THE ABANDONED LIBRARY

 

Level by Kubsy

 

Walkthrough by Phil Lambeth. Video walks have also been provided by Saki Croft, by Steven3517 and by Doggett TV.

 

 

Lara begins by sliding down to the ruins of a structure with a Poseidon statue posted in front. On the underside of the arch is a patch that can be grabbed like monkey bars. Stand facing the back of the statue, jump straight up to grab and keep the up arrow key depressed. Lara will turn around and climb to the top of the structure. Push the floor lever to open trap doors down below, note the inaccessible Jeep in the distance and drop to the ground.

 

Drop further through the opened trap doors and slide to the interior of an underground building. Note for later the N doors, go to the SW passage and shoot the vase for a small medipack. The parallel SE passage has a vase containing uzi ammo and flares. Pull into the SE opening, light a flare and crawl forward and left to an opening that overlooks a room. Drop down or flip out, shoot three bats and locate the marked trigger tile. Step on it to raise five timed blocks. Your first task is to make your way around clockwise so you can hop forward with grab into the E alcove before the blocks lower. The most efficient method is to stand at the back of the trigger tile, stand jump onto the first block, take a running jump to grab the left side of the second block, pull up while turning right and take a running jump to the third block, and without stopping veer right and take a running jump to grab the fourth block.

 

Take the CROWBAR from the plinth and safety drop to the block below. Step on the trigger tile again to repeat your timed run, but this time jump from the second block to the fifth block W and pull up into the crawl space. Return to the underground building, open the N doors and shoot two scorpions. Enter a large room with a central fountain, jump into the water and pull down the ceiling switch to open the W gate. Pull out, go to the W alcove and save your game in front of the timed wall switch (the seeming spike trap inside the alcove is not yet active but it gives you a foreshadowing of what lies ahead).

 

Pull down the switch to start the timer (two minutes, which is really rather generous) and open the gate to your left. Run into the next room and loop around right to jump onto the block next to the entrance. From the look of things you have a pretty good idea of what will happen if you don't complete the run before the timer runs out. Turn right and take a running jump slightly SW to grab the swingpole. Swing around and jump off to grab the jutting ledge. Pull up, pull the wall switch to your left, turn around, sidestep away from the switch, take a running jump to grab the W swingpole, jump off to the next jutting ledge with a wall switch, pull it and hop down to the floor. Run across the room, pull up onto the N block, turn left and hop to the W ledge, pull down the wall switch at the NW corner, turn left and take a running jump to grab the S ladder, shift left around the corner and release over a jump switch that opens the NE gate. Reverse roll when you land, run diagonally to your left and enter the next room before the room behind you erupts with spikes.

 

Shoot the vase near the E star receptacle for a large medipack. Hop onto the sand piled up at the NE corner and press the action key in front of the crawl space. Lara will put one foot inside and enter in a crouched position, an animation I hadn't seen before. Follow the crawl space until you can stand up near a giant cigar cutter. Side flip past it into a small room and pick up the UZIS and uzi ammo next to the central plinth. Open the SW crowbar face door, side flip past another giant cigar cutter and pull up to face a pair of swingpoles in the larger room.

 

Swing from the two poles to land on the first of three column tops. Jump to the next two column tops SE and stand jump S to grab the monkey bars. Monkey swing to the end and keep the up arrow key depressed so that Lara will turn around and climb above a jump switch. Release to activate it and double doors will open to bring a mounted knight into the room. Shoot him off his perch, finish him off (he's surprisingly hard to kill) and go back through that NE crawl space, past the cigar cutters and onto the first column top via the swingpoles. Jump to the second column top, turn around and stand jump to activate the W jump switch.

 

Go to the NW room where the knight came from, loop around right and hop up onto the NE blocks. Face N at the corner and jump up to shoot the first of two secret bells. Jump down into the nearby pool for a small medipack, pull out and climb the SW blocks to access the ceiling bars. Monkey swing to the ceiling hole, turn around, climb up into the shaft and wait for the rotating blade to move away. Pull up into an attic and pry the first GOLDEN STAR off the E wall. Drop back down into the room below and exit NE to the main room. Go down the W steps, jump to grab the ladder and climb down to a lower hallway.

