LEGACY OF ODA NOBUNAGA

 

Levels by l.m.

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk

 

 

Level 1: LOST VILLAGE OF ODA NOBUNAGA

 

Lara slides a short distance and looks around. There's a snake ball poised overhead and a dormant (for now) blade trap down below, so slide down further onto the closed trap door and hop over the blade for flares. Jump back over the blade, hop up SW and face the N jump switch. Jump to activate it, which drops the snake ball, opens the N gate, starts up the blade trap and opens up the trap door, all at the same time. Jump off the slope and over the trap door immediately upon landing. Take a walking-running jump over the blades into the N room and Lara looks at something on the floor ahead.

 

Note for later the pile of torches and continue N to alert a snake. Go all the way to the closed doors for a small medipack. Go back between the hanging banners, back flip onto the slope and jump to grab the roof. Pull up and run SE to the end of a connecting wooden bridge. Save your game and take a difficult curved running jump precisely between the rock obstruction and the railing to land without grab in the W alcove. Shoot the window and pull down the wall switch to open a door down below.

 

Jump back to the bridge (much easier on the way back) and shoot a vulture. Safety drop from the E end of the roof near the SE corner to face a jump switch as you land. Activate it, shoot a tiger and a baby spider, go to the scenic central pool and take the DIARY OF ODA NOBUNAGA from the plinth (stand at an angle). A block lowers in the N building to reveal a wall switch. Jump in the central pool for shotgun ammo, pull out, go to the N building and pull down the switch to cause giant statues to rotate in their alcoves. Go back SW past the jump switch to alert and shoot two bats, then proceed to the NW corner to open the doors in the W wall for later use.

 

Turn right, jump over the N fence and loop around left to find shotgun ammo in the doorway. Shoot the approaching snake and jump NE over the fence onto the roof of the adjacent building. Face W, standing on the apex of the raised part, and jump up to grab the higher roof. Pull up and run forward to see a jump switch over a trap door that must be lowered before you can activate it. Go to the NW corner beyond the trees for a small medipack and jump from the SE corner onto the roof of the next building. Pull up onto the higher roof and go around to the top at the center for a large medipack, uzi ammo and the STONE DRAGON for SECRET #1.

 

Drop back down to the lower roof and hop or side flip over the central fence into an area with those statues you saw in the cut scene. Note that the two statues now face each other. There's nothing more to do here now, so return to the roof and safety drop from the E side. Find the opened W door and enter the small building. Pull down the wall switch on your right to open the large doors and unleash two baby spiders. Jump into the pool to your right and locate an underwater lever in the deeper portion that lowers a block somewhere.

 

Pull out of the pool and go through the N opening. The central column is supported by a pushblock, so move it onto the lower tile near the SE corner to lower a nearby block. Go there and pick up the GOLDEN DRAGON for SECRET #2, followed by a large medipack. The block in front of you is a pushblock, so pull it out of the alcove four times (so it will be in position for the upcoming timed run) and go around it for the UZIS. Reverse roll and run to the opposite N alcove for flares, then reverse roll once more and loop around left to the N wall. Turn left to face a generously timed switch in the S wall. Pull it down to raise four platforms (two on either side), run back to the pushblock you moved earlier, jump onto it and from there onto one of the raised platforms (ahead of you is easier), turn around and back flip onto the sloped roof, jump off and grab the ceiling monkey bars.

 

Monkey swing to the jump switch on your right or left and release to activate it. Hop down from the pushblock, go past the opened E doors and stay left so you won't prematurely trip the trap door. Jump over the floor lever, turn around to push it for a cut scene showing a flame being ignited, grab the nearby flares, run over the corner of the trap door to open it, face the E wall, hop back and grab the edge, release and side flip left upon landing to avoid being crushed by the snake ball.

 

Pull the nearby pushblock one time, jump over it and grab the uzi ammo in the corner, go back and pull down the wall switch to lower another block somewhere and move the pushblock all the way to the E doors so you can jump back up through the ceiling hole. It's now time to put a torch to use, so exit this room and run all the way across to the W archway and up the steps to an area you explored earlier. Loop around right past the doors you opened "for later use," turn left and go around to take a TORCH from the pile that attracted your attention at the beginning of the level. 

