between the guard in the
back and you. Watch out for steam and fire and get into the opening in the
back. If he sees you, you’ll be thrown back and have to start again. Once in
the back room, time the flames and pry the Speakeasy
Key from the wall, back flip away before the fire starts again.
Now just
run out to the guard, turn around and leave the bar, go up to the Barber shop
and open the door SE.
Lara
has a lengthy conversation with priestess Vilette..
Diary
update: The priestess mentioned that one of the keys was hidden in the sealed
cathedral. No doubt St. Louis cathedral would have been too conspicuous! The
other was recovered by a Confederate officer in his quest to find the fountain.
Anyway, I can either go to the Cathedral or the magic show for the dock puzzle
key. The priestess also gave me permission to use her car, so I must be careful
not to ram it into something like the cathedral gates.
Now,
that’s an idea…
On the
small cabinet in the NW corner is a message:
A
terrible evil has gripped the old Pettigrew mansion and I must investigate.
Fishermen used to frequent the surrounding bayou waters, but after several
disappearances, none now dare to go near. Local legends state that the former
residents walk the halls again, such as the wicked Madame Dominique and the
stalwart Colonel Pettigrew himself. If that be so, then I will need to perform
a cleansing ritual.
Priestess
Vilette.
Hop on the
crate to get the Ignition Key,
behind the crates Flares and leave
the Barbershop. In the courtyard open the gates with the lever and step out to
the street. Get to that car…
Drive-Ctrl,
Brake-Alt, Back up-Sprint key, Forward-Shift, Get out- Alt&left key.
We
can now choose between the two routes: “I can either go to the Cathedral or the
magic show for the dock puzzle key”, the first route is as following the
walkthrough, for the second route scroll down to 2 - Bourbon Street Blues Pt2, Aigle Rouge Club, second paragraph.
But mind you, the provided savegames are from the walkthrough route!
Take the
car right and straight S through the street, up the sidewalk and run it against
the Cathedral gates S. Park the car and climb over the crates into the
Churchyard.
In the
Churchyard go left to a graveyard and pick up Flares.
For
a Secret: Someone moved the Tomb of Milady Dominique (NW), push it back against
the wall (W). A trapdoor opens up behind you, go down and crawl left around
corners for a small medipack. Crawl
back, go left and hang into the pit, shimmy left around one corner and pull up
W, wait a bit to shoot a spider and get the Winchester ammo on the right. Back to the pit and now shimmy around
to the other side (E), in the second pit shimmy left around one corner to pull
up (S). Left to climb backwards into a another dark pit and spikes will pop
below, harming you a bit. Now you can drop into that pit to get a Medipack. Climb out N and go straight
to a lower floor part, crawl right and stand up, go forward. Behind the Monk is
a coffin, open it to find Secret
#2, a Crossbow. Make
your way back to the exit straight W (the explosion changed the crypt) and
right to get back to the Churchyard.
The Swamp, Tablet Piece 2.
Go out (W)
through the next opening straight ahead
and that whole area is a swamp, first hop left to a ledge and climb up
the wall for Arrows, get back to the
entrance and stand jump right onto that roof, jump to a slope and then a jump
to the ledge. From there take a hop to a half sunken ledge (with a cross) and onwards to the block with the Monk. Run
jump to that ledge SW and climb up left. Slide down backwards grabbing the edge
and shimmy left to pull up. Jump to the grassy patch under the tree and go up
the wall for a small medipack, down
to the grass. Hop SW to a half sunken ledge and face W, side flip left onto the
roof and jump to grab a crack W. Shimmy left and pull up in the opening. Shoot
the roots in that opening and enter, go straight to a hall with a swamp.
Timed “Runs”.
Run jump
straight towards that opening W, wade up to it and pull up. Inside is a burner
under an opening in the ceiling, stand with your back to it and left, time the
burner to back flip onto the slanted block and jump again to grab the edge of
the slope above, pull up and start jumping left to get to a flat corner ledge
with a lever. The lever will bring out a chain in the hall. Hop to the other
corner and then with Ctrl into the opening, walk to the edge. We have to get to
that opening straight across. There are darts here, nothing we can do about
that, other than keeping an eye on your health. Run jump out left to grab the
chain. First turn right (SE) before you go down, go down the chain and swing
once to jump to the balcony. Go in
and Save at the TIMED lever. Pull, roll and run out with a right curve to grab
the chain. Turn right and swing to the balcony NE. Quickly get in there and
Save at the next TIMED lever, opening a gate under this balcony.
Preparing for the last run.
Pull, roll
and run out straight, jump straight over and grab the opposite balcony and get
in before the gate closes. Hop through the center of the burners and open the
coffin to get a small medipack. Turn
around and run down the hole to the room below, use the lever behind you (W)
and turn around to see ledges in the mud. Shoot the roots on the left (N) and
pull out the block as far as it will go. Grab the block and ledge jump up
grabbing the floor above, shimmy right to the middle of the E side (burners)
and pull up, jump back to the E balcony. Pull the lever back up, roll and just
run straight down from the balcony, landing on one of the ledges. Turn around
and jump to get into the gate (savegame.0) to
get Tablet Piece 2 from the coffin.
To the Cathedral.
Jump back
onto the second ledge, from there… run jump as far as you can to the exit (SE)
and pull up. Walk through the passage and take a right to where the gate is now
open, follow through and time the burner to push the block out into the mud
(You’ll see an “angel”, well she ain’t NO angel). Jump NE to the top of the
slope and get down into the yard at the other side. Behind the Tomb on the
right (SE) are a Medipack and Arrows, be ready to shoot that “angel”
and her sister who prove to be quite nasty. Go to the front of the Cathedral
and combine the Tablet Parts into the Monastic
Tablet so you can place it in the receptacle there.
A Message appears:
Warning.
Enter not for your mortal soul shall be at risk. We have been afflicted with a
terrifying curse which makes me question the whole core of my beliefs. The dead
have become restless within our secret vault. It is a curse placed upon us by
the cult of Lamia, an order of Vampire. I thought these foul creatures to be
nothing more than a myth, but they exist and we must muster all of our faith if
we are to extinguish this blight.
May
the Lord protect us all. Brother Murus, Abbot of the Order of Light.
Enter,… or
not…
3 - Hall of
Secrets.
3
Secrets
Go
straight N and left of the big cross are Flares.
Back a bit and to the right to open the small door. Go left op the stairs a bit
and roll to run back out as a barrel comes rolling down. Now up the stairs and
get a small medipack from the
cabinet, Flares from the table and
open the small door. Step into the next room, quickly shoot a spider and push a
button on the right hand wall to bring out a chain in the church. Shoot a crate
in the corner to get the Winchester ammo,
shoot a wooden gate N (behind the chain). Run jump to grab the chain and swing
into that opening. You will be attacked by bugs, save and reload if you want to
get rid of them fast.
Approach
the pedestal and get a message: Behind these doors is our order’s greatest
achievement. A Library which rivals that of the fabled Alexandria itself! Its
construction is of a superior design, so floods do not plague us this deep
underground as would normally be the case. This will ensure that our vault
below, which holds our most sacred keys and relics, will be safe.
Brother
Martello.
Look up
over where you came in and go get the Medipack
from the windowsill. On the table is another Crossbow with Arrows.
Next to
the cabinet is a wooden box, pull it out and push it through the opening down
into the church. Drop down onto the box and spot the two jump levers right hand
left of that cross. Push the box, so you can get to both with a run jump; go
through the door you opened and down to a ladder. In the far right alcove of
the next room are a Volcanic Pistol
and a Scope. The big doors open and
show the next enormous place where we have to find 4 Coins we need in that cave
at the end of the flyby. Right of that alcove are Flares, on the opposite side is a Monk and a Note: Apparently the infamous pirate Jean Lafitte used this
very Cathedral to hide supplies within its protected vaults. If Marie Laveau
concealed one of the keys here, then it would likely be hidden at the very
bottom of the labyrinth.
-Captain
A.H. Graves.
The Hall of Secrets.
Go through
the big doors into the Hall of Secrets, go to the other side into the opening S
and find an angel statue where you can get your health up, just stand close to
it, you can come back whenever you want, in the NE corner is Winchester ammo, go back out. The only door (W) on level V will open later for a
Secret.
Level IV, Coin IV.
Go down
the stairs to level IV, we’ll start on level IV although you can do this
whichever way you want. Take the left hand opening (W), get Arrows from the table, go through to
the adjoining room and get a small
medipack from the cabinet NW (stand a step back and use Ctrl). There’s an
angel statue, but it is inactive. Go over to the opposite side of the Hall,
left into the room, on a table are Grenades.
The next room a cabinet with Winchester
ammo. Go through the opening left (E), shoot the crate for a Medipack, pick up Flares too and shoot the obstruction in front of the box N so you
can pull it out and go in there. In the right hand back corner is a door with a
lock, shoot the lock (pistols will do) to open the door and go in. Climb down
the ladder in the hole in the floor and find Semi-automatic ammo, Arrows
NE and SE, don’t get too close to those zombies, dead or alive, they will
poison you severely.
In the
middle of the S wall is a hidden door, push it open and find your first Coin #IV. In the corner are a Winchester with ammo
and on the pedestal a Note: The abominable cult of
Lamia appear to be led by the true Blackbeard whom was often confused with the
actions of Edward Thatch. Some within our order consider them to be one and the
same, but I believe this Vampyire Blackbeard to be another creature of Evil.
Brother
Renault.
On the
wall is a lever, re-opening the trapdoor at the ladder. So, go back to the
previous room and up the ladder. Go through the open door where you shot the
lock.
For
a Secret: When you are through the door where you shot the lock, look in the
right hand wall (N) and push the block (looks like broken lever) into the room
behind. Pick up Secret
#1, the
Semi-atomatic Pistols and 2x
Semi-automatic ammo, to the left, in front of that threatening Spike wall
is the Golden Sun Coin (for another
Secret). That zombie here would have come to life if you entered with 2 Coins
in your backpack. Go out.
Head S to
the room with the box and right, out to the Hall, go to the other side (W) and
down the stairs.
Level III, Coin III.
When you
get to the door in the S wall the camera angle changes. Stand with your back to
the door and look to the pillar in the middle. Shoot the blue sphere in the
mouth of that mask with the Volcanic Pistol (or revolvers by jumping up) and
the door opens. The Coin is shown, push the button on the right hand wall after
you saved, the floor gives way, start jumping and when you are back on the
slope under the button (left side of it), slide and grab the edge in the left
corner where you are safe from that Blade, drop and sliding forward, jump
forward as far as you can into the spike pit, a Timer is running. Wade to the
opposite end, climb out and roll before you’re impaled (savegame.1).
