PILLARS OF SILENCE - PART 1

 

Levels by PedroTheGamer

 

Walkthrough by Phil Lambeth

 

 

Level 1: PARIS STREETS BEACH

 

Click here for kapil4417037's video walk.

 

Begin on a small offshore island. The raft is inoperable, so turn and walk to the left of the raft, jump into the water (the fish here are harmless) and swim to the rocky cliffs. Stay to your left until you find a small opening that leads to a room for SECRET #1. Pick up the large medipack, flares and uzi ammo, pull the underwater lever for a cut scene of a closed door, and exit for air. Turn left and swim past the beginning island until you see a lighthouse structure near the coast. Loop left around the structure to find a ledge where you can pull out.

 

Pull up onto the block and hop forward to a paved area for a remote cut scene of an artifact on a rooftop. Enter the nearby square and loop around left to find a wall switch that opens a trap door somewhere. Grab the flares in the opposite corner and exit the square. Turn right, and at the corner of the rock face you can turn and jump up to a flat spot next to the building. The wall there is climbable, so jump up to grab it, shift right and climb up to a ledge. Follow to the other end, vault up left and take a running jump without grab over the gap. Go to the end of this ledge and hop around the corner for shotgun ammo and SECRET #2.

 

Jump back to the previous ledge, turn left near the other end and take a running jump to grab the clock tower. Pull up to a fixed camera, turn left and take a running jump to grab the block on the lighthouse structure. Pull up to find the EXCAVATION KEY you saw in the cut scene and hop back down to the clock tower. You may hear the cries of a nearby vulture, but in my game it had become stuck in a rock wall and posed no danger. Safety drop to the pavement and note the closed trap door. You can hear footsteps, so return to the square and deal with the soldier lurking there. Exit, turn right and jump into the water. Follow the coastline until you can wade out near a palm tree into a new area. Go to the building on your right and look for flares and uzi ammo in the alcove.

 

Turn around, go up the nearby steps to a courtyard and note the closed gate and keyhole. Your key won't work here, so pull up onto the ledge to the left of the gate for uzi ammo and leave this area. Turn right at the bottom of the steps and follow the building around for flares near a droguerie (drugstore). Climb the block next to the street light, jump to grab the invisible crack in the wall and shimmy left until you can pull up into an alcove over a closed door. Turn around, save your game and take a running jump out of the alcove, curving right so you can land on the block jutting from the building.

 

Crawl into the triangular opening and follow around to a wall switch that opens the nearby door. Get back, drop down and enter the building for SECRET #3. Grab the flares, shotgun ammo and small medipack and exit. Continue following around the building to find more flares and a bigger prize, the SHOTGUN, on a slab against the rock wall. Follow the rock wall to the water's edge and turn right. Take a running jump to a flat spot, then continue with a standing jump and pull up onto the block to your right.

 

Pull up higher onto a ledge overlooking a garden area where you opened the trap door earlier. Search the walkway for harpoons and a small medipack, then save your game before dropping through the open trap door. Swim quickly past the school of piranha into the corner opening and follow to some steps where you can wade out and stop the bleeding. Look up left to find the crawl space, jump up to grab it and crawl around to drop into a room guarded by two soldiers. Pull up into one alcove across the room for harpoons and uzi ammo, and into the other alcove for flares and shotgun ammo. Find the desert eagle ammo in a lower alcove and push the nearby button to open the exit door.

 

Go across the bridge onto a small island, turn left and follow the walkway to the first bend, jump into the water there and swim straight forward to find an underwater lever (cut scene of an underwater trap door). Pull back onto the walkway, note the closed door at the far end for which you need a key, and return to the island. There's a small medipack to the left of the central column. Continue to another walkway opposite the one you just used and look down to see another underwater lever in the wall to your right. Jump into the water, pull it for a similar cut scene and pull back out onto the walkway. The third underwater lever is just beyond a broken part of the walkway near the indentation where you found the small medipack, and to pull it you'll need to brave a school of piranha.