 

Return to the steps and go down to the lower level past the archway. Straight ahead you can see the dragon statue spewing flames. Turn left underneath it and go to the timed wall switch. Drop the torch for a second, pull down the switch and repeat the timed run with the torch in hand. This time, jump from the pushblock to the SE platform, turn around and light the torch. Again, you should have plenty of time. Run back W toward the archway and turn left at the second tree past the large twin doorways. Turn left again into the next area, turn right and opposite the narrow pool look left to see the lowered blocks.

 

Take the MOSAIC PIECE from one tile and the CAVE TRAPDOOR KEY from the other (a brief cut scene shows you where it's to be used). Pause if you like for a small medipack in the S pool, then leave with your torch through the N doorway (fixed camera), left through the W archway and up the steps, and use the nearby lone block to jump E onto the lower roof. Side flip over the fence into the central area with the statues, step on the central tile and the trap door you saw earlier magically drops open. You're now done with the torch, so side flip over the fence and make your way over to the roof of the NW building.    

 

Locate the opened trap door and jump to activate the jump switch. Doors open ahead of you as you land and three snakes attack at once. Run forward and take the MARBLES from the plinth. Go back E, turn right and jump over the fence to the steps leading to the lower area, go down and across to the NE corner, looping around left for another use of the timed wall switch. Jump from the pushblock onto one of the S raised platforms, stand jump S over the roof and slide down to a wooden walkway. Turn right for flares and jump S over the fence onto the lower roof of the next building. Explore the E alcoves for shotgun ammo and a keyhole you'll return to later, jump to the S ledge and find uzi ammo in the SE corner.

 

On the nearby marked tile is a DIARY PAGE with a cryptic message and an accompanying cut scene. Go to the SW corner and pull the pushblock two times. Get up on it and pull up W to find 2 x uzi ammo and the JADE DRAGON for SECRET #3. Get down and move the pushblock three more times E to access a jump switch that opens the door below. Shoot the tiger and step inside the connecting passage to draw forth a snake. Go to the back of the next room to find a small medipack hidden in the plants, then come back around and enter the enclosure to trip the trap doors inside. Side flip right or left immediately upon landing in the room below to avoid the advancing spike wall.

 

Pull down the W wall switch (the E one is obviously spike trapped) to lower a block, shoot a baby spider before hopping down and go to the N opening. Drop into the water near the edge and swim past the spike barrels and under the blades. Pull out on the other side, open the double doors and step out into the room with the lowered central blocks. Go there and grab the second MOSAIC PIECE from the most recently revealed tile. Exit via the N opening with the fixed camera and let's go do that timed run yet again.

 

Go to the NE corner, loop around left to the timed switch and execute the run (it's becoming second nature by now) to the S roof. Hop over it to slide to the wooden walkway, jump to the S lower roof of the next building and pull up onto the upper roof. Make your way over the rooftops toward the NE corner of this area, to the twin waterfalls. Find a crawl space in the E rock wall next to the S waterfall and enter. Slide down to a porch and shoot the windows to release three bats. For a pickup you can walk between the swinging spike barrel and the spike tile and time a jump SE for uzi ammo. Get back to the SW corner and use the Cave Trapdoor Key to trip the trap door you're standing on.

 

Drop to the room below, take the EMPTY GLASS from the plinth and activate the jump switch to open a side door for a second only. Grab the small medipack in the NE corner and use the wall switch to open the double doors (again, for a second only). Shoot a snake, a tiger and two bats, open the doors again if necessary and step out into a familiar area. Run forward and turn left to go through the S opening with the fixed camera. Take an immediate right into the W side room, combine the Empty Glass with the Marbles and place the GLASS WITH MARBLES in the empty S receptacle to lower another block.

