ALBEROBELLO MYSTERIES

 

Level by ilaracroft

 

Walkthrough by Phil Lambeth, assisted by Doggett TV's video walk

 

 

After the opening conversation between Lara and Jean that sets the stage for your adventure, turn right and open the door to the bathroom. In the shower stall you'll find a CLOTH. Exit and open the next door (no compass, why?) to the stairway. Go down and open the door to a courtyard, where you're met by enemy fire and a dog. You can target the baddy on the balcony by jumping up and down while shooting. The tree near the balcony acts as a pole. Climb up and back flip onto the balcony to pick up the LASER SIGHT dropped by the baddy. Note for later the crowbar switch and get back down.

 

Go down the steps to be greeted by another baddy. Open the door to the Gun Shop and enter to find it occupied by an attendant distracted by a racy novel. Lara doesn't want to shoot him but needs to find a way of putting him out of commission. Continue down the steps into a courtyard, note the hungry cat by the gate to your left, and as you walk around enjoying the scenery you'll be attacked by two dogs and two baddies (uzi ammo and a small medipack). One of the stone buildings near the back has a lock you can shoot with your pistols. Enter, shoot two rats and the small crate to reveal the SCREWDRIVER.

 

Go all the way to the back wall to find more uzi ammo in the grass near the steps. Continue along this back wall until you meet up with Simone the Homeless Guy, who tells you a little about his history and his need for nourishment. You want to help, so turn from Simone, run toward a floor trap door (later) near a "museum closed" sign, turn left and run all the way to the next corner for shotgun ammo. Go back a bit and pull up onto a flat spot near the left corner of the nearby building (to the left of the window). Hop up a bit left, then take a "walking running" jump forward to another flat spot for SECRET #1. Pick up the SHOTGUN, shotgun ammo and a large medipack, then slide down to the walkway.

 

Return to the entrance steps and open the door to the coffee shop in the building next to the hungry cat. After a brief conversation with the attendant, open the door to the storage room and take the MILK from the shelf. Exit the coffee shop, turn right and pour the milk into the cat's bowl. Another cat arrives to share the spoils, and the PINK KEY appears beside it on the walkway. Return to the coffee shop, go around the counter where the young lady is standing and use the Screwdriver on the steaming coffee machine to fix it. The appreciative attendant gives you the BLUE KEY in return.

 

Exit, go left and turn right at the bicycle. The receptacle for the Pink Key is at the first door on your left. Enter a sitting room, use the book switch on your right to open a squeaky gate somewhere, go past the open door to find revolver ammo in the window alcove and exit this house (you'll return to the kitchen later). Run back toward the entrance, and the gate you opened is opposite the coffee shop. Shoot the soldier inside and search the chest for the SMALL WATERSKIN. Note the closed opening at the bottom of the steps to your left and return to the floor trap door you noted earlier in a corner of this area. Open it facing the flower-covered wall.

 

Climb down the ladder into a sewer and fill the small waterskin. That's all for now, so climb back out, turn left and go all the way back to the entrance and up the steps to the fountain courtyard. Continue into the house ahead, up the steps to Jean's office and empty the waterskin in the fireplace to put out the flames. Step into the fireplace, stoop and shoot the grate, crawl through and climb up for the CROWBAR. Get back down, go to the fountain courtyard, climb that palm tree and back flip onto the balcony. Use the crowbar switch to open the trap door you noted earlier in a stone hut. Slide down the palm tree, go down the steps to the larger lower area, continue down the walkway and loop around right into the stone hut where you got the small waterskin.

 

Go down the steps to your left and drop down the opened trap door. Shoot two rats and pick up an extra SHOTGUN. Walk forward and pick up the flares near the flaming tiles. Note that they shut down briefly, and when they do so run forward onto a safe tile and shoot another rat. Do the same to get around the corner tile, and time your way past two more flaming tiles on the other side. Go up the steps and around the corner to trigger a set of teeth doors. Get past them one by one, jump quickly over the flame trap when the flames go off briefly, and finally go around the next corner to find a small box containing the SOPORIFIC.

