THE WITCH'S TEA PARTY
Levels by Klona
Savegames available from this link
Level 1: MANSION
After an excruciatingly extended introduction, you can finally begin play as Lara revives after having been stunned momentarily. An entry has appeared in Lara's Journal, which at present is the sole item in her inventory, and I won't make further mention of these whenever they may be added unless they're germane to the action.
Head straight W and into the building ahead. The flower vase on the right rests on a pushpiece. Pull it once to trigger a cut scene pointing you to a key. While you're waiting for camera control to be restored a cat grabs the key and scampers past you. Exit to the courtyard where a steady rain has begun to fall and follow the cat's path NE toward an arched opening. When you rush inside the elusive cat skitters off in the opposite direction, so reverse roll, run back out and loop around right.
Follow the walkway N and W between a building and a wall. Turn the corner and arrive at a square with a central pool. Run clockwise around the pool and you'll hear the cat's plaintive cries as you near the NW corner. Turn left into the alley and find that the cat has dropped the POOLHOUSE KEY next to the second window. Somehow the cat has managed to get into the poolhouse's bathroom, as you can see it sitting there through the window. Go around the building to the front door and use the key to open it.
Enter and search the shelves just ahead for a s'more biscuit. Just to the right is a new journal entry that causes a nearby door to open. Turn left and loop right past the shelves into the bathroom where you saw the cat. Of course, it's no longer there, as the ensuing cut scene will confirm. Exit the poolhouse, turn left and go through the opened gate at the N end of the pool. Turn left and follow in the direction of the cat's meows. When you finally catch up with it, face N, stoop and pick up the FRONT DOOR KEY.††
Exit to the pool, go around it to the S end and find another opened gate. Follow around left to yet another opened gate, but just before going through turn right, stand next to the bush facing W and take the GOLDEN ROSE for SECRET #1. Go on past the opened E gate, turn left and run past the buildings in a generally N direction, then continue clockwise around the last building until you reach the square where you began the level. Enter the W doorway where you found the pushpiece and use the Front Door Key to gain access to the main building.
Lara's attention is immediately directed to a notice posted in the doorway to her left as she enters. There are similar notices throughout this area. Continue into a huge lobby and search the cabinet next to the stairway to your right for a s'more biscuit (which presumably functions as a small medipack). Continue into the end room to see a couple of posted notices and two locked doors. Go back the way you came, loop right around the staircase and enter the kitchen. Search the cabinet for the KNIFE, then go to the S end of the kitchen and activate the cross panel next to the empty cabinet to your left for a "caution advised!" warning.†
If you look back the way you came, you'll see that something is burning on the stove. If you like, save your game and see what happens if you try to venture past it. Open the E door to the right of the cross panel and enter a hallway with a notepad lying on a dryer. Turn around, get past the barrels and activate the jump switch you saw on your way in. The pantry door to your right opens, but there's nothing to do or get inside. Push the E wall button to hear the sound of another door opening.
Return to the kitchen and enter the gap behind the sink next to the burning stove. Crawl past the stove, hop out and turn right to find the opened E door. Follow the connecting walkway to a large dining room and activate the cross panel on the fireplace. In a few seconds the piano will play a little tune in a minor key. This has some significance, but for now go back along the walkway to the main building. Turn right into the entrance hall and loop around both staircases into the NW library.
Go to the back right corner and activate a cross panel to open a nearby door. On the W side of the central seating area is the GRIMOIRE, a book lying on the floor that's missing a few of its pages. It contains some pointers on magic and describes some of the enemies you'll soon meet. The E door has opened, so go across the walkway into a lounge and activate the cross panel on the fireplace for a cut scene. Return to the library, exit S to the entrance hallway and go upstairs. Loop around, find and activate the cross panel on the landing column to initiate a flyby through different areas of the house as doors open (and close) and ghostly clouds (called magic orbs in the Grimoire) are generated.
Go back downstairs and try to avoid those reddish, or blaze orb ghosts, as they will pursue you and suck the health right out of you. Go through the NE doorway into the lounge, turn left and run past the fireplace to the opened door in the NW corner. Enter a powder room, go left and take the LOUNGE KEY from the leftmost sink. A door closes and the powder room is flooded, so loop around left past the closed door, through the adjacent open door, pull the underwater lever to open a panel to your right, swim through and pull a second underwater lever to open a ceiling trap door behind you.