 

Exit E, go to where all central blocks have now been lowered and pick up the ORANGE DOOR KEY. A quick flyby takes you to the keyhole you noted on an earlier trip. For another incidental pickup, exit N, turn left through the W archway and up the steps, loop around right or left and jump the N fence, then the E fence onto the roof, turn left and hang/drop from the N edge. Get the uzi ammo near the SW corner, shoot a tiger and run clockwise around the perimeter of this area until you reach the S doorway with the fixed camera. Enter, hop onto the lone block and jump S onto the lower roof. Go around to the E side and hop into the middle alcove. Use the Orange Door Key to open the double doors and enter.

 

Turn left for uzi ammo, go to the SE and NE panels and insert the Mosaic Pieces to open the large doors between the panels. Enter and go down the steps to be carried to the next level.

 

Level 2: MOUNT FUJISAN

 

Go down the passage and meet a tiger. There's a fixed camera in the next room, but you'll find a small medipack on the floor. Go through the N opening and follow until you trigger an impressive flyby through the area ahead. At the end of the passage is a short pathway of breaktiles that's easy to negotiate by curving around to your right. Walk forward and break the fixed camera by pressing the look key. Stand jump NE onto the sloped rock below, slide down to a breaktile and quickly scoot to your right into the E passage. Turn right at the wall for uzi ammo, reverse roll and walk to the edge of the N opening that overlooks the deep canyon below.

 

Hop down to the broken bridge and walk to the N tip. Jump NE, note the carved image and hop up E into the niche. Jump up higher NW, walk forward and pull up right. Jump up NW and find shotgun ammo in the alcove. Jump back to the previous ledge, grab the S crack and ledge jump (press the jump key while holding down the action key) to pull up higher. You're now high enough to reach that NE ledge with a long running jump. Pick up the small medipack and run off E onto a lower ledge. Jump across the gap and immediately curve right and jump to grab the vines as a snake ball rolls by. Shift right a bit and climb up to a flat ledge.

 

Stand jump SW down to a lower ledge and hop S over the obstruction. Stand jump S to the sloped rock, slide, grab and shimmy right around two corners to another flat ledge. Stand jump W down to the lower ledge and safety drop near a wall switch that lowers a rope and alerts a bat. Pull up twice (action and up arrow keys only the first time) and hop up NW. Save your game and take a running jump W curving left to grab the corner of the next ledge. Pull up, shoot another bat and walk forward to face the lowered rope.

 

Take a running jump to grab the rope, turn around left to face the SE ledge with the little red stain, swing forward and jump off to land on it. Face W, stand right and take a running jump curving right to land on the lower slope sliding backwards. Shimmy left, pull up and hop up N to the left corner of a flat surface. Jump to grab the E crack and shimmy right around two corners to a jutting ledge. Pull up N and you've finally arrived at civilization. Ready a weapon and jump NE into the building. Run forward to engage four tigers so they don't push you over the edge. Another tactic would be to jump to the previous ledge after alerting the tigers, then jump to the pointed SE ledge (you need to go there next anyway for some pickups) to shoot them from a distance.

 

Hop to the nearby flares and go through the E opening. Jump to grab the ladder and climb up to see another image carved into the wall. Go around left for a small medipack and return to the ladder. Climb down and repeat the jumps back to where you alerted the tigers. Search the window alcoves for 2 x uzi ammo, a small medipack and shotgun ammo, shoot two bats and emerge at a patio surrounded by breaktiles. Hop or run over the breaktiles and push the nearby floor lever to lower a block. Go to the SW corner of the patio, hang from the W edge and drop/grab two times to land on the ledge below.

 

Go around the corner and face a short breaktile path. Hop NE onto the first one, run onto the second one, turn left and stand jump to the lower block (the upper one is spike-trapped). Pull up onto the spiked block, walk forward and stand jump with a slight loss of health to grab the next spiked block. Pull up and sidestep left into the alcove. Pull down the wall switch to lower the spikes on both blocks, step outside and stand jump S onto the jutting ledge. Hop back, trying unsuccessfully to grab the SW (not NW) edge, drop to the ledge below and hopefully slide to a stable surface (keep the action key depressed so you'll be able to grab if necessary). Slide down S to the triangular ledge if you're not already there, save your game and take a walking-running jump S, keeping the action key depressed so you'll glide into the tree opening.

