BIOHAZARD.
Multi-level game by Tombraider95.
Walkthrough by G&D Productions.
General Info:
The directions given in this walk
are what the red needle shows on the compass.
Saves and other files mentioned in
the walk are in this Saves
Folder.
There are 2 modes in which you can
play this game, “Normal” and the “Nightmare” Mode. For the Nightmare mode
you’ll need to replace the Script files in the Main folder (keep a copy of the
original Scripts). In that mode you can only save in certain places, where
there are typewriters/candles.
All levels have 3 Secrets…
Level 1- The Residence.
1993…Somewhere in Northern Ireland…
(Try to avoid Zombies and Dogs as much as
possible to save on ammo.)
Lara crashes the land rover against the fence.
Hop behind the tree SE (red arrow) and back flip on the slope, jump with a left
curve to get over that fence. Follow the road and come to an area with a farm.
Straight, next to that car is Magnum
ammo. Go up to the house and onto the porch, right around and find the Pliers.
Get back from the porch, loop left around to
that big ol’ tree SE and pick up some Flares.
On the roof is Secret #1, a Cross.
The Mines, the Magnum.
Slide down S onto a ledge and get a Medipack, slide down from the rocks
there and you are inside the fenced off area in front of the shed. Go in and down
the pole to the old mine below. Take the Magnum
from the dead guy and grab some Magnum
ammo too.
Two closed tunnels, but in the S one you can
shoot the barrier and go in, in the wide cave go right to find a Medipack and then head S to a deep pit.
At the right hand side is a ladder down (couldn’t find anything down there).
Run jump to that niche right, grab the slope and shimmy left to pull up on a
flat part. Hop to the floor at the other side, enter the next tunnel and grab
some Flares left. E is a lever
opening one of the barred doors in the cave with the dead guy. Walk out onto
the ledge, stand jump/grab the crack in the right hand wall and shimmy over to
the other end, pull up and back flip to the floor. In the big cave into the
tunnel W and follow to the big cave.
Waterfall Valley, a Machete.
Through the open door E, up the ladder and come
to a valley with a waterfall, keep to the right and find an old crate, shoot it
and pick up the Magnum ammo. Behind
the cabin is a bloody trail where someone dragged a SAS soldier, pull the guy
some more (by the head) and pick up the Cabin
Key. Next to the waterfall after some wading through the shallow water, you
can climb up some ledges and find Magnum
ammo.
Now open the cabin with the key and find a Machete (crowbar?) on the table, oh
boy…that doesn’t sound good! There are Flares
in the window, leave the cabin and shoot a nasty dog. (secret
hunters scroll down) Without Secrets, go back into the shed S, down the
ladder and follow to the cave with the dead guy.
Now grab up to the roof (from the
porch) and go behind the chimney, jump into an opening in the rocks (E), crawl
in and get Secret #2, Holy Water. Get out and go over the roof to drop onto the porch
again.
Back with a Secret, the Cave, Canned Herbs.
In the SW corner of the valley is
a cave entrance, follow through shooting another dog and through a passage with
a blood trail. In the next cave (left slope?), push the boulder in the passage
right, shoot the dog in that cave and drag the SAS away from the Canned Herbs (small medi). S is a
skeleton with Magnum ammo and in the
S tunnel is a door you can open with the Machete. Safety drop down in the
vertical shaft, just to the right is Secret #3, a Book of the Dead. To the SE is Magnum ammo and NE you can leave, throw the lever and step out into
the cave with the dead guy…
Oh, wait, he’s gone... Go W through the tunnel,
up the pole and facing the upper passage, jump off (no back flip). Outside go
right around and grab up to the sloped rock, pull up and back flip over the
fence. Go to the residence, up the porch and open the door with the Machete.
The Residence.
Open the door left and go in, well obviously
he’s NOT all right, so shoot him and pick up the Bedroom Key from the cabinet right of the fireplace. Go out and
left to open the next door in the opposite wall, the kitchen, grab the Canned Herbs from the countertop. Back
to the corridor and right, upstairs and open the door straight, the bathroom
with some Shotgun ammo. Out and left
around to open the Bedroom with the Key, shoot the guy and next to the cabinet
(SW) are Walther MPL clips. Open the
doors to the balcony (N), go right and hop over the fence, right around over
the roof to where you can get through the window into that closed bedroom and
check that cabinet left, there’s Isolation Tape in the drawer. Get out to the
roof, get down to the ground and find some Canned
Herbs next to the tree SW.
The Barn, a Wheel Handle, the Waterwheel.
Go over to the Barn next to the waterwheel
(NE), select the Pliers and combine them with the Tape, then use the Isolated
Pliers on the lock. First look right, in front of that old wagon is the Wheel Handle. Now go inside and stay
well clear of those dead bodies. Push that crate of wheat in the back left
aside to get Shotgun ammo and go up
the pole, jump off onto the attic and use the Wheel Handle there, the
waterwheel starts up. Get down fast and those guys are now awake… Follow the
stream into the cave NW.
A Torch, the Bunker Key card.
Dive down into the Cave, swim straight through
and climb out, to the right, next to the tree is a fallen branch you can use as
a Torch. Go to the campfire and
carefully ignite it. NE are some Flares,
that’s also the place where we need to get up using the slopes. After picking
up the Torch again, face W, back flip and jump to get onto the higher ledge.
Run jump to the ledge behind the tree (bluish light), then up S, follow the
ledge to the E and grab the Bunker Key
card. Go into the cave E, keep left and run jump over a deep pit (along the
right hand wall) to a ledge. Follow through and throw the Torch on the wooden
floor to let it burn…
Back up through the Mine.
Hop down into the water below, swim and wade
through the tunnels, shoot a Zombie and go up the ladder in the end.
Immediately run left around the corner and hop onto the higher ground to avoid
the dog, go down a slope S along the right or left side, get out of the way
fast as a boulder will try to crush you. Go SW into the tunnel, then drop down
again in that tunnel S. Go E, there might be a Zombie, lure him out and skip
past him and through the door you opened before you’ll come to the cave where
the dead guy turned into a Zombie, go left (W), up the pole and jump off.
Outside right around, pull up on the slope and back flip over the fence
The Bunker.
Enter the House again, right into the kitchen
and open the door in the back with the Bunker Key card. Open the trapdoor and
go down the ladder and get into the Bunker…
Level 2- The Mines.
Seems Lara already picked up those pistols, but
there’s Magnum ammo on the floor
left. Head into the door and come to an elevator, step in and hit the button on
that yellow control panel (NE). Down in the Mine, shoot a bat.
Pull the cart out of the tunnel
S, go in and carefully pick up Secret 1 (4), a Cross from the blood stain next to the dead guy, get back out.
Into the tunnel N, shoot the barrier at the
crossing and run down the track to a Big Cave. Head S into the tunnel, grab a Medipack and return.
Flooded Tunnels, a Wooden Hub.
Go to the crossing of the tracks and straight
to the edge of the ground. Run off onto a slope and slide into the water below,
grab the Magnum ammo there and swim
into the tunnel N, wade out and crawl through the low part, you’ll come to
another flooded tunnel. Dive in and take a left, follow through and wade up, a
crossing with two doors and an open tunnel right. In the corner behind the body
is Magnum ammo. Head in E, save
and go around the corner, jump over a dead guy that will turn into a Zombie
soon, so be quick. Pull the Timed lever in the next room, back flip/roll and
jump over/past the Zombie waking up. Straight through the crossing cave through
the door (save.0). Swim left, keep right and in
the end is that Medipack you might
have seen. Best go back for air, swim in again, keep left this time and you’ll
get to a wooden door you can open (S). Inside and left is an underwater lever
opening another door at the crossing. So, swim back and wade out, left into the
open door. Run to the chest and get the Wooden
Hub from it, get out before the Zombies become annoying. Go straight N into
the flooded tunnel, keep right and get out of the water. Crawl and follow the
tunnel back to the Big Cave.
The Wooden Cog.
Through the water and wade up at the track SW,
follow the track up to the N, into the tunnel N and open the door with the
lever left of it. Run up the slope
and get out of the path of the boulder. Up the pole, turn around and jump off.