Surface for air and pull out into a passage near a button that opens a door around the corner. Enter a room with a purple barrier across the way and note the portrait of the red-headed girl on the opposite wall that will assume importance later in the level. The door closes behind you, so turn right and run all the way S past two more purple barriers toward an adjoining hallway. Just before entering that hallway, turn right opposite the purple barrier, go through the W doorway to the upstairs landing and get back downstairs. This is where the blaze orb ghosts roam, so be careful. Loop around right or left at the bottom of the stairs and use the Lounge Key to open the S door.
Enter the small room and search the leftmost cabinet against the E wall (the others are empty) for a pumpkin pie (a large medipack, maybe?). Jump into that N painting with the galactic design and land in a secret room. There's a NOTE on the floor you can pick up and read. Hop back through the galactic painting and exit to the main hallway. Loop around right past the staircase into the SW kitchen, get into the crawl space next to the burning stove and crawl to the other side. Hop down, enter the SE doorway and loop around left into the room you accessed earlier via the jump switch. Stand on the steaming spot on the floor facing N and press the action key to grab the ICEBLOCK (RED TAG).
Exit to the kitchen, crawl through the passage and continue to the main hallway. Go across to the NE lounge, stand in front of the fireplace (don't get too close) and press the action key to place the iceblock and douse the flames. A grate opens to release a deadly frost orb ghost, so waste no time getting away from it. Exit S to the hallway, make sure the ghost is following you (it's not difficult to maintain your distance, but if you get too far ahead it'll lose interest and retreat) and continue into the S dining room. Run past the long table, turn right at the piano and into the powder room section. Turn left, open the door, go back to lure the ghost if necessary and stand between the commode and the toilet paper. Hopefully the ghost will quickly self-destruct in the commode before causing you much health loss, allowing you to reach inside for a rather soggy NOTE. (Needless to say, you would have died had you tried to retrieve the note without first having done the necessary prep work.)
Exit through the dining room into the long N lounge room, turn left at the television set and go across the walkway into the library. Turn left into the main hallway and avoid the blaze orb ghosts that are floating about. Go upstairs, loop around at the landing and run all the way into the E room with a purple barrier near the wall ahead. Turn right into the connecting hallway and take an immediate left. Approach the windows to trigger an informative flyby, then return to the landing and run to the S opening and quickly open the door on your right before the blaze orb ghosts reach you (they won't follow you inside). Enter a bathroom, pick up the BROKEN BROOM near the window and exit.
Turn right into a bedroom and go to the SW bookcase. Press the action key for a NOTE and a cauldron will materialize behind you (keep note of its location). Exit to the landing and retreat to the E hallway area. Run N until you reach a roaring fire, approach the fireplace carefully and light the Broken Broom. Walk toward the purple barrier to the right of the fireplace and the door behind it will open to an outdoor balcony. Go around and the opposite door will open automatically. Remember those two other purple barriers you saw? Approach them as well to access two more balconies and open three more doors, then toss the broom by hitting the space bar (it disappears but remains in your inventory).
Go out to the SE balcony and find the ladder in the middle of the wall. Climb up to the window and activate the jump switch on your right. You hear the faint sound of a door opening, so get back down and return to the hallway area. Go to the far fireplace, take out the Broken Broom and light it again. Go out to the landing, run downstairs and into the W doorway, left into the small dining area and hop into the galactic painting. In the next room, light that painting of a cake slice to make it disappear, step inside the opening and get rid of the broom. Pull up into the opening and find yourself over a fireplace.
Flip out into a bedroom to trigger a flyby of strange goings-on. You hear sounds as if a key keeps appearing and disappearing, and so it is. Look at the four ceiling lights to determine what pattern the pink glow follows. Then stand underneath one of the ceiling lights, await its turn and jump up to grab the GALLERY KEY the instant it appears, a task that's likely to require time, skill and patience. You hear a door opening, so exit NE and turn left into a bathroom. Step in the shower stall for a s'more biscuit, return to the bedroom and jump up to grab the SE crawl space by which you entered.
Get back down to the smaller room (frontwards, not backwards), hop through the painting and go across the connecting hallway to open the N door with the Gallery Key. Painful cries warn you of possible danger ahead, so save your game here. Your attention is drawn to the portrait on your right as you enter. Don't approach it lest you be attacked by killer butterflies. Instead, give it a wide berth as you go to the smaller NE portrait where you see a flashing light. As curiosity draws you closer, a ghostly soul-stealing spirit is awakened and a timed run is triggered. Run S and E to the entrance hallway, up the stairs to the landing and around into the E hallway area, turn left and go to that NW portrait of the red-headed girl you noted much earlier.
The gratified soul-stealer rewards you with the RUBY, so go S and E to the middle balcony you accessed with the broken broom, safety drop to the courtyard and run SE into that gazebo-like structure where Lara appears to be fatally afflicted. Worry not, however, as you're only being carried to the next level.