 

Pull down the wall switch to raise a platform, jump back to the previous ledge, hop up N and jump W over the obstruction to land on the raised platform. Open the double doors, step inside and quickly veer right or left to avoid the approaching snake ball. Go up the steps and take the large medipack from the plinth. Go back, head into the N room and pull down the E wall switch for an outdoor cut scene. Go across the room and pull down the switch in the W alcove to open the door and raise a nearby block. Note the NW wall switch for a later timed run and climb the S wall between the switch and the raised block. Shift right and drop down onto a raised platform. Run into the W alcove for uzi ammo and safety drop to a ledge with flares. Drop down further and pull down the wall switch for a sneak preview of the complex timed run to follow (for a secret, but it's worth it).

 

After the flyby the switch resets, so save your game, pull it down again and back flip immediately to land on the block as it rises once more. Stand jump to the slope, back flip onto another slope and jump off onto the raised platform. Reverse roll, turn a bit left and take a running jump to the higher slope, back flip onto another raised platform, turn left to the wall, back flip and jump off the slope onto a ledge next to a raised block. I saved here in a different slot, because if you get this far the rest is relatively easy. Turn right, hop back, jump onto the block, continue with a jump up to the ledge, turn around and stand jump to the higher slope, back flip off onto a raised platform, hop back twice and you're safe. Pick up the GOLDEN DRAGON for SECRET #4 and collect a large medipack, 3 x uzi ammo and the UZIS.

 

To get down, run off NE with grab to land on the ledge below and safety drop to the floor. Go out onto the balcony for shotgun ammo and pull down the wall switch to open a S door. You're back at the breaktile patio, so carefully make your way around (hopefully you didn't trigger all the tiles earlier for the fun of it) and go through the S passage where you met the tigers. Hop SW at the other end, loop around the lion statue and jump up to grab the roof. Pull up, turn right and run across to the SE corner. You may be able to target and shoot a snake in the courtyard below before dropping down. Grab the small medipack near the door and step out onto the jutting ledge with the bush.

 

Face E and take two standing jumps onto two stable wood-covered surfaces (the second one being quite small). Stand jump SE up to the slope, slide and grab and shimmy left until you can pull up. Enter the nearby crawl space to trigger a bat (nasty trick), grab the shotgun ammo and go on through for a surprise attack from a tiger. Go down the steps and into the structure for more shotgun ammo, return to where you met the tiger and hop or pull up onto the roof. Grab still more shotgun ammo inside and jump to grab the crack in the E wall. Hang right and ledge jump back to grab the higher roof. Pull up and climb to the apex for a SHOTGUN and the JADE DRAGON for SECRET #5.

 

Get down to the W side, locate the wall opening down below and stand jump with grab to glide down into the passage. Drop down at the other end, exit NW and run off N onto the small pointed ledge. Take a running jump N into the hallway and return to the breaktile patio. Go to the floor lever and jump NE over the lever and fence to land on a stable wall surface. Climb down the vines to the courtyard below and pull down the wall switch in the W alcove. Shoot the tiger and the snake, note the nearby crowbar switch for your later visit and climb back up to the top of the wall via the vines. Turn around and hop onto the raised platform.

 

Face E and take a running jump to grab the first of three swingpoles. Swing around and jump off to grab each one in succession until you land with grab in the E alcove. Stand left, turn a bit right and side flip onto the slope. Slide, grab and adjust as necessary to activate the jump switch and open the doors below. Go on through to be taken to the next level.

 

Level 3: MONASTERY OF LEGACIES

 

Lara looks up as she approaches the closed doors in the next room. Pull down the wall switch to open them. Loop around right inside the monastery and hop into the shallow pool for shotgun ammo. Hop back out and go around to the back of the monastery for a small medipack in the NW pool. As you run by the N doors they open and out comes an assassin who drops uzi ammo. Go where he came from, proceed NE past a larger pool and underneath the E archway to trigger another impressive flyby. As you've already gathered by now, the monastery complex is quite huge. If the looping music starts getting on your nerves, you can delete or rename 145.ogg in the audio folder.