Go to a balcony and on the right hand side you can run jump and grab a
platform. Throw the lever to lower the platform behind you (W) and jump/grab
there. Run jump straight and grab the edge of the rocks and shimmy right, on
the second (flat) high part of the grass, pull up and back flip/roll grab the
platform, this one will crumble, so run jump straight and grab the platform E. Shimmy left around the corner run, pull
up and back flip/roll to a crumbling platform, do a running jump to grab a
crack up S. Go shimmy left around the
corner, pull up and back flip onto the platform in front of the balcony. Run
jump SW onto the balcony, as soon as you go in, a Zombie wakes up, so lure him
away and do your thing. Inside right
is a box, shoot it and get the Wooden
Cog, next to the gate E is a lever to open it. Shoot the box in the back
right for Canned Herbs and get down
the long ladder there. Go out and you are back in the Big Cave.
The Crane, the Rope.
Go up N again and then left to that makeshift
Crane. Push the cart under the crane out the other side and go into the opening
N under the Crane, place the Wooden Cog Switch (combine the parts) and a
platform goes up under the makeshift Crane. You can now reach that rope there,
turn right and swing to that opening in the E wall, get in and throw a floor
lever left, a platform goes down. Go back out, from the ledge a run jump NW to
the triangle grey ledge.
Upper Region, Bottle of Water.
Back to the rope, turn left this time and swing
to jump to the ledge W, then jump over to the S and jump into the opening where that platform went down (E). Slide down backwards, grab the edge to
pull up and back flip/roll, grabbing the ledge E. Loop left and spot the
ladder. Jump to that and go up, go N over the track with the carts and run jump
to the other broken part to get to the N tunnel. Go in, shoot the barrier and I
went left first, push the cart all the way and spot a ladder right. Go back to
the crossing and straight into the room, there’s a guy on the bed that needs
water. Throw the lever just right around the corner and the hatch above the
ladder in the other tunnel will open up. So
back to where you pushed the cart and right, up the ladder. S is Magnum ammo, then exit and go down a
steep slope to a cave with dead guys. Follow through, go into the left at the
crossing and get Canned Herbs and a Bottle of Water (next to the dead guy).
All of a sudden everyone is awake, go left to the end of the cave and push the
low crate against the slope W so you can jump out of there… Turn right (S) and
jump to another roof for Shotgun ammo,
walk back N as far as possible and jump back on top of the roof. Run jump W to
the tracks and go into left again, right into the room and give the guy his
water, watch the cut scene and the other tunnel opens up.
Go out and right through that opened door and
follow the track, there’s a mine pit with a crane, grab the cable and slide
down to the bottom. You’ll end up at
the ruins the guy was talking about, hop down onto the scaffolding, go down S
into the cave and get some Arrows. Get out, jump onto the scaffolding to
have a look around without those guys bothering you.
Open the Gate.
Go left over the ledge and around the corner.
Look right just past that
mushroom shaped rock ledge up in the corner and run jump onto a flatter ledge.
Stand back a bit so you can grab up to the mushroom ledge and get Secret #2 (5), a Book of
the Dead and Walther MPL clips.
Get back down.
Follow the ledge to the S, at the next pillar
jump up right (E) and jump to the ledge on the pillar, climb up and grab up to
the roots, follow those to the next pillar, turn left and drop/grab the crack,
go right around two corners and drop on the ledge. Jump and grab the rope, aim for the corner of the building and
swing high, jump and you have to end up just right of the corner, grab the edge
as you slide off and shimmy right to an opening. Safety drop out the other end
onto a balcony, run jump and grab the ladder to go up into the passage, hop up
W and go down onto the narrow ledge. Turn around after the last corner of the
wall and spot the scaffold below.
Timed Run for the Gate.
That one was too high, we haven’t been on that
one, face NE and run down from the ledge onto the scaffold. Hop into the niche
to throw the lever and that gate will open up, according to the sound it is
Timed… Yep! Pull, roll and a bit forward, hop out with a right curve and do the
jumps over the scaffolds (running jumps) and on the last one, going down, curve
sharp right to jump and grab the next one (N), pull up as fast as you can and
jump up forward, run and jump/grab the ledge at the gate, get inside (save.1).
Go up the pole and push a wooden crate to the
E, next to the corner column, then get the Shotgun
ammo from in front of the Zombie and climb from the crate onto the column,
go up right and all the way to the end, shoot a bat and get a Medipack, go back a bit to the N wall
and push the coffin further into the niche against a button. A hatch opens at
the ladder behind you. Now to around the E side to the S and from the block to
the ladder. Pick up some Flares and
go meet some more dead folk, watch out for the pits and shoot some bats on your
way, go left in the end and down to where you emerge at the Ruins again on a
higher level. Run jump and grab the rope W, swing and jump to the far entrance
where the light is. Follow through
left and hop onto the roof, hop right around the corner to the flat rock and
slide down E, jump to the next part of the roof. Go where the work lights are and drop down into the room below,
open the chest E to get the Power Plug. Grab back up. Hop E onto the roof and
go down a lower part for some Walther
MPL clips. Look down and find a nice spot to dive down into the water.
Climb out at the low scaffold again and jump to get to the bridge S. Dodging
the Zombies get up onto the highest scaffold and jump up S, up the cable and
jump off. Follow the track up S, outside over the right hand track to the
broken part and run jump over to the track left, just behind those mine carts.
Just before you reach the S
entrance, look left and spot the rock ledge SW, jump over the fence to the grey
rock ledge and go over the top of the ledge to get Secret #3 (6), Holy Water. Get back to the entrance.
Go in S and use the Power Plug on the panel
behind the shallow pool. Go up the
cave W and get into the elevator, use the control button right and go up again.
Follow the passage, shoot barriers and step out in front of a Barn. Looks like
the Police arrived, but couldn’t handle the resistance. Pick up Flares right, shoot the crate N and get out to the
road, left to the fence and left at the fence into a cave entrance, slide down…
Level 3 – The Foothills – Cliffside Station.
2 secrets in this part
Run through the cave to the track and get a
flyby of the area. Shoot a Crow when you get onto the track.
Go right, open the gate with the
Machete and drag the dead SAS away from Secret #1 (7), a Cross. At the end of the track is Magnum ammo. Get out.
Close to the station is a car under a street
light, walk to the edge of the cliff and left around over a path behind the
station, open a door with the Machete, go in and just around the corner is a
hatch in the ceiling open it, turn around and grab up, go to the cabinet in the
middle E and stand back a bit, open the doors and grab the Spare Change. Carefully make your way back along the path to the
tracks.
Station Key.
Go around the station to the E side of it,
shoot a crate and pick up the Flares.
On the ruined bridge N are some Walther
MPL clips near the barrier. Nothing more you can do around here, so jump
down into the water below, swim W find a floating body, underneath is the Station Key.
Detour for a Secret: Swim to the
N side, left towards the bridge and find the rock ledge (it’s an outcrop just
next to the ruined bridge) where you can climb out. Hop up to the higher ledge,
go left a bit and grab up to the ledge with the tree. Turn left and jump to
grab the pole, swing and land on the ledge at the other side of the bridge.
Here you can find Secret #2 (8), Holy Water behind the bush. Slide back down into the lake.
Swim E and left and under the railway bridge
are scaffolds, swim under the one W and get Shotgun ammo, roll and swim under the other one to flip an
underwater lever opening a hatch (for later) under the bridge above.
Back Up, the Station, a Cog and a Shotgun.
Swim to the waterfall S and climb right (E)
onto a ledge on the outcrop, grab up
straight and shimmy left to pull up on the flat part, run jump SW up to the
ledge and climb up S, careful! Go up
and left underneath the waterfall, find the ladder W behind a tree and go up,
go left following the hazardous ledge and you are back at the railway bridge.
Go right to the Station and use the Key on the lock left of the door. Go in, right and shoot the crate to get
a Combat Shotgun. You can use the Spare Change you found
before on the telephone… On a table is Shotgun
ammo and next to the dead guy is a Cog
(1). Go out, hop onto the flatbed car
and get onto the grey container. Run jump to grab the roof above the front
door. Right on the end of the roof are Canned
Herbs. Drop back down and head back in the direction of the railway bridge.
To the left is a wide cave entrance, follow through to the second part of this
level…
Level 3 part 2 – The Foothills – Castle Grounds.