Now we
have to operate two levers to raise a block upstairs. Go up the slope right or
left, one side you have to time the Spikes and on the other side a series of
burners. After using both levers a block will go up above. Get back to the
ladder S and go up to a slope. Back flip with a twist and grab the edge, shimmy
right to pull up and get a small
medipack. Now jump to grab the ledge N, hop onto the block and turn left
facing W. Pull up through the opening above and jump the slopes left to end up
on a block so you won’t have to shoot
the spider. Face E and jump to grab through the hole above, pull up and start
jumping. Try to slide back far, then back flip so you’ll end up high on the
slope behind, then curve right to end up on the corner of one of the burner
tiles. Time the spikes and jump to the pedestal to get Coin III. A Tomb moves aside and a Ghost is set free. Jump N across
the pit and get out to the Hall. Go to the opposite side and down the stairs.
Level II, Coin II.
(as
you might have guessed).
Against
the central pillar is a cabinet, get Explosive
Arrows, then turn around and go into the opening W. The entrance closes up
behind you… Face the wall on the right (N) and shoot the lower part under the
candleholder as well as the next one, crawl in and either be very fast using
that lever left or blast the zombie with one of your explosive Arrows. The
lever opens the door, so go back through the crawlspace and right, through that
door on the right. Go left and get a small
medipack from the vase on that pedestal. Carefully step onto the skull
tiles (not too close to that zombie and things get fun. Time the jumps through
the spike blocks and hop over the skull tiles in the back into that opening.
In the
room with the two stairs, go up the left one a bit and grab up to a crack in
the S wall, shimmy right around the corner to an alcove with Grenades.
For
a Secret: Duck next to the pedestal and shoot the back wall to get into the
crawlspace, grab Flares and go
through to find Secret
#2, a Winchester with ammo, Semi-automatic- and
Volcanic pistol ammo. Crawl back out.
Drop down
and open the door in front, go through the passage to a room with ledges and a
Timed lever on the S wall. You’ll have to jump up to that door above. Put your
health up, pull, turn around right and hop onto the burner block with a right
curve, run a step forward and never mind the flames, just go on… Immediately
jump to the right hand corner of the higher block, if this jump was aimed
correctly, you can immediately side flip right, back flip and side flip left,
the flames will stop there. Into the open door quick (savegame.2)
and get to the lever to open a door where the two stairs are. Make your way
down the now safe ledges and shoot a small sacrificial box in the niche W, grab
the small medipack from the water
and go out E. Take one of the stairs (I went up right) to the room where that
Ghost woke up. Run to the back and grab Coin
II before he can reach you. Just hop down right or down the stairs and
leave E for the room with the fire tiles and moving block. If you jump over the
flames to the left you can get some Winchester
Ammo. Get to the other side, the zombie won’t bother you and you are back
at the Hall. Go to the E side to find the stairs down to level I
Level I, Last Coin.
Get a Medipack N of the pit. There’s a Ghost
wandering around here too, so watch out, but don’t waste explosive ammo on it.
Blade Maze.
Open the
door N with the lever. Follow through straight, pass the two Bird Blades and in
the next room go right (E) through the Blades (a Ghost here might need your
attention). Use the lever (#1, view of a door) on the right hand wall and go
through E (mind the spike pit), use the lever left (#2, view of a door).
Preparation
for a Secret, stand under that small sacrificial box on the E wall, jump up and
shoot it (or use a Weapon with the Scope), the block underneath will lower, go
in and pick up 3x Arrows. Pull the
lever and see that door on level V open up.
Out W,
straight over the pit to the next room and then go right, if you are lucky the
two Ghosts joined each other and you can blast both with one Explosive Arrow.
Go through straight (N), take a right to the Monk and on the left, in the
corner is Volcanic Pistol ammo. Now
a run or stand jump of faith through the blades S (start when they are open)
and throw lever #3 (view of a door). Jump back, take a left (W) and left again,
then right to come to that door. First take a right to the Monk and use the
last lever #4 for the door. Go back and right into the open door.
The Brothers.
In the
first alcove on the right (S) is Volcanic
Pistol ammo, next to it a Note
The
fall of the three heretics shall bring the chest to earth.
++Three
Brothers of truth++
++Three
brothers that lie++
++One
shall show wisdom++
++The
other shall deny++
The W room
has a Medipack and an angel statue,
Go back to the room with the box and shoot at least 3 of the sacrificial boxes
up on the walls and a Wraith appears, lure it to the angel statue in the W room
and duck under the statue till it is gone. Back to the room with the box and
shoot the last sacrificial box, the box will lower to the floor.
Now move
the box onto the names that have also a cross on its tile, Murus - S, Renault -
E and Martello = NW (best NOT stop on any of the other names…), you will hear a
soft chime if you are correct.
Yhe Monk
in the cage will dramatically explode and leaves Coin I, go get that. Another Wraith will come alive, run out of the
room (E) a bit and when you see it coming, go back inside to that angel statue,
you know what to do. Return to the Hall (through the wooden door and right).
Through the Blades to the S. Wow, everybody is awake.
For
the last Secret: Go up all the staircases to level V. To the door W, inside
you’ll see a ghost running off. In the right hand corner are Arrows, then push the icon in the NW
corner, right of the door. A block goes up under a receptacle for the Golden
Sun Coin, the door to the Monks Library opens up. On the first table left is a small medipack, the second table has Secret #3,
a Grenade Gun. The two tables on the
right have Grenades and Explosive Arrows. The cabinet NW has
more Grenades. Get back down to
level I after you maybe got some health at the statue S.
Using the Coins, the Antique Key.
Safety
drop down into the cave below (or jump to the ladder on the pillar from the W
side and climb down). Watch out for spikes and follow through E and dodge some
nasty Moths (save/reload) and get to the receptacles. A Ghost is walking around so be quick about it. Go in after
placing the Coins and pick up a Medipack
on the right. Roll and head into the passage (N), grenade gun drawn. Lure
the 2 Ghosts together and blast them with one shot. You’ll end up in the Hall
with the Key.
Battle for the Antique Key.
First run
right around the perimeter to grab 2x
Semi-automatic ammo, jump over the gap and get a small medipack and Volcanic
Pistol ammo along the E side. Get down to the battle floor below and get a small medipack NW, SE in the blue
light, is a box of Volcanic Pistol ammo,
you can get more every time you run out, you just have to run into the blue
light. This first box you can get by ducking in front. You are well familiar with
the angel statue by now, so go open the doors S with the button and immediately
start shooting that Horseman. From the old days I still remember the best
approach is from the side where he holds his sword. But if you are not able to
shoot him before he gets onto the horse, killing him might take quite a while.
Finish him
off as soon as you can (savegame.3) and a block
goes up from which you can jump to the central pillar where Antique Key 2 awaits you, you’ll end up
back at the Cathedral.
Bourbon Street
Blues Pt2, Aigle Rouge Club.
Open the
gate N and shoot a couple of gangsters when going to the street, the first
drops Semi-automatic ammo, the
second Winchester ammo.
Note:
This is where you should have started if you took the Magic Show route first
after meeting Priestess Vilette:
Go right
to those big doors (E) and left of them is a lamppost you can use to swing up
to the balcony. Walk the rope to the opposite balcony
Detour
for a Secret: Take a right, follow the balconies shooting a gangster and hop
onto the black neon sign box, down the other side where you’ll find an open
window, go into the room for Secret
#1, 2x Winchester
ammo, Flares and a small medipack. Get back to where you
walked over the rope.
Walk up
the somewhat higher part of the balcony and grab up to the monkey climb
ceiling. Go around the corner to a jump lever and use it, you’ll drop right in
front of the door you opened. Jump over the crate to a small courtyard and get
a screen of a button. Climb the trellis (straight ahead from the left) up to
the balcony, loop around right and jump over the fence to the next trellis,
climb right around and go down so you can shimmy to the balcony and pull up.
Secret:
Open the green doors and go in for Secret
#2, Semi-automatic
Pistols, ammo for them and Arrows in the windows. Go back to the
balcony.
Use that
lamppost left to swing and jump over to the other side and use the button to
open the door below. Drop down and once inside, two gangsters sneak up from
behind, shoot them for Arrows and Semi-automatic ammo. Go through a small
door (N) and left, kick the door on the right and go in, through the curtain
left to a staircase. Go up the stairs and find a spike trap on the part with
the lever, shoot a broken bannister near the stairs and another one at the
lever. Now jump and grab the edge of the floor and shimmy to the right along
the edge of the landing to use the lever and drop down to the ground floor.
Enter the opening W.
The Theatre, the Ornate Handle.
Meet
“Milosh, the Impossible”…
Run jump
against the floor that is trying to push you back and jump onto the stage when
one of the flames and spikes are down, grab the Ornate Handle.
The Carnival Mask.
Go behind
that “thing” and climb on top, jump to grab the jump lever opening a trapdoor
to the area below stage. Drop down there, grab Winchester ammo from the cabinet S and go through E. Save at the
cog wheel, pull 6 times and hop over the wheel with a bit of a right curve, run
along the left side of the ledge with the Slicers and jump left to the single
ledge, a running jump to the ledge in the back and through the door (savegame.4). Only shoot the grate S and go through
after the spikes popped. Then take a right through the door.
Mirror Room and Block.
At the
mirror is a Note with a clue about ‘completing the
circle’; push the glass box in the middle against the
mirror and looking in the mirror, the circle is complete. Go through the door.
Mirror Room and Spikes.
First have
a look in the mirror at the spike layout and make a plan, then use the Timed
lever in the doorway and get across to the door (savegame.5).
Follow through to the Hall with crates.
Hall with the Crates.
On a
cabinet are a Volcanic Pistol and a Scope. Jump onto the slope next to the
elevator box and jump to back flip onto the box. Run jump and grab the pole N,
swing until the next elevator box is about halfway down and jump to it. Now run
jump from the highest point into an alcove (left of the wooden slope) and grab
the small medipack. Face SW and back
flip onto the far side of the wooden slope, grab the edge and shimmy left to
the middle. Back jump onto the elevator box, shoot the bannister E and jump
there for a small medipack, turn to
face W and shoot the target in the niche that opens a door on the right (N).
Jump back to the box and now time the spikes on the wall to jump into the
opening N and grab the Carnival Mask,
and get a page for the Diary: Great! I’ve found the
location of Col. Pettigrews mansion which lies within the nearby bayou
swamplands, but it appears that the main rout towards it has been closed off by
the Cult. In Milosh’s notes he mentions a secret entrance via the docks and I
believe this mask is part of a lever which opens the way ahead.
Hop back
when you get the chance, as blades will come out of the pedestal...
No easy
way out here; jump back to the box, jump from the far right corner (SW) onto
the far side of the slope, slide and jump to the box where a couple of bats
appear. Jump to the stage floor and get out SE, push a button to re-open the
timed door and get through the Mirror-spikes room and the Mirror room with the
block. Time the flame at the cog wheel and pull 5 times, side flip twice left
to get through the door (savegame.6). Jump back
over the ledges to the floor under the stage. Shoot two gangsters (one drops a small medipack) and climb up to the
stage. Right of where you climb up is Volcanic
Pistol ammo (already picked up in the saves). Go out E and right to the
corridor and take a left, push a button to open the door to the street and
shoot the gangster.