 

There's a closed door at the bottom of the nearby steps, so go left across the room and find a gap in the railing at the NW corner. Take a running jump slightly NE down to a similar gap in the railing surrounding the shrine below. Vault up onto the wooden platform, turn around and jump up to grab the ledge. Pull up, turn around, hop over the gap and pull down the wall switch in the W block to lower blocks not far away. Hop back over the gap and look down S to see a series of sloped columns with cracks in them. Jump over the fence onto the one nearest the gap in the railing, slide, grab and drop to grab the crack. Shimmy left around the corner and ledge jump back to grab the crack in the next column. Repeat to reach the third and fourth columns, shimmy left from the fourth column to the wall, ledge jump up to grab the slope, shimmy left around the corner and pull up to where the blocks lowered.

 

Run forward, and Lara will look at the statue to her left whose significance will become apparent shortly. Turn right and go through the S opening, whereupon a number of different-looking statues start wielding their oversized swords. Time your way down the left side, and Lara will pause to admire paintings on her right, or perhaps the plinth bearing a pile of torches. The first alcove on the left has shotgun ammo. As you proceed further S, you have to deal not only with a sword-bearing statue but a squishy block. When you get past those, all activity mercifully ceases.

 

You're in a room featuring three giant cylinders with handles, together with two statues similar to the one you saw earlier. Your task is to figure out how the cylinders need to be aligned. The answer: The blue sides need to be facing the corresponding statue with the blue breastplate. Therefore, go to the cylinder nearest the W blade trap, face E and push the handle once. Go to the middle cylinder, face E and push the handle once. Finally, go to the last cylinder, face S and push the handle once to trigger a brief cut scene that signifies you've done it correctly.

 

The blades guarding the W opening have gone dormant, so go there and hop over the railing to find a chain. Pull it to lower a long trap door and hop out N. Open the doors at the end of the hallway and go up the steps to a familiar outdoor area where two assassins attacks. One of them drops a small medipack. From the top of the steps, turn right and go to the NW corner where there's a gap in the railing. Jump down N to the shrine as you did earlier, pull up to the higher level and find the opened trap door. Jump to grab the block with the wall switch you've already used, ledge jump up to a still higher level of the shrine and go to the SW corner.

 

Jump through another gap into the window of the main building and shoot two assassins. The nearby vase with a rose design contains a small medipack. The E balcony around the corner has a plinth with the SHARP ASIAN DAGGER (crowbar), which you can use on the red panel past the steps at the W end of the room. On the way there you can shoot out the windows in the S wall. Open the W crowbar door, hang from the window opening and activate the jump switch to lower a block in a wall column. Pick up the nearby uzi ammo and await the arrival of three tigers.

 

There's another crowbar door near the SW corner of this veranda, so open it to overlook a pool stocked with piranha. Leave it for now and go down the dark S hallway for flares around the corner. Go back, turn right at the twin statues and continue E under the archway. To your right is another crowbar door in the alcove, so open it and step inside. Turn left and go to the back of the room. There's another crowbar door in the NE corner that can be opened from the other side and a vase in the SE corner containing uzi ammo. Hop into the adjacent enclosure and pull the chain to lower something in the nearby elevator.

 

Go back to the entrance and pull down the wall switch to open the W double doors and release a tiger and an assassin. Loop around right into the previous room, open the SE crowbar door if you like and run across to the NW railing gap. Jump down to the shrine for a third time, get up to the third level as you did earlier and this time hop to the E side of the roof. Take a running jump E to grab the roof of the next shrine, pull up, go around to the other side and safety drop to the veranda. Activate the jump switch in front of you to raise a block behind you. First, find the SNAKE ROOM KEY in the NE corner, then use the block to reach the S building via a break in the railing.

 

Shoot the assassin, take his uzi ammo and go to the SE gap in the railing. Save your game and take a running jump past the tree into another gap in the window for the small reward of a small medipack. Jump back across, go underneath the colored lights and hop over the fence to the area below. Turn around and use the Snake Room Key to open the door to your left. Shoot another one of those annoying tigers and enter a rather cramped room. At the N end is a vase containing another DIARY ENTRY warning that only three of the wall switches in this room should be pulled. Pull the one closest to you, in the central area pull only the one on the left (the one that's lighted), and then pull the one at the S end to lower something in an elevator.