1 secret in this part
Follow through to the hanging man on the Castle
grounds and hop through the hole in the wall, on the next courtyard and right,
up in the NE corner is Shotgun ammo.
Go to the Castle Moat and find gates left and right. The pulled up bridge needs
4 Cogs (2 left and 2 right), so we need 3 more.
Block I, the Dual Walther MPL’s.
I went E first, that seems to be the order, but
doesn’t make much of a difference. The big ornament button on the wall will
open the gate.
Go right and pick up Magnum ammo at the trees, now jump into the lake and swim to the
far S end, wade up and find two troops (friendly) shooting a dog, so just
wait…Climb up and shoot the crate E (if it isn’t broken yet) and collect the Dual Walther MPL’s. Run jump up to a ledge NE and get the Canned Herbs. Turn SE and run jump up
into the niche to push the ornament button, a gate (*) opens up. Get down.
In the S wall is a huge I on a big block, push the block in and see one of 3 wall torches
light up at a gate.
Detour for a Secret: Go to the NW
corner, behind the tree. Hop up into the opening W, turn left and jump grab the
crack in the wall left, follow around to a ledge and get on the scaffold, run
jump to the one E and hop into the alcove to get Secret #3 (9), a Book of the Dead.
Hop into the water and at the scaffolds is a
high block in the water, climb up and jump/grab E to the ground. Go N and run
jump past the waterfall to the N side (or climb over the top).
Caves, the Carriage Key.
Go left around up into the cave NE, follow
through, down to a skeleton and shoot two spiders. A bit to the left and right
around the pillar (SE) are Flares.
Go down E, keep left through a narrow tunnel and come out to a valley, shoot
the Crow. Go straight into the cave S, right around are Flares. Then continue S and come to a chapel and a graveyard, a cut
scene kicks in…
Go right a bit and in the hole in front of the
small cross are Canned herbs. Go
around to the other side and shoot that guy with the laptop (SW), grab the Carriage Key. Behind the Chapel is a
trapdoor and up in the Tower is a bell we have to shoot.
When you leave N, you’ll see that chopper has
crashed. Something dragged that SAS into the cave N, go in there and be ready
to shoot a big Spider, there are some more around and it is pitch black, so go
back to the tunnel where you can see the burning chopper to get your bearing.
Keep to the NE, through a tunnel and up left in a tunnel is Magnum ammo (save some of that). Out
the other end and keep following the left wall to find that dead SAS and
another Spider that was feeding on him. Drag him away and pick up the Laser sight. Back E and left in the back, through the tunnel S to the crash
site and through S. At the Chapel to the SE corner and Lara looks up, combine
the Sight and Magnum and shoot the Bell. Drop down the open trapdoor behind the
Chapel to get into the basement and left around the corner is a Medipack, then open the chest N and
take the Cog (2). We’re done here,
so leave N to the crash site, N to the Spider cave. Keep right and head NW,
then W up the brighter cave and you are back at the bridge area…
Using the First Two Cogs.
Jump into the water and swim S again, climb out
in the end (where the troops are). Go left and in the NW corner behind the tree
is a passage up in the wall, the gate (*) there opened before just after you
got the Walther MPL’s.
Follow through and be careful after the slope
up and the right turn, save and don’t slide, but just stand jump to grab the
pole, jump into the opening and drop out the other end to place the two Cogs,
in the courtyard you can see troops that have killed a couple of spiders for
you.
Block II.
Hop into the moat and swim right around into an
opening under the Tower, hit Ctrl to let Lara break the wall and follow the
tunnel up to where you can climb out and push the big II block, shoot the bat if you like. Swim back to the moat and climb
out N near the bridge.
Mirror Puzzle, the Horseman’s Gem (Block III), Cog 3.
Shoot a dog, come to another area, face the
moat S and from the right hand outcrop you can run jump and grab the scaffold in front of the entrance Hop right into
the niche for a Medipack, E you can see a crawlspace (for later). Hop back to
the scaffold, go inside and shoot another dog. To the left is a block, from the
block run jump and grab the crawlspace N, go through and left, jump over the
entrance passage below and get Shotgun-
and Magnum ammo. Drop down and go
back to the room with the block and jump S onto the slope. Go through the
opening to the Castle gardens. Near where you enter is a sundial on a pedestal,
close to it is a mirror on a raised platform (already in position). Go S and
find another mirror that needs to be pushed around to that tile SW of it and it
will also go up. Do the same with the SW mirror and the one NW too and a lever
is shown. It is the lever on the Angel statue E, the light will hit the
Horseman and he will come after you, shoot him while hopping backwards and try
to hit him from the side where he holds the axe. When he drops from the horse
keep shooting (save.2) and after he died pick
up the Horseman’s Gem. Use that on
the gate W, pull the chain and a block will rise at the number III block.
That’s to the E, run jump to the block and to the balcony, push that big III block and see the third wall torch
light up.
Timed Jumps.
Go back N, from the scaffold in the Moat run
jump a bit right onto the pointy grassy outcrop (you can climb out of the Moat
near the gate NE if needed). Go right to the gate with the wall torches and use
the floor lever in there, that block goes down. Go out, jump back S to the
scaffold again and left in the next room, pull the column SW to where the block
was and push it under the wall lever. Now we need the block again, so return to
the gate with the torches and throw the lever back. Return once more, and first
go right around the corner, because there’s another column (NE) we need to
position first, pull that 3 times. Go climb the block W, then up to the column
and use the Timed lever, a gate opens behind you, E side of the room. Roll and turning left a bit run jump
down onto the mound S, run jump onto the other column and a running jump to the
balcony at the open gate (save.3). Shoot a bat
and grab the Cog (3). Go down and
out N, over the Moat and left to the Main courtyard, 2 Spiders might attack,
let those troops deal with those.
Back track to the Train, Cog 4.
Go N to the area with the dead man burning, N
into the cave and follow through…
Level 3 – The Foothills – Cliffside Station.
At the tracks left and get onto the last
flatbed before the bridge, jump over
the grey containers and hop to the box car to open it with the Carriage Key.
Inside we have to move some shelf blocks to get to a button, pull the second
left once and push it into the “window” E. Pull the one next to the entrance
out and move it to the other side. Grab the Canned Herbs and pull the dark one SE out, go behind it to push the
button and push the block back. The door N opens up. Pull/push the block NW
back to the S side. From the doorway (N) run jump and grab the rope, turn about
180 degrees and swing high to jump and grab the roof of the car, go up and take
Arrows and Magnum ammo.
Drop down from the E side and go S to grab a Medipack, go back, jump on the flatbed car blocking the tunnel E and get
the Shotgun ammo from behind the red
containers. Run back to the Box car and crawl underneath, you will get to that
hatch you opened before with the underwater lever under the scaffold in the
lake below. Climb down as far as possible and safety drop onto the scaffold.
Use the Timed lever on the bridge pillar (E), back flip/roll and run jump W, go
in and L/R through the gate. Pick up some Flares,
go through W and through a crawlspace in the back. Push the boulder to the end
and go in right, shoot a dog. Go right around to grab the Shotgun ammo and pull the dead body in the water away from the Cog (4). Make your way back to the
lake, swim a bit S and climb right (E) onto a ledge, grab up straight and
shimmy left to pull up on the flat part, run jump SW up to the ledge and climb
up S, careful! Go up and left underneath the waterfall, find the ladder W and
go up, go left and you are back at the railway bridge. Loop around right into
the wide cave again and follow through to…
Level 3 part 2 – The Foothills – Castle Grounds.
Using the last Two Cogs, Lower the Bridge.
Go left through the W gate, right over to the
scaffold in the moat and hop to the niche SE, then out left to the crawlspace
in the E wall, follow through and stand in a very tight spot. There’s not much
room for this jump, so face the S wall, stand left as far as you can and run
with a sharp right curve, hit Ctrl in the end to end up in the passage behind
the red plant. Drop out the other end and use two of the Cogs there. The Bridge
lowers and the Castle opens up. Jump onto the bridge and enter the Castle.
Level 4 – The Castle – Upper Floors.