 

Head toward the other end and Lara will look up to her left. Pick up the flares next to the bench and open two sets of E double doors. Step out onto a balcony and take a running jump past the NE opening in the fence down into the pool below. Pull out and go to the NW corner to find 2 x uzi ammo behind a column. Go up the S steps to find a small medipack and 2 x uzi ammo next to the fence. There's an opening at the NW corner leading to a side room with a ladder in the E wall. Climb up, shift left and drop down onto the upper ledge. Locate and push the floor lever to lift a gate somewhere.

 

Get back down, return to the previous room and loop around left to the NE corner. Hop up onto the sand pile, pull up into the opening, turn around and take a running jump slightly SE to grab a crack in the wall. Shimmy right around two corners and drop down to an upper story. Go to the N column, jump up to grab the top and pull up. Face W and jump to grab the crack. Shimmy left until you can pull up, note the ceiling switch which means that this place will later need to be flooded, stand against the wall and take a running jump to grab the S ledge. Shimmy left around two corners and pull up into a crawl space.

 

Crawl around to the other end and get out by pressing the jump and up arrow keys. Activate the crowbar switch at the NW corner to raise a platform and get back down quickly by jumping over the fence onto a slope, then slide, grab and drop. Return to the opening to the NW room, face S and jump to grab the raised platform. Pull up, run forward to the far end of the ledge and take a running jump to grab the opening in the S wall. No need to pull up, just shimmy left along the crack and pull up onto an inactive spike field. Take a running jump NE onto a second story balcony and save your game. Pull down the wall switch for a brief flyby before the area becomes completely flooded.

 

Swim N and E into that side room, pull down the first of four ceiling switches (cut scene of closed doors which repeats with each succeeding pull, so hit the look key to save valuable time) and exit W and N into the wall opening next to the ladder, press the action key and watch Lara break down the brick wall. Stay right and follow around the corner past a spike trap to another ceiling switch, pull it and swim back past the crumbled wall into the main room. Go across to the SW opening you jumped to a short while ago, break the wall down there as well, locate and pull a third ceiling switch in the next room and return to the main room. Go up near the ceiling, turn left, swim past the opened W doors and pull down the final ceiling switch. Exit, swim out and down toward the floor, flip turn and swim past the opened W doors into a room with a paddle wheel. Pull the N underwater lever to drain the area once again.

 

Locate the ladder in the SE corner and climb down to find a small medipack and uzi ammo. Climb back out and pull down the wall switch next to the paddle wheel (cut scene of more closed doors, indicative of more switches to pull). Return to the main room, pull into the NE opening once again, fight your way past the collision of the crumbled wall and get past the spike trap. Jump up the slope and pull down the wall switch you may have noticed earlier during the timed swim to open a trap door. Return to the main room, use the steps at the NW room to jump and grab the raised platform S, pull up and run forward to jump to the opening with the now-crumbled wall.

 

Pull up, enter the next room and pull the chain next to the block with the ceiling switch to open large double doors. Drop down to the floor of the main room, go down the W steps into the room with the underwater lever, climb the block and look SE to see a ladder. Jump to grab it, climb past the opened trap door and pull up into a new room. Step forward to activate a number of traps and shoot the waiting knight. Ignore the traps for now and go through the S passage into a less noisy room. Note the NE pushblock, jump into the nearby pool and swim past a giant cigar cutter to find an underwater lever that changes the configuration of the blocks in the previous room.

 

Return there and move the pushblock two times W and three times S. Jump back into the water and pull the underwater lever a second time to restore the blocks to their original position, raising the pushblock in the process. Go back there and move the pushblock one time W. Hazard a third trip to the underwater lever, pull it again to raise the pushblock still higher and return there. Use the S block to jump onto the W ledge and move the pushblock two times W onto the marked tile. A block lowers to reveal a floor lever, so drop down and return N to that room with all that distracting noise.