 

The trap door in the cut scene now opens, so flip turn and quickly pull out onto the broken walkway. The opened door is underneath the central island and is accessed via an underwater opening near the broken walkway. However, you can largely avoid the piranha by going around to the other side of the island. Jump into the water and swim around to the opening, staying as close to the island as possible. Find the open trap door and swim down the shaft into a maze (after first filling your lungs with air, as you're in for a long swim). Stay to your right, enter a moss-lined passage and swim through a small triangular opening into an open area. Swim across to a partially-obscured opening in the far left corner as a remote camera shot of a control room is triggered, not to mention another school of pursuing piranha. Follow the passage to another room and surface for some much-needed air.

 

Pull out into a control room adjoining the one you saw in the cut scene. One window alcove has desert eagle ammo, the other has a button that opens a trap door you can't access in this area. Hop down and use the Excavation Key to open the yellow door. Enter the next room and hop onto the ledge to your right. When you pick up the TEMPLE KEY a door opens somewhere. The other ledge has a small medipack, shotgun ammo and the DESERT EAGLE with a generous 26 rounds. When you return to the control room a worker is waiting. Jump into the water and return to the open area. Swim up past the piranha to the ceiling trap door you opened and pull out into a duct.

 

Drop down through the floor hole into the adjacent control room and dispose of two soldiers. Check the window alcoves for a large medipack and push the button at floor level to lift the gate to your right and set off an alarm. Shoot the worker and soldier who arrive, climb the nearby blocks for a small medipack and uzi ammo (pull up into a crouch without using the up arrow key) and note the grate covering an opening in the nearby wall. Continue along the passage to alert another worker. Enter the control room he came from and push the button for a remote cut scene. Grab the small medipack, exit, turn right and climb the blocks at the next corner for shotgun ammo. As you approach the next two blocks the alarm mercifully stops momentarily. Climb over the blocks (or go around them) and go up the ramp to your left into a similar corridor strewn with blocks.

 

Just ahead is the ladder and closed trap door you saw in the cut scene, so proceed around the corner, shoot two more workers and continue around the corners, searching the blocks along the way for a small medipack and uzi ammo. The button at the end of the corridor opens the trap door back at the beginning, so return there, but before climbing the ladder go back down the ramp to the lower corridor and follow all the way around to that wall grate you noted earlier. It's now gone, allowing you to pass through a phantom door for SECRET #4. Grab the shotgun ammo and uzi ammo and return to the ladder in the upper corridor.

 

Climb up to a control room, kill two soldiers and find the large medipack at one end of the room. Go to the other end and pull up (action and crouch keys only) into the opening. Crawl to the end of the passage and drop down outdoors where it's still raining.  Check around the upper walls for uzi ammo, shotgun ammo and harpoons, go down the ramp to find a large medipack near the palm tree and locate the stairs leading up to a foyer with shotgun ammo. The nearby gate opens upon your approach, so enter a previously visited room and go through the opening on your left back to the beach where you started the level.

 

Jump into the water and wade out onto the rocky beach on your left. Run diagonally left to the door you opened when you picked up the Temple Key. Enter the cave and shoot two leopards. Grab the shotgun ammo in the far alcove and open the nearby gate with the Temple Key. The room ahead appears to be filled with deadly goo, but it's actually empty (although the floor is lined with deadly goo). Hop to the corner platform and carefully jump with a right curve to clear the obstruction and grab the next platform. Pull up in a crouched position (otherwise, you'll fall to your death), crawl forward a bit, stand up and turn slightly to your left. Take a standing jump to grab the invisible wall crack and shimmy left until you can pull up into the opening.

 

Enter what appears to be a temple and pull down the wall switch on the first column post to your left. A nearby gate opens, so go inside and vault up onto the ledge for the UZIS. Return to the temple. The wall switch on the middle column post on the other side opens the opposite gate. Enter to face a pool of deadly goo. To get across, save your game and use the ceiling monkey bars to time your way past three flame blowers. Get as close as you can to each one and start resuming your monkey swing just before the flames actually subside. Save after each successful pass. Drop down the other side and proceed under the arch to a new room.

 

The shallow trenches have trigger tiles that raise and lower a needed platform in this room. For now, loop around left from the entrance to find flares in an alcove, then walk along the tiles in the nearby trench until you hear the sound of a platform rising (you can look up and see it jutting from the adjacent column). Exit the trench without stepping on any other tiles (lest the platform fall back down), go to the far wall and use the mound to pull up into an opening. Turn around, face left and stand jump onto the top of a broken column. Jump to the next column and take a curved running jump to grab a ledge jutting from the wall. From here you can reach the next column (a direct jump was not possible) and then jump to the last column. A final jump brings you to another jutting ledge. You've now been alerted to invisible wall cracks in this level, so turn slightly left and stand jump to grab yet another one. Shimmy left a long distance until you can pull into a cramped opening. Turn around, stand with your back to the wall, save your game and take a tricky curved running jump left onto the raised platform.