1 secret in this part
Go into the Hall, right into the corridor and
climb the bookcases left. With your hands on the floor level, back flip/roll
and grab the balcony, flip the lever. Back down and to the Hall, into the other
corridor. Pull out a block in the back left and move it under the balcony to
use the second lever and the doors in the Hall open up. Those Troops are
friendly so you don’t have to kill them, on the crate near the entrance is the Automatic Crossbow. Another crate has Arrows. On the E wall we need 4 objects
to open the doors.
Library, Emblem Key I.
A small door back SW can be opened, inside go
to the back and right of the tapestry is a bookcase with a book switch (1),
then go into the Library and go to the left side and pull out a block 3x then
push it against the bookcase E, climb up and use the book switch (2), on the
high bookcase in the middle of the Library is another book switch (3).
Now climb that high bookcase and pull up on the
sloped top, back flip/roll and grab the one behind you. Go up to the floor
above. Straight in front (E) are bookcases and on the left one is book switch
(4), SW bookcase and left is book switch (5), a panel opens up right of you.
Get in, shoot the chest and get the Emblem
Key.
Bell 1, lowering Platform 1.
Go N and push the button next to the big doors
and go out to the landing. Take a left first, at the end of the landing are Arrows. Go to the other end of that
table there, look up into the Hall from there and spot a Bell up on the ceiling, shoot that (if you’re out of Magnum ammo,
you should now have the Crossbow), a hatch opens up somewhere on this landing.
Go W and just past the Library entrance you’ll find that hatch above the ladder
on the wall left. Go up and shoot the spiders, shoot a chest for Flares and pull a chain (E) to lower
one of the platforms up in the Hall. Get back down to the landing.
Go all the way W, at the end left to a room
with a chandelier. Look in the mirror wall W to spot where the pedestal with
the vase should go (NW corner, cracked floor tile you can see in the mirror). A Gate opens up in the passage N and
left (or S and right), you’ll end up in the top of the Main Hall, left, on the
pedestal is Emblem Key II. You can
see we need to lower another platform.
Upstairs, Emblem Key III, Bell 2, Platform 2.
Go back and left through the passage, loop left
around those barrels and into the passage E, there are more SAS around, I won’t
mention them. Take a right and head up a staircase, in the back of the next
room is a sarcophagus with Emblem Key
III. Turn around and walk just
down those short stairs and look up W over the entrance and you can just make
out a Bell on the ceiling, shoot
that. A gate opens in the right hand wall, go in there and right to pull the
chain lowering the second platform in the Hall. Now go back into the passage W
and back downstairs to the landing.
Over the Platforms, the Castle Keys.
Go right to the landing and find a box left,
shoot it to get a Medipack.
For a Secret: Go E a bit and right into a room with a large table
and in the far left corner is another fat Candle
on the floor, combine the two Candles and use them on the candelabra E and a
wall opens up behind you. Go in there and pick up Secret #1 (10), a Cross and Arrows. Go out and left to the landing.
Go left (W) all the way, loop right around the
barrels into the open gate to the balcony where you got the first Emblem. Run
jump and grab the platform, run jump and grab the pole and swing jump onto the
next platform. Run jump/grab the balcony and get the Castle Keys. If you wait a bit, those Troops will take care of the
two Knights for you, so on less thing to worry about. Safety drop onto the side
of the stairs below, with the Keys we have, we can now open two small doors, SE
and NW.
Using the Castle Keys. (In no particular order)
Use the Keys on the door, sleeping quarters,
between the beds are Canned Herbs.
There’s also a burning fireplace. Get back out.
NW doors, Dungeons, Emblem Key IV:
Climb down into the dungeons, follow down and
open a small door. Run through the water shooting two spiders and pick up Flares at the fence W hop into the
opening there, open the door, have a look before going in and spot Magnum ammo right and a button left of
the old power board. Keep moving in the next part… The Zombie will soon awake
so go through the gate, right and pick up a Medipack. Go left (E), dodge a Zombie (some of them are
indestructible) around the corner and go up to a small door, shoot the spiders.
Shoot the box in the right hand corner to get Emblem Key IV, we now have all 4. Pull out a crate from the opposite
corner and go behind it. Left into the crawlspace and get Shotgun ammo. Go down into the passage there, straight N and you
are back at the entrance gate. Shoot the Zombie if needed to get out of the
door N, follow back to the ladder up to the Hall.
Use the Emblem Keys, the Knight Statue Puzzle.
Use the Keys E and go through the opened doors.
A bunch of Statues left and right. First go to the back (E) and pick up the Clue.
-SE, push out the one with the Axe and move it
E a bit. Go get the one with the Shield (SW) and move it to the empty position
SE (you’ll hear a sound). Move the one with the Axe to the empty spot SW
(you’ll hear a sound).
-Go NE, push out the one with the shield and
push the one with the Axe in its place (you’ll hear a sound), then push the
Shield where the Axe was and a hole opens up in the floor because the wall
moved. The other two, (NW) are facing the correct statues in the opposite of
the room.
Level 4 part 2 – The Castle – Lower Floors.
2 secrets in this part
Quest for the 4 Keys.
You’ll end up in a pool, get out S, grab the Shotgun
ammo next to the big bird statue and shoot the Skeleton into the pool. The
opposite side has 5 levers. To the E and W, are side rooms with gates and
looking through those gates you can see (binoculars) the position of the levers
up in the back of those rooms. No particular order:
The Water Section.
W Left Gate- Levers from left to right:
D-U-U-D-D. Through the gate and the first pool room, in the water of the second room you can shoot that vase (empty)
and go right up the stairs, the vase left contains Magnum ammo. Right, next to the Neptune statue are Flares, then head through N…
Detour for a Secret, you cannot
get it when the pit is flooded, because you have to open a gate with the wall
lever: first go left around the wall and right to a deep pit we need to fill,
there’s a ladder down in the corner where you are (SE), shoot a Croc and get
the Walther clips N. Use a lever in
the middle of the E wall and go through the gate you opened S to pick up Secret #1 (11), Holy Water. Back up the ladder and loop left around the S wall.
… keep right (W) up short stairs right and a
Knight will attack, go up the stairs NW, loop around right down stairs and grab
the Shotgun ammo. Back up and W to
that pole, go up and jump off onto the upper floor. Shoot the vases for Walther clips and Canned Herbs, then open the sarcophagus for a Trident. Back down the
pole and use the Trident on the statue W, the first water will flow.
Timed Trapdoor.
Go NE, down the stairs to the big pit and keep
right up short stairs into a room N, go to the gate in the back, roll and look
up to spot a Bell. Shoot that to open the gate, go down a ditch and find an
underwater lever… Up in the ceiling is a hatch, open that. Grab up and find a
Timed lever on the N wall. Have a look up
in the shaft above so you’ll have an idea of what to do. In the top of the
shaft is a trapdoor opened by that Timed lever. Pull the lever, back flip roll
and stand jump grab up to the ladder, climb up almost to the sloped block and
back flip/roll to grab another ladder. Go up to a ledge (the passage there is
the exit later), roll and run jump to the next ladder and go up fast before the
trapdoor closes (save.4).
Go S, and left in the room with the Neptune
statue, you may have to shoot a skeleton into the deeper part. Going left
you’ll come to a deep pit, use the poles (step back and a hop back, then a run
jump) to get to the pillar. From the pillar a sharp curved run jump so you
won’t jump from the edge to the next pole and on the other sides ledge is the Trident,
on the flower pot. A Wraith appears… (I just fired
pistols while turning on my axle till it went away, but in case it doesn’t you
just have to be fast in getting back). Use the same tricks to get back across and use the Trident on the
statue, the water will flow, back flip from the statue into the water to get
rid of the Wraith if needed (save.5). Go
through E to shoot the two Crocs in the pool. Hop into the pool to use the
underwater lever on the E side. Swim back and climb the ladder (against the ladder, hit only Ctrl, then climb up). A
block went up there so you can grab the monkey bars and get to the E side. Drop
and pick up Explosive Arrows right
and the Gate Key from the Bowl.
Grab back up to the Monkey bars (I turned a bit
sideways to grab it) and get back W, go through W to the room with Neptune and
left, straight to where you can open that gate with that key. Safety drop down
and find the ladder shaft filled with water. Swim down through the hatch in the
floor, open an underwater gate W and grab a Medipack, the opposite gate has Arrows behind it. Then use the underwater lever N, swim out S and
go out the gate you re-opened (S).