 

Go to the NW corner, stand with your back against the W wall at a slight angle and save your game. Just when the spikes pop up, stand jump onto the block and continue with a running jump E up to the next block. Stand jump to the left side of the NE corner block while swerving right and take a running jump to grab the swingpole. Swing around and jump off to land on the safe SE corner block. Time a running jump past the wall blades to land on a jutting ledge. Take a running jump slightly NW to grab the wall crack, shimmy right a bit and pull up into the crawl space.

 

Crawl past the lowered block you saw in the cut scene and push the floor lever to lift a gate providing access to a torch-bearing plinth. Crawl back the other way and drop down at the end. Return to the S room, get back up to the pushblock and move it two times E. Yes, you have to get it down again, so jump into the water and pull the underwater lever, go back to the pushblock and pull it one time E, and make a final trip to the underwater lever. Push the pushblock three times past a lowered block into the S alcove and you'll be rewarded with the peal of a second secret bell and instructions on how to get it.

 

Return N to the trap room, enter the E passage and climb the ladder down the shaft to the paddle wheel room. Go up the E steps to the main room and continue across to the pile of sand at the NE corner. Jump to grab the W ladder and climb up to a balcony. Run past the closed gate and the Poseidon statue and enter the next alcove for a TORCH. Toss it down onto the sand pile, climb down and retrieve it, and go down the nearby E steps into a cavern with a waiting knight and scorpion. Note the wooden floor suitable for burning and go through the N opening into an adjoining room.

 

The wall torches are too high to reach, but you can see a flickering light beyond the vase up in the W wall, so you need to find a way of getting up there. There's a NE trigger tile next to the fence that raises a timed block near the SE corner, so save your game and take a running jump onto this side of the lower block, stand jump onto the timed block, reverse roll and take a running jump with a left curve to land on the upper ledge. Continue with running jumps to the NW ledge (you can shoot the vase from there) and into the W alcove. Light the torch on the flaming plinth, toss it to the floor (note where it lands, as it may disappear in the sand) and use your binoculars to see a brass ball in an alcove in the E wall. You can try to shoot it from here or you can jump back to the previous ledge to get closer. When you hit it you'll hear the sound of a bell accompanied by an on-screen message telling you that a secret door has been unlocked.

 

Retrieve the torch, exit to the S room and toss the torch onto the wooden floor. The slats will burn and collapse, but don't go down the hole yet. Instead, for that secret go back the W steps, jump up to the sand pile on your right and jump to grab the ladder. Climb up to the balcony and the first gate that was closed before is now open. Enter the alcove and take from the plinth a small medipack, 2 x shotgun ammo and the MOON KNIGHT plaque for SECRET #1. Grab another TORCH from the next alcove, toss it down onto the sand pile and climb down after it. Take it down the W steps to the room with the burnt floor, continue to the S room with the trigger tile and repeat the timed run up to the flaming plinth. Light the torch, hop down right onto the sand pile and return to the burnt floor.

 

Stand facing the S wall and look down to see a jutting ledge. If you miss you'll land in water and douse your torch, so save your game now. Line up with the ledge and stand jump with grab to land on it. Follow around to the SE opening, hop into the passage and light the wall torch to unlock another secret door. You have no further use for the torch, so return to the ledge, toss it into the water and jump in after it. Swim down to a marked tile on the floor and pick up 2 x uzi ammo, go to the SW corner to find more uzi ammo near the column and look for a small medipack on a block NW of the central marked tile.

 

At floor level in the W wall is an underwater door you can open. Swim through the passage and surface in a partially flooded room. Turn left and pull out onto the corner block. Stand jump SE onto the first of five slopes. Jump to the second one, slide and jump with a left curve onto the third one and jump without sliding with another left curve onto the fourth one. Slide and jump to the fifth one, slide and jump to a flat block. Turn to face the flameblower, wait for the flames to subside and stand jump to grab the monkey bars. Quickly monkey swing forward and turn right before the flames return. Follow the ceiling track counterclockwise past a second flameblower until you reach a jump switch. Release to activate it and swim back to the NW corner block.