 

Take a running jump onto a flat spot near the far right corner of the roof ahead. Hop up left to another flat spot, walk up toward the closed gate and hop down right into an alcove on the other side of the roof. Push the button to open a trap door,   jump back to the roof, slide and grab and safety drop to the floor. The opened floor trap door is near the column with the raised platform (which had now dropped back down in my game). Drop down into the floor hole and pull down the wall switch to open the gate up on the roof. Pull out of the hole and step on the trigger tile to lift the platform again if necessary, then repeat the arduous process described in the paragraph above to get back onto the raised platform.

 

Jump back to the roof and go past the opened gate to pull down the wall switch in the alcove (screen shot of a closed gate in a previous room). Drop down to the floor, exit this room and make your way past the flame blowers once more (only two of them on the return trip, courtesy of the raised mound). Back in the temple, turn right and pull down the wall switch on the column block to the left of the closed gate you saw in the cut scene. You hear a trap door opening, so turn around and find the opened trap door on the other side of the central column. Simply run off into the opening and you'll slide down to a level surface overlooking a deadly goo cavern.

 

Take a curved running jump (you don't have enough room for a normal running jump) onto the right side of the sloped column, slide and jump to the next column and jump again to grab a ledge. Pull up and save your game for the most difficult move of the level thus far. You need to sprint past the swinging pendulums before the ledge beneath your feet turns to deadly goo and incinerates you. When you reach the other end, continue with a running jump into the water hole. Save your game again when you get there successfully, because you're not out of the woods yet.

 

Swim through the opening, turn left at the crossing into an open area and stay close to the wall until you're halfway across. Turn left and swim in a straight line to the far wall, then turn right into the exit opening. If you deviate even slightly from this path you'll be incinerated. Continue up the ramp past two thumpers, loop around left to swim past two more thumpers and finally pull out into a small room where you can pause and catch your breath for a moment.

 

Continue through the opening to another room with deadly goo and translucent platforms, not all of which are safe to stand on. Jump to the nearest platform, ignore the next nearest one (deadly) and take a running jump slightly to your left to the next safe one. Take a running jump to the platform near the far right corner, followed by a running jump to the one near the exit. Jump to the opening and face your next hazard.

 

You now need to cross another room of deadly goo, this one featuring a row of blocks, two of which are protected by thumpers. Jump to the first block and stand at the back edge. Stand jump to grab the thumper block, hang from the middle and start pulling up when the thumper slams down. Take a running jump to the safe block and save your game. This time stand at the front edge and stand jump to grab the thumper block. Shimmy to the right corner, start pulling up as the thumper slams down and take a running jump diagonally along the block to the first of two breaktiles. Immediately stand jump to the second breaktile and jump up to grab the crack in the wall. You can't shimmy around the corner, so pull up, hang from the other edge, shimmy right a bit and drop down to a flat surface.

 

Turn around and face a row of three platforms connected to blocks in the deadly goo. The blocks themselves are deadly, so take a walking/running jump (walk and up arrow key followed by the jump key) to the first platform, giving you enough room to take continuous running jumps to the second and third platforms before they collapse. Veer left when you reach the third platform and jump to grab the crack in the wall. Shimmy left to the slope, pull up, slide and jump off near the bottom with a right curve to land on the next slope, slide and jump off with another right curve to land on a safe spot within the deadly goo. Stand jump onto the ledge ahead, turn a bit left and stand jump to grab the slope. Pull up, slide down the other side and jump off at the last instant to land on a safe spot in front of a thumper alley.

 

Time a fairly easy jump past the first thumper, get past the second thumper without being struck by the swinging pendulum and scoot into the opening to your left. Stand at the edge with your back to the first thumper, and when the pendulum swings away hop forward and down to a safe spot in the door and crawl into the triangular opening for SECRET #5. Grab the flares and shotgun ammo, return to the safe spot and hop back up when the pendulum swings away. Get past the pendulum and pull down the wall switch at the bottom of the ramp to open that gate back in the temple. Run up the ramp, turn left and the gate ahead opens upon your approach. Drop down into the temple and go through the opened gate.