Gate Key.
Keep right up short stairs and come to another
large room. Shoot the Crocs down there, you may have to use the rope to swing
across to get them both. When on the
E side (bridge) ledge, drop down behind it on a block, hop N over the fence and
go to a lever in the corner. That will open a gate above, go SW and use a crate
to get back up to the ledges. Make your way over to the NE corner where the
gate opened and shoot the skeleton (down
into the lower room, or use an explosive arrow). Look at the fence right and
discover a hole under the fence, crawl through along the wall and climb up to
the higher floor. Time the spikes to run around the Neptune statue and pick up
the Gate Key from the floor. Get
back, out of the gate and left to use that Key just after the waterfall, get
into the gate NW and find a crate as we found two more of in this place.
Move the Crates, block the flow.
Pull/push the crate out of that room and down
from the edge. There are 3 floor
grates in the shallow water. One is close by, NE, but you’ll have to move the crate
around the green area. Now go to the
crate against the pillar S, climb up to the ledge and find the third crate.
Jump into the alcove in the middle of the S wall, throw the floor lever
switching the trapdoors between the ledges. Jump back (side flip) and move the
crate to the S end, throw the lever again and move the crate to the N and down
from the ledge into a fenced off area. Get down onto the crate and push it N
one more time. Climb up on the crate and hop over the fence to get to the last
crate, move that around the pillar to the last grate (W). The water will rise
establishing the last flow to fill the big pit. Leave W, keep right and down
the stairs to come to the main room, hop down into the water, throw the
underwater lever W and go into one of the gates next to you, to the back and up
to climb out and get the Water Key.
Back out and to the ladder, let Lara grab it (hold
Ctrl and release Up for a bit) and climb out. Go S, follow back to the
room with the levers.
The Nature Section.
W Right Gate- Levers from left to right:
U-U-D-D-U. Through the gate, hop on the block and grab the Staff. Next room right Canned Herbs, up the stairs and left is
Shotgun ammo.
Gate 1.
There’s a movable column NW, pull it S 3 times,
go to the pond SW and up the ladder, use the ornament button (1). Get back down
and side flip up onto the elevation where the tree stands and pick up Walther clips, grab up W to the ledge
above and run jump onto that column you moved and jump/grab to the niche up
left to use the second ornament button (2). One of 3 gates opens up, get down
on the column, hop left onto the balcony and find that open gate. We need to
open two more. Get down to the ground and use two levers, one N and one S to
open the gates up above them. Go up the stairs E and over the ledge to the Tree.
N – Colour Puzzle, Gate 2. (in random order)
Go left through the gate N, left are 5 levers
on a block, seems harder than it is, once you wrote down which blocks are
operated by what lever, you can easily figure out we need to use the blue, the
red and the N side green to get out all 4 blocks E.
Now you can climb up to the ornament button up
E and Gate 2 opens up. Now, to get
out of here, use the slopes W to back flip and jump up to the balcony W. Hop
onto the pillar S, hop up to the ledge along the S wall, turn left and jump
grab the ledge with the 2 Balls, shimmy to the middle and push both of them
down from the ledge to the W and the E. When they reached the holes near the
levers, a block goes down below, get down there and pull the chain in that room
to open the exit to the Tree again, get down and leave S.
S – The Staff, Gate 3.
Around the Tree and through the gate S to come
to a huge Hall, climb down the ladder under the ledge. In the NW corner, close
to that fountain is Shotgun ammo
hidden in the grass. Go up one of the
ledges along the S wall and use the column to get to the balcony with the
chain, a gate opens, ground floor W, get in there shooting a Knight and a dog,
throw the floor lever to open a door E. Go over, shoot another Knight and
inside to the right is a Gem, you
can combine that with the Staff you found earlier. Go up the ladder and stand
jump/grab to the jump lever N, back up the ladder and run jump over to the gate
you opened
Preparing for a Timed Run.
Push that ball W down from the pedestal, safety
drop down SW and push the ball one more time till it hits the green symbol in
the ditch. The columns S go up, pull them both twice onto the ledge. Back E, up
the ladder and over to the balcony with the Cog switch. If you want another
Medipack, do a test run over the columns and ledge to the W balcony and grab
the Medipack from the pedestal left
of the Timed gate. Go back to the E balcony. Pull the wheel about 7 times and
back flip/roll run and curve left to jump onto the column, a running jump to
the balcony, to the next column and a running jump to the balcony W. Get to the gate and roll underneath (save.6). Inside are Arrows (careful with that trapdoor in the floor), a stand with a
missing Staff. Place the staff and push the ornament button and Gate 3 opens up. Now you can run onto
the trapdoor (in my save that trapdoor is already open)
and slide back to the ground floor. Get back to the ground floor and up the
ladder N, out to the Hall with the Tree. Run jump/grab over to the W and go up
the sloped passage, watch out, boulder alert! Roll, sprint down and jump over
to the Tree ledge. Jump back when the danger is gone and follow up and take the
Nature Key. We’re done here, so
leave to the E, right and follow back to the room with the Levers.
The Fire Section.
E side – Left, levers from left to right:
U-D-U-D-U
Go E and through the left gate, follow down to
a Hall of Fire. On the central ledge is the key we’re after we’ll have to shut
down the 3 Flame pipes. You can jump along the outer ledges to the 3 sections
we have to visit.
W: Timed Jumps.
Go in and to the W is a Timed lever, to the
right is a pit with blocks we have to cross. Pull, back flip/roll and run left
onto the first block, curved running jumps to get to the third and then grab
the pole after you tried to curve the last jump a bit left, so you will be
facing the last block, immediately jump off forward and hop to safety (save.7). Use Valve
1. Make your way back over the blocks and go left around to the next quest.
S: Torches.
When you slide down into a ditch, two flames
are on their way to set the oily water ablaze. So either make your way across
fast and climb out left or right as soon as you can, or slide down along the
left or right side and jump out to one of the sloped sides, keep jumping to the
other side till you hit a flat surface. NW are Canned Herbs if you want.
Keep left and enter the next challenge….
E: Dragons.
In the room with the dragons are 4 pedestals,
here you have to make a wise choice, you got enough MP? Best take the Shotgun ammo N, the other pickup will
burn. On the S side the same MO. Now go through the gate E, under the skeleton
are 2x Walther clips. Turn the Valve
3 to turn off the last flame at the
Key, go out to the Dragons. Well, that was easy… But… when you are about to leave through the gate W, the gate
drops shot and the Dragons get going. You can only hurt them when they have
fire in the mouth and tilt the head up to spit it at you. Use the “look” key to
switch targets (didn’t work for me though) (save.9). Leave W, run jump onto the island with
the pedestal and grab the Fire Key.
Get out N, make your way back up to the levers.
The Air Section.
E side – Right, levers from left to right:
D-U-U-U-D
Preparations for a Timed Quest.
Enter the gate and follow through, left around
the corner and shoot a vase left at the bottom of the stairs for Walther clips, then head up the stairs to the Wind Room. A flyby will show you
around. To the left (S) is a Timed lever to open the gate at the far end, but
first we need to prepare for the run by raising those grated platforms hanging
on the chains… Climb down the ladder into the lower part, that brown ledge is a
jump-pad. Stand on the ledge near the fence N and look up SW or SE, there are
two balconies to get to. Hop onto the pad, landing on the far corner and jump
onto the balcony. If you must, shoot the Knight and go use the lever in the
window N. Safety drop down and do the other side as well; platform 1 up.
Run jump NW, shoot a Knight and grab Arrows. Shoot the Bell up the slope W. Run jump back to the platform and over
to the balcony NE and do the same there to raise platform 3. We now have all the platforms we need
for the Timed Quest. Jump back to the SW platform, SW to the balcony, around to
the other balcony and to the first platform. Hop down onto the jump-pad below
(S) and get up the ladder S to Save at the lever. Pull, back flip/roll and run
jump straight down onto the jump-pad, jump to land on the platform and a
running jump down to the next pad, go on till the third platform and do a
running jump to grab the pole, swing and jump to the open gate, get in (save.10).