Lafitte Docks, Timed Car Chase.
Go get the
Car where you left it (S) and drive it to the N end of the street, turn it
around and park it next to the white car there. Get out, combine the Handle and
the Mask into the Mardis Gras key
and place it on the stand. Hop over the crate and find a Timed lever in the
back. Save and pull it once to show the route you have to take with the car and
the roadblocks they pulled up. Pull
the lever again and get outside, into the car and to the S end of the street,
left through the big doors and left around the corner, I thought the path along
the left side of the roadblock (car and crates) was the best. Go left around
the corner to the back and into the gate (savegame.7).
Once
inside the gates, get out of the car…
If you
like, and just for fun you can go up into the passage N to get back outside and
blow up that roadblock car with a grenade, from a safe distance mind you. Go
back inside and hop over the crates W, the level will change (no need to take a medipack, health will be restored after
the level change)…
2 Secrets
For a Boat.
Run jump
to the island SW and find a Page for the Diary (see
Swamp Map.jpg)
It is a
map of safe water Lilly leaves to get to the boathouse. Save after every
successful jump (from the one with the water lilies you can jump to that island
with the tree and get Semi-automatic
ammo). Jump back to the same safe leaves. Head for the boathouse and shoot
the broken fence to jump onto the jetty. Right of the door is a Medipack. The door can be opened with the
Spear (stand a bit left), there are Flares
right around the corner and on the left of the door a note. Behind you is a
rolled up carpet, pull it from the trapdoor (face E). Get down and find a Winchester, an Angel statue (remember
that) and a lever E to open the gate for the boat. Get back outside.
Boat ride, 4 levers for the Front door.
Jump into
the boat; take it left (W) along the left hedges and jump out right
(Shift+right) at the last island before the block with the lever. Shoot that
gangster at the house (he will drop ammo) and hop to lever 1 to use it. Back into the boat, go to the house where you
shot that gangster and jump out of the boat through the fence (the first one
from the W, so in the very corner), grab the Winchester ammo and hop back into the boat. Go E and left along
the front of the mansion to the far NE corner for lever 2, on the island next to it is a Medipack. Now look E and spot a slope next to the Mansion, there’s
a bare spot on it and that’s where you can jump over with the boat.
First get
out on the island right to shoot another gangster at the Mansion and pick up Winchester ammo from the island. The
gangster dropped a small medipack in
case you want to go get that. Get to lever
3 on the wooden block. From the island next to the block you can jump onto
the ledge at the mansion (on the right), go S a bit and find a Medipack just around the second column.
When you
go further a Dragon appears… “I must get past
this Beast, perhaps with my boat”?
Slay the Dragon and Race for the Door.
Well,
first we need to open the gate, so head S to the end, getting rid of the locust
and find a ladder on the corner. Go up but watch the burner and back flip onto
the balcony, use the lever there to open the gate. Get back down and make your
way back N to get to the boat. First go get your health up at the angel statue
under the boat house if you like and then run the boat full speed (watch out
for a Spike trap too at the corner of the house) to the Dragon and jump out
left just before you hit her, at the steps (savegame.8).
Get back into the boat, first take it back through the gate and park it near
those steps. Go on foot to the lever on the wooden block S, you can jump there
via the island. This lever is Timed. Pull and wait out the screen, hop back
turning right and do a run jump to the island, from the tip a run jump to the
floor around the house and sprint to the boat, jump in and race it right around
(mind those nasty spikes), over the ramp to the front steps and jump out to get
through the doors (savegame.9).
The Mansion, the Ritual.
First
fight off the two Alligators. On a chest of drawers S is a Page for the Diary about the Ritual: The items needed for
the cleansing ritual are my Gris-Gris talisman, a bottle of rum and a
ceremonial Skull. I will also need an article of the subjects clothing. The
ritual will be complete once all of the objects are placed around the
ceremonial bowl on the table.
In the SE
window are Arrows. Go through S,
just right around the corner is some Winchester
ammo, when you approach that bottle in the window, something weird happens… haunted for sure! Go through W,
but watch out! In the window straight ahead is another Page
for the Diary about Col. Pettigrew’s Riddle: Lara’s notes: There’s a riddle
here. It says “I must light the fire under the portrait before I can begin” and
that “I will find a torch behind another painting”.
Then
it goes on to say “I must travel from each diamond patterned tile to patterned
tile towards clues which will be revealed” and “I must step on these codes to
activate the next in the sequence. However, the tiles stepped on to go around
the blocking wall are not included. Each set of new directions is from the next
tile beyond the code.
So,
essentially, I must follow the trail, stepping on each of the special coded
tiles along the way. Two doors opened.
At the
next window are Flares.
Solving the Riddle, the Mansion Key and Colombina
Doll.
Go through
the now open door right of the fireplace and take a right, get some Winchester ammo at the far wall and
shoot the painting right of that. Reach into the hole in the wall to get a Torch (“behind a painting”). Turn
around, go through W and right, through the door and right to a pedestal with Letter 1 of 2: Dearest Peter, I suspect that our esteemed
guest Milady Dominique is not who she claims to be. I wish I could discuss this
with father, but she has some mysterious hold over him. I know he must be
lonely since mother died, but I feel there is something more to this affair and
I intend to make some discreet enquiries…
Yours
lovingly, Jane Pettigrew.
Ignite
your Torch at the fireplace and go back S through 2 doors. In that room with
the long table is a fireplace you can light, “under the portrait”. A screen
shows the portrait above this fireplace and it has a clue, East II.
So from
where you stand go 2 diamond squares E (to the door), look on the floor and
spot N5 (you’ll get it on screen too). You can
see W5 on the floor there, but there’s a wall
in that route, the wall squares count too, so when you have it right you end up
at the wall left of the door N. On the floor is N6.
You’ll see that chair come at you as soon as you step through the door, jump over
it and end up in front of a vase on a cabinet, on the floor it says E12. Following that path, you’ll end up left of the
spike traps, look on the floor to spot S4. Next
to it you can get Semi-automatic ammo.
Open the
door with the lever to get through and end up at another vase, the floor says E4 and that brings you in the windowsill where you
can find the clue UP, but you’ll have to kill
an Alligator first. Go up the stairs and to the windowsill above. Pick up the Mansion Key and Colombina Doll.
In the
windowsill right is Semi-automatic ammo.
Detour
for a Secret: Left of that barrel blocking the door S is a small painting, push
that and the windows open up E, go out to the balcony and get Arrows left, a small medipack right. Shoot the bannister S, shimmy left along the
edge and pull up. Follow the balcony to Secret #1, a Grenade Gun and Grenades.
Two Stone Angel enemies will come alive, be ready to shoot them. Go back
inside.
Toy Train and Wind-Up Key.
Go to the
nearby door (N, first floor) and open it with the Mansion Key, go left and pick
up a small medipack in the window
before you go through the next door (W). Turn right in the corridor and shoot
the lower part of the wall to get the Toy
Train. Turn around and open the first door right. Grab Winchester ammo from the far right corner of the room. The glass
cabinet in the back has the Wind-Up Key,
shoot the little dolls. A burning chair closed off the room its entrance.
Pull/push the table from next to the bed to the trapdoor in the ceiling (NE
corner of the carpet), open the trapdoor to grab up E and crawl through to the
corridor.
Ceremonial Skull.
Go S,
never mind that block…, just your imagination.. Use the Toy Train (combine with
Key) on that tile before the spike traps and pick it up again after you passed.
Pick up the Ceremonial Skull straight
ahead and turn around. Go into the first door left, fire everywhere. From the
entrance shoot a crate behind the chairs on the right and the flames are gone,
go through that door (N) and in the next room is Letter
2 of 2: Dearest Peter, My hand trembles as I write to you. While I had retired
to the study with an old book by my side, I aw something that will change me
for evermore. I think I may have taken leave of my senses, but within its pages
was a likeness of Milady Dominique herself! She is but a young woman in her
mid-twenties and yet this portrait I discovered can be no less than 250 years
old! Oh John, take me away from here. I feel a deadly chill down my spine as if
she is watching me now. I must be careful until you come for me.
Yours
lovingly, Jane Pettigrew.
Swamp Puzzle for the Gris-gris Talisman.
Open the
glass doors left of the note with the lever next to them and step out to the
balcony, to the right is Winchester ammo,
go back to the doors and run jump E off the balcony straight
onto the white wall, jump and grab the pillar with the angel statue on top.
Quickly
get rid of those bugs with a save/reload. Shoot the Alligator if you wish and
go get your health up at the Angel.
Run jump
to the ledge straight ahead (W), then hop left to the Tomb with the lever,
raising blocks in the S swamp.
Jump SE to
a shallow part, take a right and wade up to the S swamp. Run jump to the
triangle ledge right, side flip onto the slope so you can slide jump and grab
the first block. Jump to the lever in the back and a block goes up at the N
swamp.
Use the
slopes to jump back to the blocks and get to the N side. From the shallow part
of the pool jump and grab the block with the angel statue. Jump onto the block
you raised at the N wall. Go to the block right and pull it once, use the block
you just raised to push the high block off the N side. Get down there and move
the block through the mud to the moving blocks. It will destroy those things,
do the same for the second block and leave the push block there. Wade to the
back, around the tomb to walk up the slope and push the button there opening
the gate in the graveyard. Zombies will emerge from the mud, 3 of them, the
first 2 you can wait till they gather and shoot them with one explosive. Jump
to the push block and shoot their friend, who’s coming from the far side. Then
run jump as far as possible to the S and use the sloped block to get up to the
wall. Or just be quick and jump to the push block and then in the direction of
that sloped block from which you can get onto the wall. Make your way to the
right (W) to the open gate.
Use your
Toy Train to disable the spikes. Time the flames to pick up the Gris-gris Talisman. Quickly get out of
there, run straight and hop to the sloped block, to the ledge ahead and left to
the ledge and jump as far as possible to the Angel statue for the wraith. Get
to the E wall and jump over to the Mansion. Shoot the gangsters and go left,
over the chair and go through the door on the right (E), through the spike room
then right to the Hall. Go up the stairs, right and through the door left (N).
Then left to the corridor and at the spike trap back into the room right. Now
go right (E) and use the lever opening a trapdoor in the corridor. Go through
the door left of the lever, right and up the ladder.
The Haunted Attic, Dress Fragment.
Something’s
going on there, something will take you back to the start every time if you
just run around. Hop to those candles left (SW) and there’s a symbol on the
floor underneath. Another symbol is one hop W, hop onto the box for the small medipack, then run jump N (shoot
the puppet), hop and grab the sloped block and pull up over, jump to the next
slope and slide far before you jump, so you will end up at a series of 3
symbols under a lever. A gate opens; keep following the path of symbols to get
through that gate (by now a flying dress might be pestering you), over a crate
and get to the Angel Statue, the dress explodes. Hop to the next symbols and to
the small cabinet to get the Dress
Fragment. The spell is broken. Just run back the way you came.