 

Go left, pull up onto the block, turn left and pull up into an alcove with a button that opens a gate somewhere. Drop down the other side of the block for uzi ammo, then climb the block on the other side of this area and pull up right into the alcove for shotgun ammo. Turn around and stand jump to grab a higher opening, turn around and do the same to pull up into an upper room. Step forward and take the P2 from the raised slab, then immediately draw a weapon to deal with the soldier who comes charging in. Exit to a cavern (free of deadly goo this time) and follow the uneven path to a stone structure. Slide backwards down the central slope, grab at the bottom and safety drop to a lower cavern where you encountered two leopards earlier.

 

Exit to the outdoor area through the opened gate and turn left to enter the building through the next opened gate. Run toward the far wall and note the figures: 32x and x54, which are undoubtedly intended as a clue. Turn around, pick up the nearby flares and turn left into the corridor. Turn right at the next crossing to find a row of five wall switches in the small side room. Pull only the fourth one, counting from left to right. You hear the sound of a gate opening. Each of the other three side rooms also has a row of five wall switches, but ignore them all and continue down the corridor to find the opened gate at the end. Enter the next room and pull down the lone wall switch on the block to open the outdoor trap door you saw earlier near the lighthouse structure. Check the three windows for shotgun ammo, a small medipack and uzi ammo, exit this room and run all the way back to the other end of the corridor.

 

Turn left to go outdoors and run forward toward the ocean. Jump into the water and swim to your left to return to the area with the lighthouse structure. Continue past the structure and loop around left to pull out on the ledge you used earlier. Climb the blocks, find the opened trap door and climb down the ladder. Go to a small room where you'll find the CITY GATE KEY on a raised slab (cut scene of an area you visited earlier). Climb back out, run forward, jump into the water again and swim straight ahead to the nearby resort area. Wade out and run forward to the steps leading to the upper courtyard and the closed gate you noted earlier. Insert the City Gate Key in the keyhole to bring the level to an abrupt end.

 

Level 2: PARIS STREETS

 

Click here for kapil4417037's video walk.

 

Note: The graphics for this level in my game were out of kilter, making it difficult if not impossible for me to identify the various pickups. I relied on the video walk to name the major pickups.

 

Walk down the ramp and go to your right to draw out a leopard. Hop onto the nearby ledge for a pickup near the corner. Go back the other way and hop onto the ledge for another pickup. Return to the ramp, run from it down the street to the crossing and turn right. Continue to an intersection, turn left and find a fountain. Jump into the water and pull the underwater lever on the back of the column that opens a door somewhere. Pull out, return to the main street and turn right to surprise a soldier. Pick up the ammo he dropped and continue down the street to engage two more leopards. Turn left at the far wall and push the button to open the door.

 

Two leopards are waiting in the next area. Go forward to the closed door in the next building. It opened automatically for me when I approached it from just to its right (must be a trigger tile there). Enter the maintenance building and go down to turn a wheel that opens a trap door back somewhere in the street area. Exit, turn left to find the door you opened earlier with the underwater lever and go on through to a courtyard. Near the far left corner is a pushblock. Pull it from the wall, push it aside and enter the revealed passage.

 

Follow to an alley, shoot the soldier and pick up the ammo he dropped. Continue along the alley to a closed gate, look to your left for a pickup and go back a short distance to find an open window on your left. Hop inside, turn left and then right in front of the stairs and enter a large room. When you pick up the ZOO KEY in the far left corner a worker is alerted. Exit this building and loop around left through the pushblock passage. Continue past both opened doors and loop around right past the second door to find a pickup in the corner alcove. Return to the central street where you began the level, run past the bodies of the leopards and soldier you killed earlier and turn right just past the car into a room where a vulture will attack. Grab the pickup in the nearby corner and go under the archway next to the parked car. Follow around to a room at the end and loop around left to find a wall switch that opens a trap door somewhere.