Go get the Air
Key and get back out, go left into the room and around to shoot a box and
get Magnum ammo, the opposite side
has Shotgun ammo. Down the stairs in
the lower part you can find some Flares
left around. Back up and run jump to the pole, swing to the platform.
Detour for a Secret: Turn left
(W) and stand jump down into the niche with the 2 columns, get into the
crawlspace and up the ladder, off to the left and get Secret #2 (12), a Book of the Dead and Explosive Arrows. Drop down there and
get back NE to the balcony, to the pole and to the platform.
Hop down S with a curve to the pad landing on
the right or left far corner and with another curve you can reach the next
balcony. From the balcony to the next platform (SE or SW, depending on which
side you took). From the platform to one of the next balconies, around to the
other side and to the platform. Down onto the pad and jump to the ladder. Go
left and follow back to the entrance gate. Take a right (E) and use the 4 Keys
there to open the Burial Chamber. Go through and pick up Explosive Arrows from the second niche left, proceed down the
passage and in the next chamber, push the 4 Symbols on the walls to let the
light beams in. That will open the floor, drop in…
Level 5 – The Ruins.
Hop over the balustrade left, use the lever to
open the gate. Go through, shoot two spiders and come to some engravings in the
wall. Lara makes some observations, but that’s the last we’ll see of them. Go
down the left hand stairs to a room with a Round door and a bowl for offerings.
In no particular order:
Several spiders after entering and in the next
crossing are dark pits on both sides. Left
(red) is closed, so jump right over the pit. Shoot the skeleton into the pit or
waste an explosive arrow on it. In the niche N is a receptacle. Go left down
the stairs and left again to a huge Chamber. Do a run jump starting when the
third row of spikes on the bridge goes up, run forward and slow down a bit on
that third row, then run again and jump from the end to the balcony with the
floor lever to open big doors. Grab the Flares.
Stand SE and run jump to a flatter part of the
side slopes, turn around and run jump/grab the ladder, go down and get Magnum ammo SW, a Medipack NE.
In the N end of the shallow pool
is Secret #1 (13), a Cross.
Back up the ladder and somewhat above the
bridge level, hang left and back flip/roll steering right to get back to the
ledge, run jump back to the balcony and go over the bridge to the crossing N,
straight down the stairs where those doors opened.
On the balcony go left (right is a closed off
section), shoot the spiders and go down a ladder. A skeleton wakes up… I spent
one of the explosive arrows. Next section to the W has a receptacle, the last
section a pushable cage, move it under the opening in the ceiling and get up to
the floor above. Use the poles from the NW corner to get across to the N side,
go left and jump over the gap under the arched wall. To the right are open
doors, go up to a Crossing.
E Side: Statue Puzzle, Blue Crystal I.
Take a left up the stairs and come to a Puzzle
Hall, on the pedestal is an Ancient Book,
check it out. So we’ll have to get those two statues facing each other. Push
both of them onto the central tile of the ledge (raising block), go up the
ladders SE and NW, back flip off to a balcony and use the levers in each
corner. The statues go down, push them over the ice to the circle tile in their
section and use the lever on the block on the opposite side to turn them so
they will be facing each other and move them back to that symbol tile where
they came from (E and W), when you did it right, a blue haze will appear and
after you placed both, electric rays will hit that crystal. Blocks go up N,
giving access to that passage up above, climb up there, follow through and pick
up the Blue Crystal. Back to the
puzzle hall and S down the stairs to the Crossing.
W Side: Blue Crystal II.
Upstairs to the left are some nice Cutters, to
the right is a Timed jump lever, use that and sprint to the other side (a
broken lever there). Go left, follow
to the last room and go left to a room with shallow water (gate & keyhole)
and a Knight dragging his sword, run past him into the room left and pick up Canned Herbs. Go back and left the
Knight follow you to a pile of rubble in the doorway N, he has to break it with
his sword. Through the doorway is a Huge Cave, broken bridges spanning the
Cave. You will meet several skeletons, I won’t mention them, you know what to
do…
The Azure Key.
Go right to the end and left/right into the
open gate (SW), a room with a coffin, grab the Arrows and look up into the sloped opening W, aim for the left or
right blue gem on the cross and the Coffin will slide aside and reveals a
trapdoor. Open the trapdoor, go through a crawlspace into another burial
chamber and throw the floor lever at the gate to open a gate in the NE corner
of the Cave. Back through the
crawlspace, out to the Cave and right over the bridge, left around the corner and to the right (N) is another blocked
doorway (with a Blue Crystal behind it). Jump E and from that ledge you can do
a curved run jump to grab a niche in the central pillar and pick up a Medipack. Stand jump back and walk to
the E end from where you can hop NE onto a grey rock ledge and up into the
niche for Shotgun ammo. Run jump out right to end up on the
bridge at the gate you opened before.
A Second Knight.
Go stand back in the opening you came from and
look up N, shoot that cross up in the ceiling opening a trapdoor. Go through
the axe E of the chest room and drop down into the open trapdoor, you’ll end up
with another Knight. Throw the floor
lever in that room to open the gate and run out luring the Knight with you,
left to the cave, turn right and hop to the grey rock ledge from which you can
jump to the bridge going S, go left around the corner to the yellow pillar and
jump left onto a sandy ledge, throw the lever there to switch positions of the
pillars on the bridges. Go back to the NE corner you just came from and using
that lever to switch the pillars on the bridge, you have to lure the Knight all
the way around the S side to the doorway with the rubble. Use the inside bridge
ledges or the outside rock ledges to get around pillars and using the lever
again to block his return. Let him break the rubble and go inside for Blue Crystal II.
Go back over to the S side ledges, right and
through the doorway the first Knight opened for you and straight to the room
with the shallow water. Open the gate S with the Azure Key. Hop into the water and follow the cave up to the familiar room
where the receptacles for the Crystals are. Go right around and place a
Crystal. Go to the E and pull the
cage towards the hole in the ceiling, it won’t go far, so you will have to make
do, stand jump grab with a curve and climb up, make your way W and use the
poles again to get to the S side, down the hole and E to the next section where
you can place the second Crystal.
The Laser Skull, the Skull.
Ledges appear, prepare yourself by arming with
a weapon of choice, because when you jump onto the first ledge through the
opened gate, two skeletons come for you and a Laser Head will appear in the
middle of the Hall, you know, you’ll have to shoot the Eyes (on the SW ledge is
Magnum ammo). That’s where I saved,
then did running jumps back to the far E side, jump to that last ledge with a
roll so you are immediately lined up to take aim. When you see the Skull charge
(bright eyes), side flip to the ledge left or right, quickly aim, zoom in and
shoot both of the eyes (save.11). Get to that
central pillar and take the Skull.
Use the Skull, the Dagger.
The entrance gate opened back up. Jump grab the
opening and get up, up the ladder right and right around to the exit, up the
stairs and keep left, up the next stairs and to the left is that receptacle
where you can place the Skull, the gate opens at the other end of the corridor,
jump over the pits to get there. Inside
are a bunch of Zombies around a dead guy, pull the Dagger out of the corpse, in the right hand back corner is some Magnum ammo. Get out, jump over the pit
and go right through the doorway to come to the Crossing with the bowl.
This time head though the doorway W.
Timed Fire Run.
Take a right, jump over the fire pit and
straight through the doorway, left is a Medipack.
Take note or check out the route (W) from here, burning floor/axe/fire pit with
horizontal pole/gate.. Jump back over
the pit as the way W is closed for now. Jump (N) over the pit, straight through
the doorway and left around the corner are Flares.
On the N wall is a Timed lever opening that gate we have seen.
Pull, back flip roll, run jump over the pit
along the right hand side, next pit along the left side, go left around the
corner and jump over the burning floor, jump through the Axe fast (you have to
decide along which side as you approach) and jump to grab the pole, swing and
jump into the gate (save.12).
The Inferno, the Gold Key.
Walk out into a Lava Cave, run jump NW to the
block in the lava, follow the blocks right around to the one where you can hop
up onto the balcony SW, turn around to welcome the incoming Harpy and grab Shotgun ammo. Hop to the other balcony and use the floor lever to bring out a
platform on a pillar E. Another Harpy.