 

Stand with your back to the ladder, jump up to open the trap door and climb the ladder that provides a convenient short cut out of here through a bathroom. Take the small medipack from the shelf, open the door and find yourself in a bedroom. Search the small chest next to the bed for a BANKNOTE, open the corner doors to a section of the house you visited earlier and exit to the outside walkway. Go diagonally to your right to find a small shop, go to where the young lady is standing and place the banknote in the cash register to buy some INGREDIENTS.

 

Exit, go back diagonally left to the house you just left and go into the kitchen to place the Ingredients into the pot on the stove. Sidestep left, pick up the BOWL OF SOUP and take it to Simone (exit the house and loop around right), who's probably put out by the fact that you fed the cats before feeding him. Anyway, present him with the soup and get the GREEN KEY in return. Go back around the way you came and continue across this area to the entrance. Go halfway up the steps and turn left into the gun shop. Go behind the still-oblivious attendant, combine the Cloth and Soporific and put the attendant gently to sleep.

 

Pick up the nearby REVOLVER and search the shelves for shotgun ammo (there wasn't any there before). Exit, turn right and go down the steps to the lower area.  Continue diagonally to your right to the closed double gates that you can open with the Green Key and the Blue Key. Enter the church grounds and shoot a dog and two baddies, who drop the UZIS and revolver ammo. Combine the revolver and the laser sight, stand where you can see the bell on the church roof and shoot it to open the front doors.

 

Enter the sanctuary for a conversation with Don Lorenzo. After that, find the jump switch on the near right column (as you enter) and activate it to fill the fountain moat outside. Go there, jump into the water, find a small medipack in one of the corners and pull the underwater lever on the fountain column (cut scene of underwater fans). Note the closed gate and pull out to kill a soldier. Exit the church grounds and run along the walkway past the bicycle to the far wall, turn right and go to the corner where you opened the trap door earlier. Climb down the ladder into the sewer, wade to the deeper water and swim forward for some flares.

 

Swim into the opening and turn right to find an underwater lever near the corner. Pull it to trigger a flyby that begins with the fans you saw in the cut scene and ends with a trap door opening. Turn back and light a flare so you can see the nearby shotgun ammo and uzi ammo. Grab some air, then continue swimming away from the lever until you can see those fans ahead. Turn left before you reach them (strong current if you go too far) and find a small triangular opening you can swim into for SECRET #2. Grab more UZIS, uzi ammo, a large medipack and shotgun ammo, exit and loop left past the fans and let the current grab you. Follow the passage in the only possible direction until you reach the opened trap door.

 

Before pulling out of the water, light a flare and look for the SAPPHIRE that's easy to miss. Pull out onto some steps and go up to open the double doors. The soldier waiting in the art exhibit is quite hard to kill (at least in my case). Go to the closed door across the room and place the Sapphire on the stand next to it. The door opens, so go inside to find the YELLOW KEY in the small chest.

 

The windows have opened in the previous room, so drop down from one of them into the lower courtyard near the trap door. Along the central walkway leading to the church grounds you'll find a stone hut where you can use the Yellow Key (opposite the stone hut where you used the Red Key). Go inside and take the BIBLE from the table. There's a hidden crowbar door in the bare wall to your left. Open it for SECRET #3 and grab the large medipack before leaving.

 

Turn right and return to the church grounds. Enter the sanctuary and hand the Bible over to Don Lorenzo, who gives you the CLOISTER KEY in return. You probably saw the closed doors in the far corners earlier. Your key fits only the one on the left, so use it to lift the door and enter an outdoor courtyard with a central gazebo. There's a chain at each corner of this area. Pull all four to open a trap door in an alcove opposite the entrance. Drop down into a lower passage and follow for the CRYPT KEY. Return to the courtyard, run across back into the sanctuary and loop around left to open the other door.

 

Step onto the breaktile and you'll drop and slide to a stable surface. Pause for the flares and face a much longer slope. Stand right or left, light a flare and slide down as a boulder is triggered behind you. Just before you reach the bottom of the slope, jump to grab a crawl space and quickly pull inside. Crawl forward until you can stand up, push the floor lever to open a gate below and drop back out. Vault up to where the gate opened, slide down another slope and jump off with grab near the bottom so you'll glide safely onto a jutting ledge.