 

Exit, turn left past at the parked car, loop around right into an alley for a pickup. Continue around to the starting ramp, run past it and go slightly to your left under the archway and find two more pickups near the walls. Use the Zoo Key to open the gate to your left and go inside. Turn left, pull up into the crawl space and drop down the other side to find the trap door you opened with the wall switch. Jump into the water hole and swim along the passage. Turn left into the small opening, surface and pull out into a cage filled with leopards. After killing all four, jump back into the water and find a triangular opening beneath one of the palm trees.

 

Swim inside into an underwater maze, dogleg to the right, take the next right and stay right until you reach a crossing. Dogleg to the left, loop around left to another triangular opening, swim through and follow around to an air hole where you can pull out. Go through the nearby opening into the next room and push a button with no indication of what might have just happened. Return to the water hole and swim back to the leopard cage for air. Enter the triangular opening once again and this time take the left path. Follow past a left opening (dead end) and dogleg right at the crossing. Continue to a triangular opening, swim through and pull up at the air hole. Go across into the next room where you'll find another button. When you push it you should hear the sound of a door opening.

 

Swim back to the leopard cage, go through the opening in the bars into an adjoining cage and drop through the hole in the floor into an underground cavern. Go through the door you opened and loop around right to encounter a leopard. Grab the nearby pickup and continue through the opening. Note the deadly goo in the hexagonal opening ahead (as well as in the nearby crawl space) and jump over it. Kill another leopard and jump through the diamond-shaped opening opposite the opening from which the leopard emerged, being careful not to get caught inside the illegal slope which would force you to reload. Enter the crawl space to your left and follow around to the CROWBAR KEY (cut scene of a remote area).

 

Crawl back, jump through the opening and enter the opposite triangular opening (crawl to get through). Lara looks down to her left as she approaches a pit filled with barbed wire. To get across, hang from the edge, shimmy to the left corner and release onto a safe spot. Walk carefully to the opposite corner and pull out. Go through the opening and loop around right to find a leopard that's probably stuck in a wall. Go past it and pull down the wall switch to release the trap door in the alcove ahead. Hop up into the alcove and pull up left into a passage. Grab the pickup ahead, turn around and jump over the hole to continue into a new maze, above ground this time but no less unwelcome.

 

Take the first left and stay left (you can't get lost) until you reach a button (1 of 3). Push it for a cut scene, return to the maze entrance and follow the same route as before until you come to a fairly open area where you can see the building wall off to your left. Go right here and follow a short distance to a small square with the closed door you saw in the cut scene. Pick up the GARDEN SIDEBACK ACCESS CARD near the statue and enter the side alley left of the closed door (as you face it). Turn right at the crossing and follow to the button (2 of 3). Go back and enter the opposite side alley. Follow the only possible path to the button (3 of 3) and push it to open the door in the square.

 

Return to the square and go through the opened door to a boring and largely empty city street. You'll find a pickup at the far left corner. Run all the way across to the other end of this area and you'll find an opening in the wall, partially concealed by an alley until you're right on top of it, that you can hop into. Go up the ramp to your right to an upper room, loop around right and jump over the collision created by the sofa into the window opening, turn around and safety drop to the block below. Drop down the other blocks to street level and run in the direction the lowest block was facing (I sure do wish we had a compass in TR3 levels) to find a crawl space in the far left corner.

 

Enter the extremely cramped space and grab the pickup for SECRET #6. Crawl back out, as close to the wall as possible, and when you can stand up turn left and run a ridiculously long distance to the far end to find a floor hole with an opened trap door. Drop or climb down, shoot the rat at the end of the passage and step through the opening to face a pool. Shoot the crocodile swimming toward you and note that there are three floor holes in the pool. Turn right, run along the ledge a bit, jump into the water and swim down into the middle hole where you see a spinning fan at the bottom. There's a narrow opening near the surface, so swim inside and follow the irregular passage until you emerge in an open area.

 

Bear to your left and swim through the opening so you won't be caught by a strong current in the main passage. Turn right for a pickup, then swim back and turn right in the main passage and allow the current to carry you to the wall, where you can swim up to the surface for air. Pull out, shoot two rats and locate a valve wheel you can turn to shut off the fan you saw earlier. Jump back into the water, swim down and follow the main passage back the way you came to the crocodile pool (pausing for two additional pickups in the open area if you wish to take the time and effort to acquire them). Surface for air, then swim back down to the bottom of the hole and enter the now-accessible passage to pull the underwater lever.