For
a Secret: Go behind some barrels and a chair NW to find Secret #2,
Arrows and a Medipack.
...and a Bottle of Rum.
Down the
ladder to the corridor, go to the S end and left through the door. A Ghost will
open fire, but also disappears; two puppets sneak up from behind, shoot those.
In the far corner is a Bottle of Rum on a chest of drawers, but there are
spikes underneath. Find a low hanging lamp on the N wall and pull that down to
disable the spikes, throw the lever in the doorway N to open the door to the
staircase. Grab the Bottle of Rum
and a wraith shows up. Get down to the ground floor fast, into the boat and to
the boathouse. Down to the statue to get rid of the Wraith. Back to the House
and to the table in the Hall.
Place the
Skull from facing N, combine the Dress Fragment with the Doll and place it
facing W, the Gris-gris talisman from facing E, the Rum from facing S and look
up the stairs to find the door on the landing opened (W). Go down the ladder. Your health will slowly
drain down there…
4 - Shadows of
Opulence Pt. 2, Vampiric Drain.
1
Secret
Dangerous Slopes…
There’s an
angel statue down there to help with health. Stay well clear of those dynamite
barrels and go right around the room, NE is some Winchester ammo and run
to that door N, open it with the Spear, hop back out of the way to dodge a
barrel and get your health up. Enter and run through the passage, in the next
room shoot the right hand coffin (with a zombie) with a grenade run jump over a
spike trap and turn right against the wall (facing the wall) in the opening,
time the spikes left and side flip twice, first over the Knife and then the
spike trap, slide down the slope in front of you (the spikes at the bottom of
the slope should be down if you timed the first trap right). Slide and jump to
the pole, swing to the next and up the other side. Run straight against the
wall just right of that Ghost and side flip right over a Knife onto the higher
floor and go right, through the door left and you’re back at the angel statue
to get your health up (savegame.10).
Shoot a
bat and go back into the shortcut door S, left and grab a small medipack. Go back for health if you want. Then go back in,
right and sprint W through the passage, at the end turn right a bit to keep
running down the next passage as a barrel is after you. The last part has some
obstacles you have to jump over. Quickly run right around the corner and stop (savegame.11).
Hall with Pillars.
Hop right
around the corner and grab the crack in the pillar, go left around one corner.
Detour
for a Secret: shimmy left around two more corners, drop/grab to a lower crack
and go left to a crawlspace for Secret
#1, Volcanic pistol
ammo and a small medipack. Hang
out, go right a bit and jump back up to the crack above, go right around two
corners.
Back jump
and grab the crack, left around 2 corners (stupid bats…) and back jump, right
around one corner and back jump to a ledge where you can shoot them. Jump N to
the crack, left around and back jump to the crack, right around and time the
flames to get onto the ledge, throw lever
#1 for the door. Get back to the ledge and go E this time to the right and
time another flame, to back jump to the crack leading to the ledge with lever #2 for the door. Go back the way
you came to the ledge (savegame.12), jump with
Ctrl to get into the open door.
Spike Blocks and the Bad Angel.
Go right,
get behind the block and run jump into the alcove left of the second block,
grab the Medipack. Jump behind that
second block and shoot a stray Alligator, watch out for the darts in the center
of the passage and around the corner you have to time the spikes to get
through. You can run into the niche left and then do the second part. Proceed
and approach Colonel Pettigrew.
Conversation
and update in Diary about confronting Ghosts.
“I
saw Col. Pettigrew’s very spirit! He informed me that my guns will be useless
against the vampire, but she can be defeated if at least three of her four
sacrificial altars are destroyed. One of Priestess Vilette’s protective Angels
appears to be in the room, which should shield me from attacks, but only when I
am within the circle.”
Use the
lever left to open the gate, when you go through a couple of gangsters attack.
Keep going straight (W) and after the first block and left is the entrance to
the central room. Here you have to endure the attacks of the Angel and lure
that Ghost to the altars so he will destroy at least 3 of them with his sword (savegame.13). The Angel will perish and the Tomb will
move aside revealing the Antique Key.
Taking that Key will transport you back to Bourbon Street.
Bourbon Street
Blues Pt. 3.
Throw the
lever to open the garage and go out SE, right and over the crate, shoot the two
gangsters (nobody is leaving goodies anymore…)
The door
on the right is also open and in there is a car. If you took at the beginning
the other route first you need that car to smash the gates at the graveyard.
Head to the priestess waiting at the fountain (S), use the Two Antique Keys on
the fountain. The fountain moves aside and reveals a Journal
Long
Cut Scene and a confrontation with the baddies…
Lara’s
thoughts: Slowly loosing my mind to the power… must do what the priestess
said…must not fail or I’ll be forever cursed.
I
sense that Blackbeard is at his old fort which guard’s the safest route to the
islands of the Fountain, but to get there it will be a treacherous dive through
the sunken pirate town.
5 - The
Abyss-Caribbean Sea.
3
Secrets
We surely missed a Harpoon pickup or
two, they are hard to spot on the white sand.
Pick up
the Harpoon gun and Flares from the bottom while dolphins
swim overhead. You have a scuba gear, so no need looking for air. Swim S, into
a large cave and shoot a Barracuda. Swim down a bit to the right (SW) and pick
up a Medipack near that cannon. Now
into a tunnel in the W wall, and be ready for some nasty current and sharp
corals.
Swim
through the rest of the tunnel keeping an eye on your health. When you make it
safely into the narrow tunnel at the end, pick up Winchester ammo and get into the tunnel E. At the crossing go right
(E) and shoot that broken barrel with a normal harpoon to get a small medipack and there are Harpoons on the bottom nearby. Go out
(W) and right to follow the tunnel and come to a large cave with pillars with a
Blue sphere on top.
The 2 Blue Spheres.
There’s a
strong current, and you’ll have to shoot those two Blue spheres while fighting
the current (savegame.14). After that, the cave
will be current free but a Shark might show up. Now you can go pick up Harpoons on the hull of that wreck N,
close to the netting. Up in the S wall, above the wide ledge is another hidden
cave behind the algae, inside a barrel with Semi-automatic ammo and an angel statue for a health pick-up. Back
out and on a pillar W is a small
medipack.
Into the Wreck.
Swim to
the anchor on the hull (NW), swim down the hole there, mind the sharp coral
cutters. If you like you can swim
straight through the spike trap where you can get Grenades. Then take a the opening E, shoot a Barracuda and pick up Harpoons SE. Get your health up at the
Angel and notice a door in the N wall. Shoot the rubble in front of the
underwater door E and open it.
Timed Swim.
Swim
straight through the traps on the mast, left around the netting and just next
to a crate W are two barrels, one has a small
medipack. Go up into the “window” W to find a Timed underwater lever. Pull,
swim back E and right around, through the spike trap- the underwater door and
in the room with the angel statue right through the hopefully still open door,
a flyby will show you around the Large Cave, ending with a view of a round door
and 3 skulls on the wall. You can go back to the angel statue for health, but
there are nasty puffer fish in there now, so be quick when swimming back out
the door.
Opening the Big Door, 3 Skull Levers, Lever #1.
Turn left
and swim into the narrow tunnel, loop around right and pick up Harpoons, roll and get a Medipack. A Wraith shows up, wait for
the Wraith and go right to the Timed door, you can wait outside till you see the
Wraith killing itself at the angel statue. Swim up and turn S to pick up a small medipack from the hull, a bit
further Harpoons. Swim back N and
down a bit and right to open an underwater gate E. Swim through the spikes into
the back room, in the right hand corner is a small medipack, the barrel to the right of it has Harpoons. In the N end of the room is
an underwater lever opening a trapdoor.
So, pull
turn left and swim right, through the spikes and straight out the gate to the
Big Cave, right and right around the big rock at the next corner, shoot a
Barracuda. Or wait, because this is NO ‘Barrelcuda’. Around that corner is a
tunnel, slightly sloped upward. Go in a bit, roll and get out of the way of the
barrel which will also kill the Barracuda. Now go in
and shoot another Barracuda. In the window W are Harpoons, then swim down the trapdoor you opened into the cave
below. There are Harpoons on the
bottom and a big Crab will come for you, kill it if you like. Swim through W
and find Skull Lever #1 for the Big
Door. S
Left (S)
are a small medipack and Flares, make your way back up through
the trapdoor and out the barrel tunnel to the Big cave.
Lever #2, Door Labyrinth.
Swim a bit
left to that structure NW, on top is a small
medipack. If you wait a bit you also can shoot a shark. Now go down into
those ruins, next to the tunnel N are Harpoons.
Now time the spikes and swim into the tunnel N, up through the shaft with the
cutting corals and into a cave with many openings. In an opening high up SW is
another small medipack.
Now swim
down a bit and through the opening N, right and left around the corner (a
camera shows a closed door, the one behind you), follow left and through the
spikes, left around the corner and through another spike trap, right there and
get the Flares and some Harpoons from the barrel. Out and right
continuing through the tunnel, through another spike trap and when a door
opens, you’ll pass the entrance (right) you’ll get a screen of a door opening.
Turn around now, swim back to the N end and right into the opening S
Flood the Hall.
Climb out
on the right (W), we have to flood this place, as there’s an underwater lever
(left), into to a big room, go collect the goodies, left (SE) a small medipack, SW Flares, W Harpoons, on
the elevated floor Grenades. On the
NE pillar of the elevated floor (on ground level) is a lever, SW a second lever
and the block on the elevated floor goes up. Get up on the block, run jump and
grab the pillar NW, shimmy right around one corner and back jump to the next
pillar, around two corners and back jump to grab a jump lever opening a door W.
Let the
zombie wander away and grab the Harpoons
near the door and get into that open door, grab the crack in the back wall and
ledge jump up, back jump into the passage above, push the block out to change
the flow of water. Get back out to the Hall.
For
a Secret: Swim up through the algae on the ceiling and climb out, up there is Secret #2,
a Grenade Gun and Grenades. Swim down.
Swim out E
fast because there are some weird creatures (Scubashrimps)
swimming around, take a right and use Skull Lever #2. Roll and go down at the
end of the passage, back into the door labyrinth. Swim into the first on the
left (W) and follow to the end (S), around the corner and right out of the
maze, a bit right and down through the shaft with cutting corals. When you swim
out to the big cave there will be two scuba men waiting for you, shoot them.
There’s a dead guy floating around NE and under the corpse are Grenades...
Lever #3, the Big Cutter.
Swim left
(E) towards the point where the Big door becomes visible and left near the
bottom is an opening. Go in, straight and pick up the Medipack, time the cutter you can see passing by, wait a bit and
swim in to the right and up, after the cutter. In the top of the place is a
lever you have to pull (you are safe on the wooden floor under the lever), then
swim left down and maybe get into the entrance to wait out the cutter (you are
safe on the bottom too), then go back in and up to use Skull Lever #3, the Big door opens. Get out and swim straight out
into the Big cave and left to the door (Saves2-savegame.0).