 

Pull out to find that a block has been raised. Take a running jump E to grab it, pull up and take another running jump E to grab a balcony. Pull up and deal with the knight who has been waiting impatiently for you all this time. Grab the GATE KEY from the NE plinth, jump back into the water and swim through the W passage to the previous room. Find one of those crumble walls to the left of the S steps and kick it open now if you like, but we'll be exploring that area later. Instead, use the Gate Key to open the W gates and wade up the steps into a room with a plinth bearing the TRIDENT. Go up the N ramp and follow the passage to a balcony encircling the flooded room. Turn right, follow the balcony to a SW side room, hop up into the E alcove and pull down the wall switch to drain the room below.

 

Retrace your steps to get back down there, go through the E passage where you opened the underwater door, go across the next room to the NE paddle wheel and drop from the N wall next to a crowbar door. Open it for SECRET #2 and pick up the shotgun ammo, 2 x uzi ammo and a large medipack. Pull back out, return W to the previously flooded room and vault up to the Poseidon statue. Place the Trident and hear the sound of a door opening. Hop down, run up the W steps and through the N opening to the upper balcony, continue forward and turn left where the door opened and go up the N steps to a small room. When you take the MUSIC SCROLL from the W plinth you get a brief flyby through the main room and energetic music starts playing as if you need to do something in a hurry (but you don't).

 

Get on the raised floor slab and jump up to grab the monkey bars. Monkey swing E to the opening, pause for a second and then press the up arrow key again to make Lara turn around and climb up the other side. Activate the jump switch in the ceiling hole and drop through the opened floor trap doors nearby to slide next to a crawl space. Enter and crawl through to the room with the Poseidon statue that's now guarded by a harpy and two demigods. When all have been defeated you hear the sound of a door opening.

 

Go up the W steps and the N opening to the upper balcony, turn right and go to the SW side room. A block has been lowered in the E alcove, so hop up and pull down a second wall switch to flood the area again (it's not clear why you couldn't simply pull the first switch back up again). Return to the balcony, jump into the water and kick down the crumble wall left of the S steps if you didn't do so earlier. Swim inside and up the shaft, pull out N into a cavernous room and walk up the sand pile for a small medipack and flares. Go to the NE corner, pull up two times and safety drop from the NW floor hole into the burnt floor room.

 

Run up the W steps to the main room, continue across to the NW side room and place the Music Scroll on the stand next to the harp. Lara will play a few licks while a flyby through the main room shows a gate opening on a balcony around the corner. Exit to the main room, use the NE sand pile to reach the ladder, but this time shimmy left from the bottom rung and follow the crack around the corner until you can pull up onto the balcony where the gate lifted. Go inside and pry a second GOLDEN STAR off the wall, drop to the floor and return to the steps at the entrance to the NW side room.

 

Jump S to grab the raised platform, pull up and run across to the S end. Jump to grab the opening in the wall, pull up and turn around. Take a tricky curved running jump left to grab the higher W opening, pull up and save your game for another tricky curved running jump to grab the upper N balcony. Pull up and turn left past the opened doors to the W ladder. Climb up a bit, back flip onto the steps and go up to a room you explored much earlier. Don't place the Golden Stars yet, but instead hop up NE onto the piled sand, step into the crawl space and follow past the giant cigar cutter to the next room. The gate blocking the S alcove has vanished, so step inside and take from the plinth a large medipack, revolver ammo, the REVOLVER and the MR. KNIGHT plaque for SECRET #3.

 

Return to the previous room and place the Golden Stars in the E receptacles to lift the gate between them.  Hop up and turn the corner to find the BLUE GEM on a plinth. Get down and exit S through the now-safe spike room and the E passage that brings you back to the beginning fountain room. Go across through the E opening to attract the attention of a fire wraith, retreat to the fountain to extinguish it and return to the E room with marked central tiles. The E wall switch is presently spike-trapped, so go to the pushpiece next to the closed N gate (note for later the gem receptacle) and move it into the NE alcove. There's a second pushpiece opposite the closed S gate. Move this one into the SE alcove and climb onto one of the blocks next to the E wall switch.