Jump back over the blocks and run jump/grab the
entrance ledge at the lowest left tip. At the doorway turn right and run jump
over the balustrade to the flat brick ledge, stand right at the edge and run
jump with a left curve over the dark rock E.
From the balcony a curved run jump to get to that platform on the pillar
and grab up N to the crack, go left around, drop and shoot a Harpy. Hop down onto the block NE, turn around
and run jump up to a triangle ledge on the pillar for Canned Herbs. Hop back
onto the block and run jump NE onto the balcony ( the entrance there is for
later, leading back to the room with the Timed lever).
From the balcony run jump NW onto the ledge,
then down W to the block in the lava and up to the bridge there (leave the
breakable intact). Turn right and run jump over the first breakable ledge
(leave it intact) to grab the one on the ruined bridge, pull up and run onto
the bridge. Pull the skeleton and pick up the Gold Key. Run jump back and grab the breakable ledge (in case you
broke both breakable ledges, you’ll have to go the long way around again, over
the ledges in the lava to the S). Close
to the N doorway, run jump W and grab the crack in the corner wall, shimmy
right and get into the opening. Open the gate with the Gold Key.
Run down the stairs and jump over the pit, Run
jump/grab along the left side over the next pit and go left to a closed gate,
but the wall right of it gave way, so just sneak through the opening. Save
before going in further… A Lava Monster will emerge from the Lava and he is
fast as hell… Shoot him while back flipping and shatter him.
Up to you which side you take first:
Upstairs (N) and Left (E) Side, Yellow Crystal I:
Timed Jumps.
Go to the end of the balcony, shoot some
spiders and find a lever, use that and go back a bit, left into the open gate.
In the left section of the room is a Timed lever bringing out a platform up
above, back flip/roll and go up the right hand stairs, from a little mound of
sand you can run jump and grab the chain above the turning flame (you might
have to time that before you pull the lever, so the flame is E when you jump to
the chain), go up and turn towards the ledge, jump off forward grabbing the
ledge and run straight to jump onto the platform (no Ctrl), hop forward onto
the balcony (save.13). Use the lever (not Timed
as far as I can see) opening two gates and raising a block, go through either
of the gates, jump past the flame and
get onto the block. Jump/grab up N and save at the next Timed lever after
shooting a Harpy. This run involves a pole, a chain with a flame and a gate S.
Pull when the Flame is facing you, back flip/roll and run to jump with a bit of
a left curve well before the end of the ledge to grab the pole so you are lined
up with the left corner of the ledge ahead, immediately jump from the pole and
grab the ledge, pull up quick and stand jump forward around the Flame chain,
into the gate fast (save.14). Get the Yellow Crystal. Out of the gate, hang
from the ledge and shimmy (stop when the Flame goes overhead) to the far end,
pull up on the corner and turn N to hop down onto the ledge with the block, run
down onto one of the stairs below and leave W.
Upstairs (N) and Right (W) Side, Yellow Crystal II:
Cage Push.
In the small room at the end of the balcony are
Canned Herbs. Go back a bit and up
the stairs W, pull/push that cage into the corner at the lever in the window
(NW), and at the edge of the lava pit. Hop into the window and pull the Timed
lever, get down and push the cage over the platforms to the next ledge, hop up
to grab up to the cage and pull/push the cage over to the other side. Hop into
the window left of the coffin and find another Timed lever. Use it and run jump
NE to the floor, get to the cage and pull it onto the floor. Then move it into
the niche N under the lever, use the lever and go through the gate armed as
another Lava Monster will rise from the Lava. Jump the ledges to the far S
doorway and go get Yellow Crystal II.
Make your way back to the gate, jump the fire pits and go down the stairs to
the Hall, right and place the 2 Crystals N, at the top of the stairs.
For a Secret: Run jump and grab
the pillar NW, shimmy right before you pull up and take Secret #2 (14), Holy Water. Run jump NE onto the next pillar (exactly
corner-corner).
Jump to the rocks N and then up right through
an opening to climb up to a sandy block, behind it are a Medipack and Magnum ammo.
Climb out of the cave and left around are Canned
Herbs and Walther clips. Further
on Explosive Arrows, Shotgun ammo and Walther clips. Oh boy, another hole down…
Hop in and slide/jump to a battle floor with a
Devil waiting for you across the room. Run there and the Devil wakes up, take
him on while side flipping left right and after a flash two Lava Monsters will
show up behind you when he’s almost down. Run to the NE corner and jump over to
a sandy ledge from where you can take on those Lava Monsters (don’t shoot when they are pounding their chest, that’s when
you cannot harm them). Jump back to the battle floor and proceed
shooting the Devil and after a flash two Harpies join in, quickly load the
Crossbow with Explosives. Continue with the Devil and after a flash two more
Lava Monsters appear. You know the drill by now. That’s it… finish off the
Devil (saves2-save.0). Jump to the corpse and
take the Devils Heart. Jump back and
jump over to that platform in the far left corner (SE), throw the lever opening
the gate and follow through up the stairs and left, grab Explosive Arrows, a Medipack
and Shotgun ammo. Use the lever and
grab up W where the gate opened, slide
and jump grab to the crack, go right and pull up on the floor, travel S, over
the pit, over the pit in the stairs and come back to the big Lava Cave, we’ll
have to get to the opening straight E, but that means we have to travel around
along the S side again…
Hop around left to the ledge, down to the SE
block and to the S end of the bridge. At the doorway turn right and run jump
over the balustrade to the flat brick ledge, stand right at the edge and run
jump with a left curve over the dark rock E. From the balcony with the candles
a curved run jump to get to that platform on the pillar and grab up N to the
crack, go left around. Hop down onto the block NE and run jump NE onto the
balcony, this time go inside there and up the left side of the rocks, pick up Canned Herbs and slide down into the
room with the Timed lever we used at the start. Go left, jump over the pit and take the doorway right, straight
through to the room with the bowl on the pedestal. Combine the Heart and the
Dagger to get the Blood Sacrifice
and put that in the bowl.
Watch things unfold and go up the great
staircase. A cut scene takes over, when you get control back, you have the Sacred Box. Run right (W) and pick up
the Miners Note, examine it. The E
side has a locked gate, so go right (N).
In the first room, behind a
couple of boxes right, is Secret #3 (15), a Book of the Dead.
The Iron Key.
Go N again and a whole lot of Zombies there,
there are crates to shoot and one of them has Magnum ammo, lure those guys away from the left E doorway and get
the Iron key there, just in front of
the door. Go back to the Large Hall and right to open that closed gate…
Watch the cut scene….
Level 6 – The Chase.
(We
probably missed describing some pits and corners, just save often and give it a
couple of tries, you cannot really make it in time anyway, Save often).
West jumps into the Range Rover, first run left
and recover a Medipack. Then hop on the Quad bike and go after
him, but watch out for the Grenades launched at you. A right turn, a left, then
go straight and keep along the left side of the tunnel over the ledge next to a
pit. Left around the corner, a shallow pool you can just go sharp left around
the corner, next you’ll come to a pool and a waterfall. You can jump over the
pool, but for a Secret look below.
Some
baddies along the way and then left through a doorway, right and come to a wide
room with some pits.
For a Secret: Ride the Quad with
speed up the steep slope left, jumping over a gap and running over the baddy,
immediately hit the brakes before you go off the end. Dismount and run over to
the boxes in the corner (NE) and pick up Secret #2 (17), a Book of the Dead. Get
back on the Quad and ride it around the W side, then E and left onto the slope,
down to the floor.
Ride W, jumping over the slopes, right again,
over a long jump, a baddy a narrow bridge. You’ll probably won’t make it to get
through the gate with him. But just run over the bad guys, step off the Quad
and pick up the Walther clips they
dropped. Run back down the stairs and on that narrow bridge, jump right to grab
the opening in the wall, slide down far and jump over a deep pit to grab a
ladder, go up, grab up over a wall and run through the passage to pull a chain,
slide down E and you’re back at the Quad, get on and through the gate, right up
the stairs, left and watch out for pits in that tunnel, first keep left, then
right.
More
and more obstacles on your way, baddies, waterfalls, rolling barrels, pits… but
finally you’ll come to a Pit that’s too much. The gap is too wide, the bridge
broke when that Range Rover crossed it. Park the Quad on the baddy and go pull
a boulder from the opening E (If the Quad is too close, you cannot pull the
rock).