Up on a rock to the right are some more Harpoons,
go through the door and pick up a small
medipack from the bottom, follow through the cave with the shark remains.
The Giant Fish and 4 Pearls.
You’ll get
a page for the Diary when you meet the Giant
Fish.
Lara’s
thoughts: WHAT A MONSTER! There is no way that any of my harpoons will be able
to take on this prehistoric behemoth! It’s also safe to assume that its bile is
dangerous and should be avoided, but perhaps I can draw the creature’s attacks
towards something that can injure it.
Note:
Direct the creature’s missile to destroy the four giant pearls. If the creature
gets trapped, use the blinking teleporter above to re-set its position.
I went up
to the top of the central Teleport pillar and the Fish is backed off a bit,
pick up a Medipack there and swim E
and down left a bit, through an opening and down into the hole in the floor.
You’ll find a blue Pearl (1) there,
wait behind it and swim away when the Fish is about to fire a bolt (you can
hear him charging up).
When the
pearl is destroyed, swim back up through the hole, shoot a Barracuda and go S through the spike trap, a barrel comes down, so
immediately right or left to dodge that thing. Go up where the barrel came from
and right around the corner. Use the lever W, shoot the Scuba guy and a barrel
for Harpoons and swim back down the
barrel slope, left into the ‘barrel escape’ opening, go up right and come to
another Pearl (2).
Swim out
and to the other side (W) and go left a bit (SW) there is an underwater gate;
pull it open and let the Fish destroy the Pearl
(3). Shoot another Barracuda and go up to the top of the pillar again to
get the Fish out of the way.
From the
pillar swim down SW again and just left of the gate you came out off is the
last gate. Go in and up left through the opening fast because there are nasty
puffer fish here, they aren’t allowed into the next cave. First swim straight
to get a small medipack and then
throw the lever next to the Pearl (N) to open the door and get the Fish to
destroy the Pearl (4) (Saves2-savegame.1). The Giant Fish is defeated. Shoot
a Barracuda and get out of here.
(Note for using the savegame, you
may have to swim out and back in to lure the Fish a last time)
Getting Out, Looking for Air.
Swim to
the top of the pillar and N through the door (a bit right of the bridge).
Though the arches and left are Harpoons,
then proceed N after opening the door with the lever. Left at the netting is a small medipack. There are two routes
you can take from here. Going for Secrets? Scroll
down…
Without the Secret: Swim
through the opening left (W) into the next section, rubble will fall and Lara’s
equipment will fail. Swim left (S) into the tunnel and find air in the end.
Just N of the air pocket is a Medipack.
Swim back to the room, go straight N through the algae into a tunnel, left
around corner and immediately right when you get to the next section, time the
spikes while going through the opening.
Swim left
and up (ignore the Barracuda for now) through an opening in the netting (SE),
swim W and through the triangle opening and up for air there. You can now shoot
the fish. If you want, swim back E, down the hole SE and pick up Volcanic Pistol ammo from the top of a
crate (N). Get back to the upper section and air. Use the lever behind the
Pirate flags and swim down the hole in the floor, and through the open door W
to end this level…
Alternate route with a Secret:
Now swim straight to the back (N) and up through an open part of the netting,
left of the wooden beam and covered with algae, roll and swim S. You’ll get Secret #3,
collect Poisoned (E) and Explosive Harpoons (W) and if you got the nerve, swim through SW to
the next section, just right around the corner is Winchester ammo (very hard to see), pick it up fast and swim
straight to the back, nasty puffer fish show up and a Wraith as well, so watch
your health. Go behind the crates W and open the underwater gate (right hand
side), in the back of that section is an Angel statue for the Wraith and get
your health up. Swim back a bit, in the SE corner is a hole in the floor, go
down there and find Volcanic Pistol ammo
on top a crate, get back up and to the statue. Left of the statue is an
opening, go through and shoot a Scuba guy in the next section (depending on
your route they could appear in another section).
Use
the lever under the pirate flags and swim down the hole in the floor; shoot
another Scuba guy.
The
open door is W, swim in to end the level…
4
Secrets
Follow the
tunnel up, shoot the barrel in the corner to get Harpoons then swim out N and get a flyby of the Fortress. Surface
and climb out S to shoot a Barracuda, or use the harpoon gun.
For
a Secret: Swim N and get out onto a ledge with a ladder and climb up onto a
ledge on the roof. Hop up left to another ledge and stand jump grab up to the
window W for a small medipack. Hop
back down onto the ledge and stand in the SW corner, hop back and run jump with
a curve into the windowsill to get Secret
#1, a Golden Rose
Prize and Semi-automatic ammo.
Hop down into the water.
Swim right
and climb out S, there’s Winchester ammo
on the ground. Go through the door on the right (W) and pick up Semi-automatic ammo, go read Blackbeard’s Message: With the power of the fountain
daylight will hinder me not, nor any misbegotten beliefs. Together we can share
its power, surely it be our destiny! Yet, cross my path and you’ll be making
another trip… all the way down to good ol’ Davy Jones’ locker.
P.S.
Forgive me men if they happen to poison you by the touch. Them being already
dead, they don’t know any better!
Now use
the lever to open a door. Hop into the water, swim to the top of the broken
stairs SE and climb out at the open door.
The Torch Puzzle for the Rum Bottle.
Go in and
notice the steaming lamp right, more about that later… Open the door straight
ahead (S) and walk in a bit, a flyby with more of those steaming lamps.
Preparations;
saves you dropping the Torch everywhere and maybe lose it: Go back to the
hallway and open the small door NE, walk in a bit and shoot the Ghost Pirates
down into the Lava with the Winchester. A steaming lamp here, jump the ledges
to the back and open the door right with the lever. Run in and straight to the
cannon to avoid being crushed. Shoot that barrel left for Winchester ammo. There is a burning lamp here, but also a steaming
one in the back; left of that one is a small
medipack. Now return to the hallway and into the room with the mirror (S
wall). Get an Explosive Harpoon from
the niche S, left, at the mirror is a Page for the
Diary: There’s a note near the small chest saying: ‘Destroy me not’. It also
talks of a spirit which lights the way.
Shoot the
cupboard next to the door and a block goes up, climb it, face W and grab up to
the rafters, grab a small medipack
and go left (E) though the mirror, drop down there and use the lever in the
niche S to open a trapdoor to get back (This
lever also lowers a block in the flooded courtyard, for a Secret). Go
through the trapdoor in the floor and you can pick up a Torch. Run up to the end (W) and side flip out left. Go to the
hallway, into the door you opened before (NE) and over the ledges into the door
right and ignite the Torch on that burning lamp. Ignite the one in the back and
go out of the room, ignite the one in the room with the ledges, the one in the hallway and the one in the Mirror room. Go
through the passage under the Mirror and ignite the last one there, a door
opens in the hallway. Go back there and into that open door E, pick up the Rum bottle (water skin) in the back.
There’s Semi-automatic ammo under
the shelves in the corner near the door
(In case you ignored the note and did shoot the small chest
(only possible with explosive ammo), a wraith (spirit) would have showed up and
you had to guide that wraith to all the lamps to ignite them all (instead of
using the Torch) and then take it to this Angel statue (so, this could have
also been done without the Torch).
Making Headway.
Back out
to the Hallway and through the door (NW) to the courtyard.
A
Secret: Hop into the water and swim left around the corner (SE) into the
opening where that block lowered (when you used the lever in the room behind
the mirror), pick up Secret
#2, an Explosive
Harpoon and a Golden Rose Prize.
The moment
you got back into the water in the Courtyard, a door opened in the NE corner,
get in there and shoot a Scuba guy (maybe he is already outside). Go through N
and swim left (W) avoiding the Spikes as much as possible and throw the Skull
lever in the back opening big doors. Up right from the lever is air for you.
Swim back
to the other side and right, out to the Courtyard, climb out N and shoot a
Shark. Those big doors are directly across from where you just came (W). Pull
up on a slope on the right (E) to back flip onto a crate. Jump to the left side
of the sloped crate S and slide jump left to grab the opening. Pull up in the
left corner and turn right a bit, you can
see a balcony with flames on top, there’s a ladder. Time the flame where
you are and jump to grab that balcony, pull up when the flames are down and go
up the ladder fast, as soon as you are up, roll away from the edge (Saves2-savegame.2). Go left (S) and two Ghost Pirates
wake up. Get them to the edge of the balcony and shoot them off with the
Winchester.
Open the Door, SW Tower.
Jump up to
a triangle ledge on the right (SW), up again in the same direction and then
jump N over the ledges (grab a small
medipack), through a spike trap and run through the fence. In the next
section tiny crabs will appear, just be quick, jump from a crate to the ledge
on the roof N and then to a jump lever on the E wall opening a door (Saves2-savegame.3). The critters will be gone, go
back to the S side and up left in the end to get through that door. Jump up in
the SW corner and from there run jump with a curve around the ledge above to
grab the crack just right of the ledge. Shimmy left around some corners to get
into an opening leading to some stairs.
Go up the
first flight of stairs and then hop into the windowsill left (W), shoot the
window and go out to the balcony, around the corner is a small medipack and a lever raising a bock inside. So, get back
inside and from the next flight of stairs grab up to the block in the window.
Grab the monkey climb and follow it out, possibly you’ll see a Ghost Pirate
come towards you, get back and shoot him first (there’s a chance he will kill
himself). Now go into the Tower.
Timed Door.
Grab a Volcanic Pistol from the table, (spot
the door E) and open the door S, jump over the pit and shoot a barrel on the
right for some Grenades. Head to the
other side (E), run jump over another pit and save at the Timed lever, pull and
get back over the pits to the room and go to the right into the Timed door (Saves2-savegames.4).
Hop right
or left onto the base of the column and hop E to grab a crack in the lower part
of the wooden wall, shimmy around a corner to the back and back jump when you
see/hear the flames go down, immediately duck. Crawl under the reach-in switch
and use it when the flame dies down, a trapdoor opens. Now jump back to the
crack, back jump to the base of the column and hop into the doorway. A lever
there will re-open the door.
Climb up
the green crate straight ahead, turn around and run jump to grab the ladder
under the open trapdoor, go up to the floor above. Pick up Volcanic pistol ammo and a Scope.
Shoot the window left (N) and put the Scope on the Pistol, look for a blue
pearl in the face on the other Tower (up right of the bridge). A chain appears
under the bridge.
NE Tower, Antique Key.
Jump and
grab the chain, swing to the trapdoor in front of the doors N, open them.