 

Turn left and jump to the connecting ledges, shoot a bat and pull down the wall switch. You'll trigger another bat when you walk to the opposite corner where the torch is. Light a flare and jump to a ledge jutting from the wall ahead (at the same level as the ledge you're on). Run off right onto a lower ledge, wait for another bat to arrive and turn around to see a rope. Stand jump to the left of the ledge you ran off from to land on a lower ledge where you can go down still farther to face the rope.

 

Save your game, take a running jump to grab the rope, turn slightly left, swing and jump off to grab a crack in the blue-tinted wall. Shimmy right in the darkness and pull into a crawl space for SECRET #4. Get on your knees and light a flare so you can see the flares and large medipack. Safety drop to the floor and note the closed gate. Opposite the gate is a wooden floor you'll need to burn later. When you walk across it another bat is alerted. Near the wooden floor are two small jugs you can shoot for uzi ammo. Go to the corner of the room where you see the green lantern and pull down the wall switch underneath it.

 

Hop onto the nearby block and climb the ledges along the wall. When you reach the highest ledge, take a running jump down toward the green lantern to land on a ledge in front of an opened gate. Pick up the large medipack as blade traps are activated and foreboding music starts playing. A simple running jump will get you past the first set of blades. Stand jump over the second set and keep running forward as a spiked ceiling starts coming down. Pull down the wall switch to open the trap door behind you. Hop back quickly before the trap door rises again. Follow the short passage to a crawl space which brings you back to the large room. 

 

Use the block and ledges again so you can jump to grab the rope again. This time turn to your right so that you're facing a green lantern between two columns. Climb up to stop Lara from swinging, slide back down and jump forward to grab a high ledge jutting from the wall. Pull up, turn around and take a running jump back to the connecting ledges you visited earlier. Push the wall switch back up, run off with grab toward the torch so that you glide down onto the column below, hop down left near the opened gate and listen to more foreboding music.

 

Look down the slope ahead. There are spike pits and flame pits with a boulder trap thrown in for good measure. Save your game, hop over the first spike trap, slide slightly and jump over the next two traps as you hear the boulder being triggered. Pull up quickly, slide and jump twice where you'll land safely. Pull up in front of a wall switch as more blades are activated. Light a flare, wait for the blades to cycle and run across into a wider passage. Crawl underneath the next set of blades and pull up three times to find shotgun ammo. Go up the steps, pull up some more and a gate opens as you approach it.

 

Go through the crawl space and safety drop from the other end. Go to the corner wall switch underneath the green lantern and push it back up. Use the block and ledges to jump to the rope once again. This time turn left and jump off onto the ledges jutting from the column to the right of the white lantern. Go up to the wall, turn right and pull up onto the higher ledge and go around to find a wall switch that opens a gate down below. Get down to the floor and find the opened gate near the wooden floor. Enter carefully and veer right or left as debris falls from the ceiling. Shoot the jug in the corner for a small medipack and take a TORCH from the plinth.

 

Light the torch outside and throw it onto the wooden floor. Wait for it to burn through and drop down into the crypt. Two skeletons are awakened. Use the shotgun to blast them into the water and jump in after them to find shotgun ammo in one of them. The nearby broken columns are pushpieces. Move them onto the marked tiles in front of the fireplace. Go to the passage and wait for the first flameblower to subside. Quickly use the reach-in switch and get out of the way before the flames return. The other two flameblowers have been extinguished, but the one in the opposite wall does nothing but release a horde of beetles. Leave it alone and use the other reach-in switch on this wall for a large medipack.

 

Approach the steps at the far wall and crawl up under the dart traps. You hear a trap door opening as you near the top. The wall ahead is climbable, so climb up to a new room as the trap door closes behind you. Go to the four corners of this room for 2 x shotgun ammo, revolver ammo and uzi ammo, then return to the wall switch near the trap door and pull it down. A gate opens to release a knight who mounts the horse and comes to the attack. Knock him off his perch and pick up the GEM OF THE KNIGHT. The gate next to the wall switch opens.

 

Go inside and jump into the water hole. Swim up the shaft and follow to an underwater lever that lifts the gate to your left. Swim into the fountain moat on the church grounds and pull out to end the level.