 

A door to your right opens while the one to your left closes. Turn right, swim through the small opening to your left for a large medipack, return and find another small opening a bit further on your right. Follow the passage to a floor hole on your right, swim down and into an open area, then surface at one of the ceiling holes for air. Find the opening in the wall to your left (as you entered this area), enter past a slight current and pull the underwater lever in the shaft. Exit to the main passage, turn left and follow to the far wall. Swim up to surface and pull out to encounter two more rats (so you'll know it's not the same place as before).

 

Turn the valve wheel for a cut scene of a door opening, jump back into the water and swim down, follow the main passage as it turns left and go through the two openings ahead. For a pickup, swim forward past the second opening and turn right into the short passage. Flip turn and return to the underwater lever near the crocodile pool. Pull it to close and open the two doors beside you and surface for air. The opened door is near the third floor hole, around the corner from where you first entered this area. Enter the passage and follow around to a room with the two obligatory rats and a valve wheel that lifts a large gate.

 

It's time to leave this area, so exit the room, jump into the water and swim around the corner to pull out near the entrance opening. Go through and climb out of the hole into the street area. Run under the nearby arch and continue to a closed door that you can open with your Access Card. Go on through and follow straight ahead past the opened gate in the far wall. Loop around left and insert the Crowbar Key in the receptacle. You don't know what just happened, but you're in for some considerable backtracking. Go back out through the gate and turn left past the next opened gate. Turn left, take the next right and follow the main street to the entrance ramp where you began the level. Turn left there and go under the archway, turn right and go up the steps and through the opening to a fixed camera in the next area.

 

Turn left, pull up into the crawl space and drop down the other side. Locate and jump into the nearby water hole, swim along the passage into the open area and turn left through the small opening. Surface and pull out into the leopard cage. Run across and hop past the opening in the gate. Continue forward and drop down into the floor hole you visited earlier. Follow the underground passage to the hexagonal opening lined with deadly goo, jump through it and go left to crawl into the triangular opening. Get across the pit filled with barbed wire the same way you did earlier, pull out and follow to the alcove with the wall switch. Hop up and pull up right, follow the passage to that damnable hedge maze and continue as follows: take the first opening to your left, then the next right, then left, then right, then straight ahead into the opening that leads to the square.

 

Run forward past the opened gate, run forward to the wall, turn right and follow the wall to the archway. Turn left there and look left to find the gates you opened by turning the valve wheels. Go down the steps and enter the crawl space to your right. Follow to the CROWBAR (a cut scene shows you where it's to be used) and get back out. Two workers are waiting for you, so dispose of them from the safety of the crawl space and exit this room to the main street. Turn left and go to that wall opening that's partially obscured by the alley. Hop into the building and go up the ramp to that room where you have to jump over the collision created by the sofa to reach the opening in the wall.

 

Safety drop from the other side onto the block, get down to the street and run diagonally left under the archway near the far wall. Continue straight to the floor hole you explored earlier, turn right there and go under the archway. Follow to the opened gate, go on through and turn right past the next opened gate. Go around the building where the car is parked and continue in the same direction toward the entrance ramp where you began the level. Just before you get there, at the major intersection where the car is parked, turn right and go through the moss-lined opening. Turn right once inside and follow the alley to a square. A crowbar door is in the wall to your right, so open it and pick the crowbar back up before entering.

 

Two mercenaries are waiting in the street area ahead, and each one drops a pickup of some kind. You can find what looks like uzi ammo in the archway right of the entrance. Open the crowbar door, go inside and push the button to lower a trap door (although stepping on a trigger tile directly beneath the trap door accomplishes the same thing). Exit, climb the corner column and follow the upper ledge around to the other side. Pull down the wall switch to open a trap door, safety drop to the street next to the opened trap door, face the parked car and use the ladder to climb down to a block in a lower room.

 

Hop down and find the MAINTENANCE SEWERS KEY on a ledge. When you pick it up the entrance gate where you began the level opens, an alarm goes off and three mercenaries come running toward you. The opening leads nowhere, so climb back onto the block, jump up to grab the ladder and climb back up to street level. Turn left and enter the passage to encounter as many as 10 mercenaries on your way out of here.

 

Turn left in the next room, go under one archway and left under the next archway to the main street, turn right at the intersection and go to the entrance ramp where the gate has opened. Run up the ramp to end the level.