Inside and right is a huge chest, push it next of the spikes (N) to find the Antique Key. (For
a Secret: Move the chest onto the trapdoor S). Use that Key left of the
spiked lever, disabling the spikes. Using the lever opens the trapdoor; go down
the ladder (the chest fell down here, move it onto
the trapdoor N). Throw the lever there to open the window W (and the trapdoor in the corner where the chest stand,
that opens too, so it goes down again, so first climb down after it and move it
onto the tile (S). The door and the trapdoor in the middle open up. Shoot the
barrel in the corner for Semi-automatic
ammo and first go through the door. Crawl under the flame and stand up as
soon as you see it will stop, use the reach-in switch and duck (little time
available), crawl away and go back to the room where the chest is. Safety drop
down the trapdoor, to enter the jail cell you opened (E), quickly get back and
hop onto the crate to shoot that giant Crab. Now go in again to claim Secret #3, a Golden Rose
Prize and another Crab shows up, kill it and go back for a small medipack in the corner. Go back
up through the floor; climb the ladder (NE) to the room where the window opened
before.
NW Tower, Pirate Puzzle, 4 levers for a Trapdoor.
Go jump
the ledges (stand jumps) over the roof to get into the Tower. Pick up a small medipack and on the E wall are 3
levers with Pirate flags and a single lever on the pillar with Rum or Gold. In
the N wall are 4 doors, two on this level and two in the room below.
There are
clues in the room (S, left on the table (Pirate
Flags.jpg) and on the table in the window (Pirate
puzzle.jpg), figuring out the clues will get this result… Can be done in
random order.
1: Levers (from left to right) Down-Up-Up and the
single lever on Gold opens the Upper left door. Go in and in the room you have
to avoid spike traps and spike walls to get to the 4 icon buttons in the
alcoves. The window in the back will open up and there you can use the first lever for the Trapdoor. Get back
to the puzzle room, easy now as the room is practically safe.
2: Levers Down-Up-Down and Rum opens the Upper right
hand door, go in and throw the second
lever in the back for the Trapdoor. The entrance closed, go to that
cupboard left and find the trapdoor in the ceiling just S of it (look for a
ring), jump up to open it and go up to use the lever to re-open the entrance
door (NO timer). Get down and run out the door as that will close when you try
to get out (no timer on the lever), back to the puzzle room.
3: Levers Up-Down-Down and Gold opens the left door
downstairs, so climb down the ladder SW, mind the holes in the floor and find a
Medipack in that lower room. Head
into the door. Jump and grab the ladder, drop through two “Coral cutters” and
climb down till you see the top of a ladder behind you (halfway down), back
flip with roll and grab the slope/ladder. Go down again and past another Coral
cutter. Pull up onto the ledge, get a Medipack
for the trouble and throw the third
lever for the Trapdoor. Make your way back up along the N ladder, ledge
jump up above the first cutter and then do ledge jumps up through the upper
Corals, then almost at the top a back flip roll to get back to the door (Saves2-savegame.5) (Must admit, this was the hardest
part of the game for me…). Go back up the ladder SW and back flip off.
4: Levers Down-Down-Up and Gold will open the last
door, lower level right hand door, so down you go. Grab the monkey climb and
time the Flames to go along. When you go around the corner, a Ghost Pirate will
come swinging towards you, maybe you can drop onto the crate and shoot him,
otherwise just drop into the water below and lure him around the corner
swimming back. Get out and shoot him quick before he goes back around the
corner. When he’s gone finish the task and use the fourth lever to open the Trapdoor. Make your way back, the last
part you can swim.
The Large Rum bottle.
Quickly
run to that ladder SW and get up to the room above, ignoring the enemies (or
shoot them). Jump to grab the ladder on the N side of the central pillar and go
up through the trapdoor. In the SE corner is the Large Rum bottle and a Ghost Pirate wakes up; take care of him.
Top of the SE Tower, Scales Puzzle.
Walk the
rope S to the next Tower. There’s some Winchester
ammo behind the canon to find before you move to the Tower, shoot the Ghost
Pirate and climb the ladder to the jump lever opening the door, climb up again
and get in there. We’ve been here, but in the room below. Run jump straight
ahead and grab the short ladder under the trapdoor in the ceiling and go up
into the Top of the Tower. Shoot the two coffins with an explosive and grab Grenades from the left one.
On a table
is a Page for the Diary: According to this text, the
British constructed this fort which lies close to the isle of the Fountain
(unknown to them at the time). However, Blackbeard took it over after a
fearsome battle in the early 18th century, sparing none of the
garrison.
Apparently
his vampirism started when he raided the island of the Fountain and was cursed
by the natives who were able to drive off the pirates and prevent them from
returning by a powerful ritual involving the fountain itself.
Looks
like there is more to this Fountain than meets the eye…
Step
through a curtain E and come to the Scales. Watch out for those flames. In the
middle of the room is a pool with Blood. Look around and on the ceiling above
each scale it says how much Blood has to be used… Can be done in random order..
1 L (E) Fill the small bottle. Combine it with the
empty large, fill the small bottle again and combine again with the large,
you’ll now have 1 litre in the small
bottle. Use that and see a door open up.
2 L (N) Large bottle full, small empty, combine to
leave 2 litres in the large bottle.
Use that and see a door on a bridge open up.
4 L (S) Empty the small bottle and
fill the large bottle, combine the 2 bottles and there will be 2 litres in the
large one, empty the small one and combine again to get that into the small
bottle and refill the large, combine again so one litre goes into the small and
leaves the 4 litres in the large bottle). Use that and see
a trapdoor open up in the NE Tower.
NE Tower, drain the Courtyard.
Go out W,
(shoot a Ghost Pirate (only if you didn’t shoot the coffins before) and pick up
a small medipack and Grenades from the coffin with the blue
light), get ready to cross the bridge on the right (N). Best approach the spike
trap on the bridge to lure out a Ghost Pirate and shoot him. Now shimmy along
the edge of the bridge to the Tower.
Shoot the
Ghost Pirate (grenade) and grab a Medipack
from the coffin with the blue light. Climb the ladder to the Top of the Tower
and backflip; find Cpt. Graves leaning against the wall. On the table is a Page for the Diary: Good Lord, what have I done! If you are
reading this Lara, forgive me for I was under Blackbeard’s influence. He used
me so he could obtain the journal which was needed to break the curse
preventing his return to the island. I tried to stop him but I could not and
now I am too wounded to continue, perhaps you can save yourself by confronting
him. You can use the two conductors he used for his ritual to cause a reaction
which will open the main gates.
Godspeed
old girl…!
Push the
button NW and the water in the Courtyard will be gone.
Courtyard, the Conductors.
Walk out
onto the bridge, Lara: “It’s a looong way down….”
Face W and
look down, there’s one small puddle of water remaining. Do a run jump dive
(Alt+Shift) straight down W to get in there and climb out (you can almost do 3
flips). Us the lever on the pillar on
the right (N) to open a door above your head and raise a block right of you,
turn right and get up into the open doorway with the steel door E.
Detour,
preparation for a Secret, Go down inside, yeah, we’ve been here. Go left and
into the room we swam through, this time little crabs emerge from the Skull
lever, gather them up and take them back outside, into the water pit (you might
have to go back and forth a bit to get them all in the pit). Then go back in
and to the Skull lever, loop left to find a wall lever opening a door to a
Secret room. Go back to the doorway with the steel door.
Jump and
grab the block under the ledge on the N wall, grab up to the ledge and jump
into the opening left of the ladder.
Just
to the right, in the N wall is the door to the Secret room you opened, go in
and grab Secret #4,
a Golden Rose Prize and shoot the
lids from the coffins W and N, grab Volcanic
Pistol ammo and a Medipack, get
out.
Back flip
onto the slanted windowsill SE, jump and grab the monkey climb, timing the
flames get to the jump lever at the W end and blocks go down in the Courtyard.
Get out of the room; down to the ground floor and up the ladder S. Left and
right are two pushable “conductors”. Push them down into the courtyard and onto
the nearby lowered blocks (SE one next to those stairs E, you have to move both
around a bit so you can push them onto the blue flashing tiles), kill the Pirate
W first. When the connection is complete, the gate (W) will be opened up. Go
through and pick up the Journal…
7 - Fountain of
Youth.
4
Secrets
Go
straight (S) through the tunnel.
Ponce
de León’s Journal entry: Our first encounter with the natives shows a hunter
gatherer community along the coast, but there is evidence of an earlier more
advanced culture whose remaining structures have been reclaimed by the jungle.
Strangely the waters do not appear to restore youth, but they grant a powerful
healing effect to the drinker.
Lara’s
Notes: Blackbeard’s curse is getting worse, I cannot admire the scenery for
long in daylight…
Go on and
wade through a pool.
For
a Secret: At the pool, jump onto the ledge NW and crawl into the crawlspace
left for a small medipack, Secret #1,
the Golden Rose Prize and Volcanic Pistol ammo. Get out and down
to the pool.
When you
go up the hill S (along the right hand side) a new feature kicks in, “exposure
to sunlight”, so watch out. Few things we can do to prepare, run all the way to
the end (S) shooting an Alligator on the way, run jump over to the right hand
side of that small medipack in the
swamp and quickly wade up and left onto the ledge to get it. Run jump back,
wade up and look up to spot a monkey climb and a bridge above. That’s where we
are headed. First go back into the cave N to get your health up. Run back to
where you see the bridge, get up on the rock ledge right of it and face S to
grab up to the bridge. Run to the other side and turn left to grab up to the
monkey climb. Follow around left to go S and you can drop where you get the cut
scene.
Monkey Forest. (don’t
shoot the Monkeys)
Go down
into the forest a bit and go up left, grab Winchester
ammo . Behind the monkey on the left is a
stone ledge with Grenades , jump away before the Skull crushes you. Stay clear
of the mushrooms (poison) and don’t shoot any of the mushrooms or the Monkeys
will punish you for that. Go up NW over the path to the Graveyard. Shoot some
spiders without hitting anything else.
Graveyard.
Go to that
Tombstone SE (shoot the lock on it) and push it from the trapdoor (S). Throw
the floor lever down there to blow up some Skulls under the waterfall. Go up to
the pool to the waterfall and step on the tile in front of the fall to disable
a spike trap at the end of the path (SW). Go through that green covered opening
(S) and shoot the Native Ghosts. There’s a small
medipack SW near the statue. Follow the path again, into that swamp in the
low cave SE.
Wade
through fast and the Diary is updated: Ponce de León’s
Journal 2: We tracked the source of the waters to a tranquil lagoon in the
centre of the island which is where the
Fountain’s power is said to be at its strongest. The Fountain appears to be a
natural phenomenon but there are several deadly trapped shrines around which
signifies that the natives wanted to protect their secret longevity and were
attempting to harvest its healing properties.
According
to a group of natives we encountered along the shore, a small idol signifying
their “Goddess of Birth” is needed to be placed in the small shrine to unlock
the secrets of the Fountain, but the idol’s location was lost to them…
Walk on, Lara: “The fountain of youth I presume?
This is extraordinary!”
You’ll get
a flyby, watch it closely…
The Fountain of Youth.
Stepping
out of this small cave will expose you to the sunlight again.