 

Stand jump at an angle to grab the striated surface of the hanging block, monkey swing to the W end, turn around and climb up the other side to activate the jump switch. Go across the room, climb onto one of the blocks and repeat what you just now did to activate a second jump switch and disable the spikes. Pull down the E wall switch to raise both pushpieces and move each one toward the center of the ledge onto its respective marked tile. The S gate opens, so go there and enter a room with a central hole that's now blocked by a force field of some kind.

 

Climb the SW block and turn to see another striated lower surface and a jump switch. You know the drill by now; activate the jump switch and go back to climb the same block. Take a running jump E to grab the swingpole, start swinging around and jump off just as the flameblower subsides. You'll land on the SW corner block, so walk forward to the left corner where the flames can't reach you and stand jump to grab the N swingpole. Swing and jump with grab to land on the NE corner block, use the W swingpole to reach the SW corner block and immediately run to the wall to avoid the wall blades. Turn around and time a running jump to the previous swingpole, jump off to grab the climbing surface, activate the jump switch and go over to the central hole to find that the force field has been removed.

 

Jump into the water and swim down the shaft all the way to the bottom. Grab the flares in the hub room and go through the narrow E opening where you can surface and pull out. Crawl two times to an E opening and flip out into a large room. Pull up onto the broken column at the NE corner, face W and jump up to grab the lower surface. Turn around and climb the upper portion of the column until you can pull up into a gap. Turn around and take a "walking-running jump" (walk and up arrow key followed by the jump key) down to the W ledge. Turn left from where you landed and take a running jump to grab the lower edge of the sloping S ledge. Pull up, note the marked tile and the boulder poised at the top of the ledge. Step on the tile to trigger the boulder and hop back to hang from the edge as it rolls by.

 

Jump back to the previous ledge, go to near the far end and jump to the opposite S ledge jutting from the W wall. Trigger the boulder there as before, walk up to the flat part of the ledge and stand jump with grab into the SW opening. Hang from the edge and shimmy left past a pole until you can pull up into a cramped space at the corner where you can pick up a small medipack. Shimmy back over the plant-covered mound and safety drop to the floor. Go through one of the N openings and up the steps at the middle of the hallway to an upper story where two harpies are waiting. Hop up onto the sand pile at the SE corner for uzi ammo and a large medipack, then go to the NE corner and shoot a vase for revolver ammo. Go to the plinth near the center of the room for the DRAGON CIRCLE SCROLL and read it for important information regarding the tasks to be performed in this room.

 

There are seven dragons with affixed switches, but only four of these are to be pulled. Availing yourself of the scroll clue, pull those four where you see rubble lying nearby and blocks will rise in the center of the room. Climb the blocks and pull up N into an upper room. The vases are empty, so climb the NE ladder to a balcony with a Poseidon statue, loop around left, shoot two vases for shotgun ammo and uzi ammo, return to the Poseidon statue and go up the N ramp to a room with paddle wheels. Step on the trigger tile to your left to release a boulder, watch it drop down a floor hole and note two more boulders stationed near the N wall. Go to the NW corner, hop into the opening and follow around to get behind one of the boulders. Push it two times so that it rolls down the ramp and into a floor hole, go to the central floor hole flanked by blocks and look down the N face to see an opening.

 

Run off with grab to land inside the opening and pull down the wall switch to hear the sound of a block rising. Turn around, jump to grab the ladder and climb back up. Locate the raised block for later, go to the NE corner and hop into the opening. Go around to push the boulder to make it roll down and stop on the ledge. Go down, push it against the raised block and go around to its left side to push it a final time. It will roll around the corner and into the central floor hole for a cut scene of double gates lifting. Climb down the ladder in the central floor hole, safety drop from the bottom rung and go up into the S room with the seven switches.