 

Exit the snake room, run across W toward the archway and loop around to go down the steps to a room you visited earlier. Find the plinths with the torches, take one and light it with a flames issuing from a nearby snake head sconce. Continue N, loop around right and light the wall torch for an outdoor cut scene. Go back S past the burning snake heads, turn right at the cylinder room and light the two snake heads you undoubtedly noticed earlier. A block lowers in the W wall, so drop your torch, save your game, go to the W opening and stand jump left toward the statuette on the floor (only if you choose to go for the next secret; otherwise, jump toward the wall switch on your right). 

 

A flyby shows what's in store for you. When camera control is restored, quickly pick up the STONE DRAGON if you dare for SECRET #6, then make your way E, avoiding the approaching spike wall, the spike tiles and the statues with the swinging swords, pulling down five wall switches on opposite sides of the room along the way, with the last one opening a trap door that drops you down to safety. Restore your health with a medipack that you'll surely need, go around the corner and pull up through the opening. Pull down the wall switch on your right to raise a nearby block and disable the statues, hop down into the room you just vacated and make your way S past the spike tiles. If you chose the easy way earlier and were hoping to get that secret now, you're out of luck as a block has risen to prevent access to it.

 

Continue to the end of the corridor, pick up the large medipack and return to the N wall. Use the raised block to pull down the ceiling trap door and pull up into a corridor. Go past the wall switch to the W alcove and take the OLD CANNED FISH (remember that piranha pool?) from the plinth. There's a gap in one of the N windows. Drop down next to that wall column block that was lowered earlier and grab the large medipack. Climb up the vines, return to the wall switch and pull it down to open the doors to your right.

 

Go on through, turn right and run between the twin statues. Turn left into the piranha pool and Lara will toss something into the water, saving you the trouble of doing it yourself. Jump into the now placid waters and swim across to two underwater levers that lower a block overhead. Swim back, grab the uzi ammo at the NW corner and pull out of the pool. Step forward and use the nearby planter to grab up S onto the roof. Go around right to find a gap in the railing that overlooks the piranha pool. Take a running jump SE, curving right into the opening where the block lowered.

 

Pull up into the next room, run forward through the S opening and jump up to grab the crack in the stone wall on the right side. Ledge jump up to activate the jump switch and open the doors to your right. But before going through, turn left and go downstairs to find a wall switch in the NE corner that opens doors providing a short cut for possible later use. Go back upstairs and up the W steps for a brief return visit to the previous level.

 

Level 2: MOUNT FUJISAN (revisited)

 

Hop into the enclosure with the crowbar switch and use it to lower a block outdoors. Pull down the wall switch in the W alcove to open the S double doors. Run past a wall switch you've already used and make your way across the breaktile patio to the S hallway. Run to the other end, hop SW to the ledge with the lion statute, but this time hang from the edge opposite the statue and drop to a small ledge. Run off W to land on a stable surface below.

 

Take what looks like a suicidal running jump onto a column just to the right of the tree you can see in the distance. Take another running jump W to land inside the opening above the image carved into the wall. Open the crowbar door and step forward to take a large medipack, revolver ammo and the STONE DRAGON from the plinth for SECRET #7. Take a running jump back to the column, followed by another running jump to the opening in the E wall. Pull up for another large medipack and go back to the opening.

 

Jump up S to grab the crack, shimmy right around two corners and ledge jump up to a stable corner in the rock formation. Stand jump higher N from the left corner, turn right and jump slightly SE to grab the crack you used earlier. Shimmy right around two corners, pull up onto the jutting ledge and pull up N in front of the lion statue. Jump NE to the hallway, run to the breaktile patio and hop NE toward the floor lever and NE again to the top of the wall. Climb down the vines to the lower patio and run E to the block you lowered earlier. Step into the alcove for a PRAYER WHEEL (1 of 3), go back to the crowbar switch you noted much earlier and use it to lower the other block behind you. Go there for revolver ammo (is that all?) and since you're now done here, run E through the doorway to conclude your unfinished business in the final level.