Go left
(N) and follow the perimeter of the cave around, find Semi-automatic ammo (N wall) and a much further Winchester ammo E.
The Hornets’ Nest. (only for
supplies, therefore optional).
Go S a bit
more and at that those big mushrooms, pass them over the ridge right. Then hop
left through the foliage into a cave behind it, in the back is a Medipack. Shoot the membrane S and
follow through to the Hornets hive, jump to the ledge in the middle of the goo
and get Harpoons. When you jump to
shore again, a Hornet shows up, there are quite a few of those, so keep an eye
out!
Shoot the
left membrane (E) and go in, shoot the eggs and grab a small medipack, the other eggs hide a Grenade Gun and Grenades.
Jump to the S side, a Winchester. In
the W side of the hive (NW) you can grab up to a ledge in the upper section.
W, left
side you’ll find a Harpoon gun.
S, left Semi-automatic pistols with ammo.
N, right Grenades.
Go
to the central pillars, grab up to the one E for a small medipack, jump to the other for Secret #2, a Golden Rose Prize.
There’s
more to find in this Hive: From the Secret pillar jump W, then go left (S).
Inside is
a Volcanic Pistol, get back to the
“ground floor” and out the green tunnel NW. Follow back to where you go through
the foliage and step into the sunlight. Go left (S) and pick up a small medipack around the corner. Along
the S side, somewhere in the middle at that big leaf plant you can hang from
the edge and drop onto a ledge with a statue.
In
front of the statue is Secret
#3, a Golden Rose
Prize and Flash Grenades.
The Jade Key.
Face SE
and run down from the ledge into an alcove (This alcove
can also be reached from the water in case you decided to jump down from the
top. Climb out S at the wooden statue and go up left of it, jump onto a slope
left of the mushrooms and back flip, jump again to get into the alcove).
Run jump W
to the passage, follow zigzagging through the mushrooms and in the next passage
a Ghost Pirate will wake up, if you’re quick you can possibly blast him out of
the passage with the Winchester. We’ll have to get to a ledge left of the
opening.
Easy: Hop left
around onto the ledge; go down in the small cave behind the waterfall.
Harder: From the
opening hop right around onto the flat corner ledge, onto the next where you
can see spikes popping from the wall. Just under the spikes is a crack you can
jump and grab to (when the spikes are in the wall), hang right, time the
spikes, ledge jump up and go right around the corner to pull up on the ledge
above. From there run jump N landing on the ledge behind the waterfall.
Go into
the passage hidden behind the plants (W), left and hop over a hidden spike trap
and shoot the spiders in the little valley, to the right is Volcanic Pistol ammo. Through the
opening W you’ll reach a cave where you can see Skulls roll from side to side.
The next part has to be done rather quickly as you will be exposed to sunlight,
so save in the safe passage (a bit back) before you take on the challenge.
Do a run
jump through to the W side when both Skulls are on the left and jump over to
the wall, then go up left into the alcove on top of the slope of the Skull (SW)
and use the lever, roll and slide down when you can, two side flips right (you
might want to go to the dark passage E to get your health up) and jump up into
the alcove where the gate opened. that is to the right of the first boulder
(NE), get through and you are in a kind of
elevator. Quickly take care of the two Ghost Pirates (super grenade) and wait
for the chance to get into the passage SW before the spiked ceiling kills you.
There you
will find the Jade Key, drop down
through the opened gate, two side flips left and you are back at the safe
passage (E) (Saves2-savegame.6). Go through the
passage, mind the spike trap and get back behind the waterfall.
Using the Key, open the Gates.
Jump into
the water and quickly get out at the central pillar at the big plant. Around to
the E side where you can climb on a block, grab a crack in the pillar and
shimmy around right to a ledge where you can grab a monkey climb under the
stone bridge. Go to the end and drop. When you approach the gate, you’ll get a
“hint flyby” of the passage we’ve already visited, in case you got here without
the Key (at the keyhole your health will go up).
For some
additional pickups: Run jump and grab N to an opening, go through and jump
right into a cave with Harpoons and
a small medipack. Go back the same
way and at the gate jump up and grab the ladder wall, go up and off right to
the bridge. Run to the Top of the Pillar and grab Harpoons and a small
medipack. Back down the ladder.
Open the
gate with the Jade key, go in and in the back is a Medipack, grab up to the first floor ledge.
For
a Secret: There’s a push block in the NW corner push it all the way to claim Secret #4,
a Golden Rose Prize and Poison Harpoons. Get back out.
Now you
have to do at least two of the reach-in holes. Best start W- switch for the
Wooden Gates and go right around…
N - Volcanic pistol ammo
E - Semi-automatic ammo
S –
(burner is now off), second switch for the Wooden Gates.
Jump down
and get out of the gate, just jump down into the water and quickly get out at
the far left (NW) corner, N side. Climb up to those opened gates above and
follow through to the Lagoon. A nice flyby of the Lagoon will show you where to
start.
The Lagoon.
At the
beach, shoot that Alligator and go left into the opening you saw in the flyby.
Go left down to a hut, be careful, the guy is blowing darts. Take a right along
the side of the hut and in the back, back flip on the rock and jump to grab the
roof, go left to a flatter part and go to the top of the hut, drop down into
the hut and behind the barrels NE is a big flask, shoot it for Grenades.
The Chime Puzzle.
Then climb
down at the opposite corner (SW), use a “chime” lever (NE) to disable the
spikes and in the next room you have to use the lever straight ahead (E),
listen to the tune and reproduce that tune on the 4 green tiles to open the
gate.
Left of
the gate is #1, right is #2, S side right is #3, left is #4.
The Sound of Danger, the Ruby Gemstone Key.
The gate
opens, go inside: Lara’s Notes: “There’s a carving on
the floor that says danger awaits those who ignore the warning of the chimes.
Sounds a bit like minesweeper, if I hear a sound, that must mean I’m near a
trap”.
There are
hidden spike traps here, every time you come close to one, a sound will be
heard. From the entrance walk straight to the central pillar and turn left,
walk right around the corner and when you are in a straight line to the lever
W, turn left (W) and go use the lever (1).
Go straight back to the corner of the pillar and walk along the pillar, when
lined up with the lever N, go there in a straight line to use it (2). Straight back to the pillar and
left around till you hear the sound. Turn left and go straight to the gate. Go
right to use the last lever (3).
Walk
around the gate and enter the room, left is Winchester ammo, pry the Ruby
Gemstone Key off the wall with the Spear and Ghost Natives awake, wait for
them and use one explosive on them when they’re close together. Then shoot the
sacs in the corner (maybe they already broke) and pick up Harpoons. The lever in the other corner will open the gate of the
Hut, so we can get back to the beach.
Using the Gemstone, Run over the Pillars.
Run
straight out to the pillar, go right and loop left around the pillar till you
are in a straight line with the exit, take a right and up the ladder to the
hut. Go straight into the cave E and use the Gemstone Key on the gate. Throw the floor lever inside to
raise pillars in the Lagoon. Go out left to the beach, from the part just
beyond the palm tree you can time the spikes on the closest pillar and jump
there, side flip to (or run onto) the safe pillar, depending where you land.
Jump to the next (Saves2-savegame.7) and then
to the rock left of the palm tree S, follow with jumps left to the beach, pick
up Harpoons and go up into the
passage between the statues.
Fire Pool, Raising the Last Pillars.
Go up the
steep passage and shoot those pots on the pedestal right to get a Medipack. Walk up to the spike trap and
Ghosts appear, shoot them and jump over the trap. Side flip (or any another
way) through the circular blade and
hop left over the spike trap. In the hall with the pool and the burning bowl,
go left and use binoculars or Flares to spot the transparent ledges (the
burners will reveal them too). Stand jump and grab the first, pull up on that
ledge, if you like, you can run jump NE into an alcove and get Semi-automatic ammo and jump back again.
Run jump
straight S to grab the next, stand jump E to grab the one up and a bit left,
straight E to the next. Run jump down SE into the alcove for Winchester ammo. Run jump and grab to the
ledge N and left a bit, shoot a Hornet or two coming from the entrance. Stand
jump and grab E and run jump to the floor. The entrance will close up as you
enter, left in the corner is Winchester
ammo. Look up above the entrance and shoot that mask to disable the spike
trap, as well as open the door again. Push the statue further into the back
passage and enter the crawlspace left to get to the floor lever raising the
remaining pillars in the Lagoon.
Wait a bit
for the Zombie to get into the room with the spike trap so you can run around
him and into the exit, run jump straight onto the transparent ledge. You can
choose to jump back along the ledges or hop into the water and take some health
loss by the puffer fish and climb out at the other side. Get out, run through
the spike trap to the tiny safe spot behind the circular blade and side flip
through, shoot the Ghost Pirate off his feet to get through the next spike trap
and down to the beach. Time the spikes to run jump to the first and hop to the
next, now find your way over the pillars to the far end of the Lagoon and first
run right into the cave a bit to get your health up (Saves2-savegame.8).
Then you can go check the beach for Volcanic
pistol ammo W, Semi-automatic ammo
in one of the barrels S.
To the Spike Tunnel, the Emerald Gem Key.
Back into
the cave and shoot the mask on the gate to open it, pick up some Semi-automatic ammo left behind the
barrels and shoot the one in front of the statue for Volcanic pistol ammo. Go through N, wade through the shallow pool
and at some point Alligators will be released upon you. Go up the other end and
pick up a small medipack left before the Spike Tunnel. Timing is crucial
here, you have to slide in when you expect the spikes to be up when you get to
the bottom, run forward to the edge and hop over the slope to the next part,
jump from the slope to the one ahead and back flip, now just slide down, the
spikes just popped, run forward and jump up into the passage (Saves2-savegame.9). Turn around and climb the ladder,
walk up S, but stay right of the center of the passage (deadly darts). Next
room hop up into the opening SW, get down onto the ledge below the opening and
run jump onto the slope SW so you can grab the edge and shimmy to the ledge
behind it. Stand back in the middle of the ledge and time the spike ledge. Do a
straight run jump to the spike ledge (the ceiling will shorten your jump), a
straight running jump to the corner ledge (Saves2-savegame.10).
Pry the Emerald Gem Key from the
wall.
Using the Emerald Gem, Down the Lagoon.
Safety
drop down from the ledge and maybe you have to shoot some remaining Alligators.
Get back through the shallow water and get to the cave at the beach. Run to the
right (W), left to jump onto the nearest pillar, run jump to grab the next and
jump onto the beach left of island in the middle of the Lagoon.
Run jump
around the corner to the tiny beach W where you’ll find a statue, pull it away
from the receptacle and place the Gem, a big trapdoor down in the water, opens
up. Dive left into the water, swim behind the furthest pillar (N) and down
right into the opening to a tunnel, shoot an Alligator or get around it and get
out in the next cave. Shoot the Alligator and get back in the water for some Winchester ammo in the tunnel. A Hornet
and an Alligator will show up, stay clear of them (easier said than done) or
take them out.