For a Secret: Climb down the
vines into the pit (SE corner of the ledge). Pick up Secret #3 (18), Holy Water. Climb back
up.
Get the Walther
clips from the dead guy and get back on the Quad. Go with speed through
that opening, because left around the corner is a wide gap we have to jump….
Keep going and you are at the other side of that suspension bridge. Go straight
up the slope and follow through to the tracks, go left and the train is just leaving…
Ride up to the back of the train…
Level 7 – The Locomotion.
Watch the cut scene..
Pick up a Medipack
left, Flares right and go through
the door, to the left on a chest of drawers are Walther clips, in the front of the car opposite the bar counter is
an old record player, grab the Vinyl
Record, behind the bar are Canned
Herbs and on the end of the bar counter is the Dining Car key. In the restroom is a
grate in front of a crawlspace, we’ll be back for that.
Go out the door E and open the Dining Car. Pull
the small table in the far left corner (SE) and grab the Magnum ammo from underneath. The kitchen is closed, so go through
into the next car, the Sleeping Car
and open the first door right and get Magnum
ammo next to the bed. In the second bedroom, is an old gramophone, use the
Vinyl Record and see a bookcase open up in the third room and get the Sleeping Car key from that hidden room.
Go out and right to open the restroom and grab Walther clips. Use the key in the lock opposite the restroom. Go
out onto the balcony and turn right, there’s a small gap in the railing. Hang
from the balcony, shimmy left and go to the ladder to get on top of the car,
Run to the end of the car, jump over to the next car and open the hatch in the
roof. Drop into the kitchen and grab the Crowbar
from the counter, left (W) are some Canned
Herbs. Push the button to open the door and get out, go back towards the
front of the train, hop over the railing onto the left corner of the flatbed
car where you can stand and jump onto the tarp, slide off the left side and
grab the edge, shimmy left to where you can pull up at the other end. Hop up
and slide down to the door of the next car, open that with the Crowbar.
Again go up the ladder to the roof. Go all the
way to the last car and shoot the Baddy there, grab his Blue Key card. Return.
With a Secret: Go to the open
hatch and drop into the kitchen, go out and right to the last car of the train,
into the restroom and shoot the grate up in the wall behind the bowl, get in
and retrieve Secret #1 (19), a Book of the Dead. Return to Sleeping Car.
At the front of the sleeping car, hop onto the
left corner of the flatbed car, hop onto the tarp and shimmy along the left
side to get back into the Supply car. Use the Key card E and left. Crawl
through to the next section and shoot a baddy. To the right is a box you can
shoot and inside is the Combat Shotgun.
Climb up into the NW corner, drop behind the crates, shoot a box and push the
button to open the front of the car. Pull a crate out of the SE corner, hop
over and open the crate right, inside is your Magnum.
In the left back corner is Secret #2 (20), a Cross.
Go through to the next flatbed car with the
containers and shoot the resistance, there are also some on top of the cars in
front and behind you. Look around and gather Shotgun ammo, a Medipack
and when you grab the Walther clips from the dead guy NW, a vehicle drives up
to the flatbed and a baddy jumps out. The other side too. Soon the flatbed is littered with dead guys, so best just go
through the door of the Lab car. Shoot the resistance and grab Canned Herbs. To the right, on the
counter are the Walther MPL’s left
and Walther clips right.
Jump E over the lasers, shoot another baddy
leaving Walther clips and pick up Shotgun ammo from the work bench. Open
the cabinet in the back left (stand a step back) and grab the Security Key Card. On the work bench N are Flares.
Jump back over the Lasers and use that card right to turn off the lasers.
Back to the button SW, push it and a rack on
the side of the car will now have a platform to stand on. Go out to the flatbed
car, hop SE to the rack on the left side of the Lab car and stand back, wait
for the rack E to go up and run jump/grab there arriving when it is just up.
Quickly use the button, hop back with a curve to run jump and grab back to the
rack W. Hop back to the flatbed and go to the NE corner, hop to the rack that
now has a platform and look E. Another rack there, just under a window, shoot the
window. You can just spot the Green Card inside.
Timed Run into the Cage, Green Key Card.
Hop back and go back into the car, to the
container you pushed under the instrument panel next to the cage. Push the
button and get out to the flatbed, left to the corner, hop to the rack and run
jump/grab E to the Timed rack, get inside fast. Shoot the Zombies (Shotgun or
Magnum) and pull a skeleton from the Green
Key Card. Use a jump lever up W to permanently raise the rack outside and
get on it (saves2-save.1). Jump to grab the
ladder next to the window and go up to the roof where you’ll find a Medipack, Shotgun ammo and Walther
clips. Jump down from the back of
the car and enter again, go to the front and use the Green Card to open the
door. Careful, no balcony this time!
Battle for the Sacred Box.
Stand jump/grab to the ladder, release and hit
Ctrl again to get into the opening (locomotive), pick up Shotgun ammo and a Medipack.
Hop back with Ctrl and this time jump and grab the ladder, go up to the
Locomotive and run to the front where West is waiting… Shoot him with all you
have and watch the health because he can poison you when he’s mutated. After
you defeated him, someone will drop a Rocket
Launcher onto the Locomotive, go get that and finish off “West” or whatever
he turned into…(saves2-save.2). Then go get the
Sacred Box back. A door opens to get
into the Engine, from the front of the Coal depot.
For a Secret: First make your way
to the front of the Locomotive, around the smokestack and pick up Secret #3 (21), Holy
Water. Get back to the Coal depot.
Hang from the N side and go down the ladder,
left around into the opening and go to the Fire room. Throw the lever left of
the fire to put on the brakes…. Watch the cut scene…
Level 8 – The Invasion.
Oh Boy…
Open the cabinet left of the fireplace (S) and
get the Closet Key. NE left of the
bed is the Closet, open the door and go in to collect (best grab the Shotgun
and some ammo first) 2x Flares, a Shotgun, 3 Medipacks and 5x Shotgun
ammo (4x Shotgun ammo will respawn here, so you
can always come back to get that when you’re out). Meanwhile an invader
broke a window and storms into the closet. Deal with him and go out to the
room, go right into the sauna area and get Flares
from the shower. Go out and loop
right through the broken window to the balcony and pick up Shotgun ammo from behind the flowers. Back inside and to the
hallway NW, another invader comes in. Out on the landing 2 invaders and a dog
attack, they leave a Medipack and Shotgun ammo. Go to the N side landing
and open the first door, a music room. Go left through the door E.
SE, in front of a bookcase is Secret #1 (22), a Book of the Dead.
Go back and out to the hall, down the stairs
and when you get to the front door, a dog is guarding the front door, shoot it.
Through E and right hand side to a Ball room.
Open door N to the Pool room. Hop
into the pool, use the underwater lever under the diving board and go down the
opened trapdoor for Secret #2 (23), a Cross. Get back to the Ball room.
Open the door S to the Dining room, go through
the door S into the Kitchen, left around in the back is the freezer and you’ll
find Winston locked inside..
Cleaning Up Outside.
Go to the front door, outside and shoot an
invader (Shotgun ammo), check out
what they dropped every time. In the fountain N are some soaked Flares. Head SE through to the training
course. 2 invaders, one Medipack. On
your way E you’ll encounter two more invaders, one drops (In case you are
almost out of ammo, best empty the gun and go back to the closet to get that
ammo there).
Climb up the Zip line tower (from
the water) and get Secret #3 (24), the Holy Water.
Continue E and at the corner of the course two
dogs attack, go onwards to the N taking out intruders (Medipack and Shotgun ammo),
dogs and finally head into the alley behind the Pool house. Shoot a couple more
and a dog (2x Shotgun ammo) and when
all his foot soldiers are gone, West shows up again as his good old mutated
self. Run to the end of the alley and
if you still have time, pick up a Medipack
and 2x Shotgun ammo before taking on
West. He’s somewhere in the front yard. Keep an eye on the health, that gas is
really harmful… And remember there’s ammo in the closet upstairs.
When the stats show, hit Ctrl to watch the
final cut-scene and then again for the Credits.
End of the Adventure…
G&D, 23/05/2021