 

Level 3: MONASTERY OF LEGACIES (revisited)

 

As Lara approaches the large indoor courtyard she explored earlier, she looks up at the see-through ceiling. Go around left and through the W opening, up the stairs to your left and to the departure point you used for your return trip to the second level. This time continue N into the next room and turn right into the second level of the indoor courtyard. Turn right again and go to the Buddha panel in the S wall. Push it to open the large double doors to your left, go there and enter the new room to a fixed camera and pick up the GONG HAMMER. Continue forward for flares and a new DIARY ENTRY that provides a cryptic clue as to the Gong Hammer's intended use.

 

Exit to the main hallway and go around clockwise. As you approach the NE double doors they open automatically to release an assassin who drops a small medipack. Go inside and shoot out the windows to give you access to a series of interconnected outdoor roofs. Go around left to the S wall and pull up N onto the higher roof line. Face S, back flip onto the sloped portion and jump off to grab the uppermost roof line. Hop E over the fence into the enclosed courtyard, enjoy the sunrise (or sunset) and walk around to find 2 x revolver ammo, a large medipack, shotgun ammo and the JADE DRAGON for SECRET #8.

 

You can go to the end of the NW walkway and watch the pigeons feeding if you like, but after that return to the SW corner, hop back over the fence and drop to the middle (second) roof line. Shoot out the SE window, jump there and pick up the revolver ammo hidden in the plant. Hop back to the roof and follow the line W, hop over the fence at the end and shoot the vase for another PRAYER WHEEL (2 of 3). Hop back to the roof line, go to the NE and shoot out the window there. Jump there, hop down onto a closed trap door at the edge of another roof line section and go through the E window with the gap in the railing.

 

The nearby vase is empty, so go N to another window with a broken railing, hop down to the balcony for revolver ammo and return. Go around the short fence to a lower section for flares. The nearby chest is a pushpiece, so push it two times S and one time E. Get up on it to find a more traditional pushblock. Push it over the edge into the room below and use it to pull up S into the opening. Hop down and take the FACE PLATE OF ODA NOBUNAGA from the plinth while a cut scene shows a pool with a lion's head fountain.

 

Go back, return to the previous room W and go up to the SW window with the broken railing. Hop down to the roof, turn right and stand jump NE down to a lower roof section with a large medipack. Save your game and take a banana jump N around the obstruction to the next roof section for revolver ammo. Safety drop to the floor, turn around and face the pool you saw in the recent cut scene. Jump into the water, face E and place your Face Plate to lower the block behind you. Flip turn and pull the underwater lever in the W alcove to raise a block and open the trap door you saw not long ago.

 

Pull out of the pool, exit NE and go down the stairs to the room with the cylinders and the burning snake head sconces. Grab another TORCH, light it and go back the way you came up the stairs. Run SW past the pool you visited just now, turn left into the large indoor courtyard and go around right to the opened W doors. Go up the stairs to your left, light a wall torch near the W steps with the level change (cut scene of an outdoor wall), go N through the doorway and right down the steps to the large indoor courtyard, continue E and hop onto the SE raised block and past the opened trap door to the lower level of the interconnected roofs.

 

Jump S into the window, hop down to the roof on the other side and follow the roof line clockwise to the SW corner, hop over the fence and light the S wall torch (same cut scene as before). Return to the roof line and the window you just now jumped through. Hop back through it N to the previous roof section, turn right and jump through the window with the broken railing. Turn left and follow around clockwise until you reach a scroll stand with a harp placed nearby. Leave your torch here and retrace your steps to the SW window with the broken railing.

 

Hop out onto the roof line, turn right and run past the central shrine to the NE corner. Take a running jump N to grab the roof of the next building. Pull up, turn right and run again to the NE corner. Take a short hop to the next building and stand right to take a running jump E to grab the middle roof of the next building. Pull up, jump S to the larger roof and run SE toward a window with a broken railing. Jump inside and shoot the vases against the S wall for a small medipack. Vault into the NW alcove and pull down the timed wall switch to lower a block in the W wall. Go there quickly and cross the not-yet-active spike field to the NW alcove and pull down the wall switch there to lower another timed block. Return to the dormant spike field, turn right and run S down the narrow passage before the spikes activate and the blocks rise behind you.