Go first W
and find Winchester ammo in the
grass, turn right and go to the ladder, use the Cog wheel left of the ladder
about 6 times and hop back twice, turn right and jump grab up, another ledge
jump up and pull up to get in…
8 – Dark Omen.
1
secret
The Pillar Pool.
Diary
Updated: What’s happening? Blackbeard must have already entered the heart of
the Fountain. Soon he will be commencing with the ritual to enhance his
abilities, am I already too late?! Now that the source has been breached, the
healing properties of the water will no longer work as the power is drawn
toward Blackbeard. I also fear that his crew will be more dangerous with a
fiery touch.
At the
circular blade trap, hop up onto the ledge, side flip through and stand jump
with Ctrl into the next opening, through that blade and down the other side, to
the right are Flares. Walk up to a
Large Pool with puffer fish. Go right a bit and just run down to land on the
low, dark ledge, hop to grab the ledge in front and shimmy left along the crack
and around the corner. Ledge jump up and grab the edge of the slope, pull up to
back flip with a roll and grab the slope as you slide off, drop and grab the crack,
go left around two corners and back jump to a safe “corner ledge”. Well, safe…
a big Vulture will come for you, shoot it while standing with your back in the
corner. Run jump and grab to the low pillar NE, and get on top. Jump N over the
sloped pillar (just slide off), and from the ledge behind it jump to the right
(E) to grab another crack. Go right around the corner, almost to the end of the
crack and ledge jump up. Back jump to grab a crack and jump up to the top of
the pillar. Hop to the floor on the left (E), shoot the bags at the other end
to get a Medipack.
Stand left
at the opening and jump or run in with Ctrl to land in a niche. Turn around,
stand left and run down into the water with Ctrl. Turn around and use the lever
to raise pillars and a block. Swim out straight and climb onto the block, you
can shoot a Pirate up W from here. There are Explosive Harpoons in the water W of the block, you can attempt to
get them now, but it will likely cost you some health. From the block jump and
grab the crack in the flat pillar NW, go around to the other side and back jump
grabbing the sloped pillar, pull up and back flip onto the flat pillar. Jump over the sloped pillar and
grab the floor W, pick up the Semi-automatic
ammo (probably dropped by the Pirate) and save before entering the passage.
Sprint through straight and come to a large pool with Statues.
Statue Chamber, Drain the Pool.
Shoot the
Alligators, jump right around the corner to get the Flares there and jump back. Jump S onto the arm of the statue, walk
up to the head and turn right, jump to grab the ledge the statue is holding up.
Slide down the other arm and grab up to the head from the higher ground, shimmy
left a bit and wait till the flames go down, pull up and throw the lever (#1 for the trapdoors). Hop back with a left turn to
get out of the way. Jump into the water, swim to a ledge far right (NW) and
climb out (there’s Volcanic pistol ammo
on this ledge). Turn left at the gate, jump to the arm, same MO as the other
side. Jump to the ledge in the hands, around to the other side and up to the
flaming lever (#2 for the trapdoors). Do the
same at the statue at the N side (#3 for the trapdoors).
The burner there seems to be more harmful when you hang on the edge, so watch
out (Saves2-savegame.12). The trapdoors open
and they are in front of the W and E statues. Swim down one of them and in the
room throw the lever on the S wall. A big trapdoor in the floor opens up,
draining the pool at the statues.
Preparing the Timed Run for the Gate.
Swim out
through one of the openings and climb out. Collect some goodies, Semi-automatic ammo under the statue E,
Harpoons under the statue W, Winchester ammo on the floor NW and go
to the Timed lever on the block NW.
The route.
Best is to
check out the route first. From the lever hop back turning a bit to the left,
hop onto the lever block, left corner and turn left to hop to the pillar a run
jump to a spike pillar (landing when they just popped), immediately a hop to
the safe pillar. Turn left and run jump to the fire pillar when the flame is
going down and a running jump to grab the high one NE, run jump up onto the
entrance ledge (no Ctrl). Jump to NE to that ledge where you got the Flares
before and jump left to grab the rock ridge N, shimmy left as far as you can
and just let go, landing on the arm. Turn around and go to the extended part of
the arm. Turn right to run jump and grab the W arm and jump over the corner to
the ledge leading to the Timed gate.
Now we go
for the real deal, running that timed run that is. Just run down S, landing on
the high pillar near the lever block, drop down and Save at the lever. Try
saving after successful jumps (while Lara is in the air or pulling up will cost
you no time) (Saves2-savegame.13).
The Ancient Idol.
Once
through the gate you can throw the lever to re-open it if it closed. Look down
right into the room and spot some sacks, shoot them from here and some Grenades
will drop out. Jump down into the pool and use the underwater lever on the
ladder pillar to open a gate above. Roll, get out and dodge that zombie while
going for those Grenades (or maybe
you had one left or use the harpoon gun). Quickly shoot the zombie and jump to
the pillar with the flames (from the front, climb up and right around when the
flame is down and go up, this side has no more flames, climb up to the ledge.
Through the gate and the circular blade, over a spike trap and down a slope
with a Rolling Skull. Right into the passage to dodge that last one. Do this a
couple of times more and finally you are at a Winchester ammo pickup.
You may
have noticed those trigger tiles for the Skulls came closer to the top of the
slope every time, this one has the tile on top of the slope… Just step
carefully onto a corner to trigger the Skull and go down after it and grab Grenades, and the Grenade Gun lying under that skeleton. Hop back and turn left to
claim the Ancient Idol in the
alcove, you’ll see a gate open up at the pillar pool. When you go back up the
slopes, beetles will fall from the ceiling, after 3 slopes you’ll encounter a
zombie, up the next slope and then a Skull will come down towards you, so roll
and get out of the way. Go back up, shoot the Ghost Pirate and go up the last
slope. Hop to the Blade, side flip through and run jump (with Ctrl) from the
burner block into the opening E.
Jump S to
the statue, at the head climb up left to the ledge with the Ghost Pirate and
shoot him off the ledge. Go through the gate S, shoot the sacks right for a small medipack and follow through to a
gorge. Stand jump to the rope to jump S to the bridge ledge and shoot the Ghost
Pirate down, there is also a vulture flying around.
The
Last Secret: walk to the E end of the ledge and turn around, look down left to
spot a hidden under water tunnel near the bottom (under the white flowers on
the wall there), I went to the SW tip of the ledge and ran down SW landing
inside the opening, there’s a spike trap and after a turn you can climb out
where Secret #1
will sound, walk straight to where you get to a small lake with
mermaids… Get down to the lower ledge, run jump as far as you can towards that
waterfall on the left (W), swim up and climb out onto the ground behind the
waterfall and from there run jump onto the crate. Jump into the opening left
and shoot the Vulture. Go get the Golden Rose prize, Grenades far left and Explosive
Harpoons from the barrel on the right and go to the exit. Hop out to the
crate, jump to the ground behind the waterfall, jump to a corner rock ledge S
and from there to the entrance ledge and climb up. Swim back through the tunnel
with the spikes and get your health up before swimming into the pool with the
puffer fish, go sharp left along the wall and climb out onto the ledge NW (take
a medipack with the shortcut key). Grab up N and go up the ladder, jump over to
use the rope again to get to the bridge ledge.
Go to the
SW end and jump over to the S, shoot some Vulture(s) and jump/grab up S, left
of the mushrooms. Face E standing left and run jump, landing on the far side of
a sloped rock so you can jump ahead and jump again to end up on the pebble
stone ledge. Jump to the ladder and go up, turn around to jump/grab up to the
bridge ledge. Pick up Semi-automatic
ammo and then run jump to get into the opening S.
Dead Man’s Chest.
A Skull
slope, sprint down and left around to get out of the way, a flyby of the
familiar graveyard takes over. Zombies, Ghost pirates and a Wraith, now invest
this place. Next to the gate shown in the flyby was a sign, Dead Man’s Chest 5.
Meaning you have to find and shoot 5 of those chests.
Watch out,
as you are about to pick up a Volcanic
pistol and ammo, a Pirate will
come for you, shoot him first. Then go up over the ridge W between those
burning lamps, down left for a Medipack.
Head for that Tomb stone SE and push it off the trapdoor, fall down to find an
angel statue for the Wraith. There’s a chest (#1) too, shoot it. Just W of this
grave is chest #2, you can shoot it from the grave. Hop out, and SW is chest
#3, in the shallow pool is #4, the last one is in the E area where the Volcanic
pistol was, to the S. The gate opens SW in the graveyard…
Go through
and shoot a Pirate, pick up a small
medipack and jump over the mushrooms into the low tunnel on the left (E),
back in familiar territory.
Fountain of Youth, Using the Idol.
Run left
around the top perimeter to get Winchester
ammo, a Medipack and 2x Semi-automatic ammo S. Go back a bit
to the middle of the S side (big plant remember?) and drop down to the ledge
with the statue shown in the flyby.
Place the
Ancient Idol on the statue and a teleport beam activates on the central ledge.
Go there and first pick up a small
medipack before you step in and jump up.
The Snake Guardians.
Ponce
de León’s Journal 3: According to Native legend the Fountains inner sanctum is
protected by four guardians, each in possession of an offering to their
“goddess of healing”.
Can be
done in random order:
You’ll end
up in a pool, up in every one of the 4 corners is a Snake Guardian we have to
slay. Pick up a small medipack from
the bottom and get out S and a bit left on the grey ledge and keep moving, turn
left and jump through the spike trap to the “safe” corner, turn right and jump
up to the corner, stand below the ledge with the Guardian and shoot it while
jumping up and down (or just get up close behind it,
which worked better as I found out). Pick up Toci’s Soul when it is dead. A block goes up. I jumped from the
block to the central pillars (no Ctrl) and over to the SW corner, just jump to
the Guardian and shoot it from real close, pick up Toci’s Heart. NW is Toci’s
Mind and NE Toci’s Body. Way up
on the slopes along the S wall is Semi-automatic
ammo, along the E wall a small
medipack, W Volcanic pistol ammo.
(Saves2-savegame.14). Jump onto the central
pillars and place those Gems on the stands. A wall opens, it is in the N side
of the place, jump to the N side pillars and run jump there.
Defeating Blackbeard.
Go through
and a long cut scene will pay…There’s some useful tips
in the Diary about the Shotgun as the best weapon here.
“Blackbeard’s
becoming more powerful with each passing second. Somehow I must destroy the
power generators before it’s too late. My shotgun may be the only weapon that
has any effect on him…”
Note:
The shotgun can be used to push enemies…
In one of
the corners of the battleground is a chest where you can get extra ammo if
you’re out, just go close to it. You have to blast Blackbeard into each of the
three blue windows so he will break the statues (generators) there. In the
middle of the room is a beam that will get your health up (if you can stay in
there long enough) and if you catch fire run through the beam…. (Saves3-savegame.0 / immediately start shooting, he's nicely
lined up for you). After the battle the final cut scene kicks in….
End of the
Adventure.