 

Turn right to find the opened W gates and pry the SHINY RUBY off the wall. Turn around quickly to deal with the knight and demigod that arrived during the brief cut scene of a gate slamming shut, then go around the room to pull back up the four switches you pulled down earlier, and also to pull down the three that have heretofore remained untouched. Return to the N room to find that a gate has opened in each of the other walls. Enter each alcove in turn to pull down three wall switches, and you'll get an on-screen message that a secret door has been unlocked, along with a cut scene of the previous room. Go there and note that three of the dragon statues now have flames issuing from them.

 

Run across the room to the S opening and down the steps to the lower hallway. Continue through one of the openings to the next room, go to the back left (SE) corner and hop into the column break, use the monkey swing and turnaround routine to climb the column face and back flip onto the ledge. Go to the other end, hop up SW and crawl through the opening down to a floor hole. Climb or drop down, crawl W over the obstruction and come to an open area with a plinth and a jar. Take the SHOTGUN and the LARA CROFT plaque from the plinth for SECRET #4, shoot the vase for shotgun ammo and return the way you came to the opening you hopped into. Get down to the ledge, jump to the column ladder and climb down to the floor.

 

Go across to the W wall, pull into the opening and crawl to a short passage with a water hole at the end. Jump in, swim W and up the shaft to pull out into a room you explored earlier. Exit N to the next room, use the Shiny Ruby to lift the N gate and enter a dark room to find two waiting knights. Take a second BLUE GEM from the central plinth and a cut scene shows you where they're to be used. Exit S to the previous room, turn right and return to the W room with the central fountain. The gem receptacles are in the N wall, so place both Blue Gems to open the middle ornate door.

 

Go up the steps to a large cavernous room with a deep pit, shoot two bats and a demigod and jump to the W alcove with the column. Hang from the edge and shimmy right along the crack until you can pull up into the next alcove. Take a curved "walking running jump" down to the N ledge, climb up onto the nearby block and pull up into the N crawl space. Flip out at the other end near a stairway and go up to a room where a flyby takes over where Lara walks to a plinth and takes the STAFF OF KHONSU to initiate a timed run while debris from the ceiling falls all around her. You may wish to save in different slots along the way as you finish the level.

 

Reverse roll, run down the steps and pull up into the crawl space. Flip out the other side and run a bit to your right to the pit's edge and jump into the nearer column alcove. Shimmy left to the other alcove, pull up, turn around and stand jump to the S ledge. Run down the stairway into the room with the central fountain, run across while more debris falls and exit to the hallway, turn right and follow to the next room only to find that things have changed since you were last here. 

 

Pull up onto the block and take a running jump to the left of the spikes. Wait for more debris to fall and hop left into the SW corner floor hole. Slide down the slope while the triggered boulder follows, and run left at the bottom to get out of its way. Stay left as you continue making your way W, but be aware of two more boulders that will be triggered from your left. Jump the gap and stop while the second boulder rumbles by, but right after that a third boulder will come rolling directly toward you. At the W wall you'll trigger more falling debris. After that, slide down left (S) and possibly land on a flat block. Take a running jump curving right, stand jump forward when you land to trigger more falling debris, stand jump again and hop back while two boulders roll across your path.

 

Continue to the S wall, run up the sand pile and pull up onto the block from the right side. Reverse roll and stand jump to grab the swingpole. Swing around and jump to grab the corner block, pull up, turn left and run through the passage to slide down to a lower area where more debris falls. Turn right and pull up onto a block at the bottom of the long S slope. Stand jump left and right to the second and third blocks, triggering a boulder when you reach the latter. Stand jump up left to the fourth block to trigger a second boulder, back flip to the third boulder and then jump back. Line up for a precise running jump up to the near corner of the fifth block, then traverse the remaining two blocks in relative ease.

 

Jump toward the S opening to trigger a concluding flyby that shows Lara walking toward that inaccessible Jeep you saw at the very beginning of the level.