 

Pick up the JAPANESE NOTES and continue along the corridor to a fixed camera. Follow around the corner, open the doors and step down to face the scroll stand. Go there, place the Japanese Notes on the stand and play a culturally appropriate tune on the harp while a block lowers to your right. Before going there, run around W to the opening, vault up right and find another timed wall switch that opens a door somewhere. Save your game, pull the switch down, turn right and run past the lowered block into the next room, go to the window and turn right to run down the stairs. Loop around right past the timed door and shoot a couple of vases in this confined area to find revolver ammo. Go to the E wall switch and pull it down to re-open the timed door.

 

Return to the scroll stand to retrieve your torch, which should be somewhere on the floor close by. Jump E through the opening, run forward toward the window and turn right to go downstairs. Go across to the W side of the room and find another wall torch to light (same cut scene as before). Go back a ways, drop the torch for a moment and shoot the glass windows in the central structure. Go in for a PRAYER WHEEL (3 of 3), retrieve your torch and exit E. Turn left and go upstairs.

 

Turn left again, continue W past the dormant spikes and go all the way across to the SW corner with the broken-rail window. Hop out onto the roof line and hop down where the trap door opened earlier. Hop down further to the large indoor courtyard, drop your torch and place the Prayer Wheels in the three N receptacles. There's a slight earthquake and the N doors open. Grab your torch and go on through.

 

In this new room Lara looks at a hole in the ceiling as she enters. Toss the torch where you can find it again, pull down the NE wall switch and find a pushblock near the entrance doors. Move it underneath the ceiling hole Lara was looking at, retrieve your torch and exit N where a door has opened and a platform has been raised. Take a running jump across to the roof of the next building, turn right and run just past the tree. Turn right and look for another raised platform that's hard to see because of the tree limbs in your way. Save your game and take a long running jump from the highest point of the roof to land on the platform.  

 

Hop to the roof line, side flip over the fence and light the wall torch near the large column (the familiar cut scene now shows a door opening). You're done with your torch, so just side flip with it in hand into the pool down below. Pull out and go SW to the large indoor courtyard. Turn right and exit via the W double doors. Go upstairs to the second level, go around the perimeter clockwise past the prayer wheels and use the raised block and opened trap door to get back out to the roof line. The recently opened door is W, so hop inside and follow the passage to the GOLDEN DRAGON for SECRET #9, then pick up the REVOLVER and revolver ammo.

 

Return to the roof line, go down through the opened trap door, run a bit W and turn right into the N room with the pushblock you moved some time ago. Get up on it, face N and jump up to grab the climbing surface. Climb up to the alcove, hop W and pull down the wall switch to lower a nearby trap door. Hop into the S alcove for revolver ammo and jump to grab the N ladder in the ceiling shaft. Climb up higher, hop to the W alcove for more revolver ammo, jump E to grab and pull up even higher, pull down the three wall switches in this order to raise a trap door in the shaft: S alcove, E alcove and W alcove.

 

Stand in front of the gong and give it a good whack with the Gong Hammer. Watch the flyby showing where doors have opened down below, pull one of the switches back up to open the trap door and jump with grab toward the gong from the S alcove to glide into the alcove below. Climb down the N ladder, drop and grab, climb down further and drop onto the pushblock. Get down to the floor (treating the pushblock as a crawl space) and draw your revolver that's amply loaded with all that ammo you've been accumulating.   

  

Exit S to the second level of the large indoor courtyard and deal with two giant hammergods. If you get on the central ledge their hammer blows won't affect you while you're firing at them. After vanquishing them, go up the W steps and go around left to the stairs that take you down to the ground level. Two more giant hammergods are waiting there, and when they're dead go through the opened doors in the E wall and take what appears to be a musket from the plinth to end your adventure.