Level 2: FLOATING GAZEBO ISLANDS
Lara again revives in a floating islands environment. Turn around N and jump to the first of several irregular-shaped rocks. Stand jump to the flat corner of the next one, a curved running jump to the next one E, a running jump and grab to the next one N, and finally a running jump from the far end into another gazebo structure. From the N side jump NE to the rock and note the elevator platform E. Stand jump onto it when it descends, turn around and take a running jump to grab the roof of the gazebo structure when the platform reaches its highest point. Pull up at the flat corner and go across to the W side. Take a running jump to grab the jutting edge of the next rock and pull up.
Hop up to the flat part and jump down SW into the gazebo structure. Beware of pink orb ghosts patrolling this area and avoid contact with them, as their slightest touch teleports Lara into the abyss (instant death). Go to the W end and stand jump onto an elevator platform. Take a running jump slightly SW down to the next elevator platform, take a running jump W to the next elevator platform and turn right. Take a running jump down to the N gazebo structure where a pink orb ghost is probably hovering close by. Save your game, because you'll need to draw the pink orb ghost away long enough to pick up the artifact on the central pad. You might think that it's stuck in a wall, but don't be fooled.
Your best strategy is to run across to the N side, reverse roll and hang from the edge. Pull up and hop back with grab periodically to confuse the ghost, and when it starts moving away from you dash forward to grab the pumpkin pie (is that all?!). Use the SE ramp to jump pack to the elevator platform, turn to face the SW structure and jump onto the corner of its roof when the platform reaches its highest point. Face S, hop back to grab the edge, release to grab the blue block, shimmy right around the corner and drop into the structure. Interact with the crystal on the central plinth and you'll be transported to another structure. Don't wait around, as a pink orb ghost is on its way.
Head NE for a s'more biscuit on the side ledge, go over to the W side and take a running jump to grab the W rock. Pull up, take a running jump SW onto the elevator platform, stand jump W down onto the next elevator platform, take two standing jumps NW onto the nearby rocks and take a running jump to grab the opening to the N gazebo structure. Pull up, step forward and try to take whatever is on the central plinth to trigger a flyby featuring a number of similar items floating around outside.
Go back the way you came, jumping the two rocks and the two elevator platforms, take a running jump E to the solitary rock and face the gazebo structure. Stand right and take a running jump to grab the lower opening to the right of the structure. Pull up and watch out for the pink orb ghost patrolling the area. What you need to do is to run forward, turn left into the structure and jump N onto the elevator platform when it's at its lowest point. This may take some precision timing, so save your game first.
When you get there, turn around to face the structure and take a running jump at the top of the platform's cycle to grab the lower corner of the roof. Pull up and find a pumpkin pie and a hard-to-see s'more biscuit as your reward. From the high N end, take a running jump back onto the elevator platform at the zenith of its cycle, face E and jump to the rock (grab if necessary) and jump SE to the next structure. Approach the plinth facing N and hit the action key to be transported to another gazebo structure.
Go to the W side and save your game for a platforming exercise. When the two platforms ahead turn horizontal, hop onto the near one and take a running jump N toward the next pair just as they change positions. Pause a split second, then continue N with a running jump to the next set of five, go around and jump S to the next set of five, go around and jump to the next set of three, go around and jump to the solitary one. You can now pause and take a breath, as this one doesn't change positions. Save your game again.
Look N standing left, and when the platform just to the left of the platforms leading to the structure turns vertical, side flip left, stand jump forward, side flip left, back flip, side flip left, stand jump forward, continue with a running jump and follow the path to take a final running jump and grab (if necessary) the opening to the structure. Save again when you arrive successfully. Approach the plinth, press the action key and things quiet down a bit. Go around to the other side of the plinth, face N and press the action key just once. Turn around and use the sole platform and rock to reach the S gazebo structure.
Go to the E side and use the stationary platforms (standing jumps at first, then a mixture of running and standing jumps, bypassing a few of the platforms) to reach the S rock. Jump S to the next rock, and you're now faced with another gauntlet of shifting platforms. This one just takes luck and patience. Face S and stand jump onto the platform when it turns horizontal. Wait a second, take a running jump toward the next platform as it turns horizontal, walk to the right corner and jump to the third platform, walk to its right corner and jump to the fourth platform, which is actually an elevator (so you can save again if you like). Time jumps to the next three platforms (with a running jump to the last one), and finally side flip into the gazebo structure.†††
Approach the plinth, press the action key to be transported to another area and hop the gap to the S side. Stand left, take a running jump to grab the green ledge ahead, pull up and run forward to face your final gauntlet. Needless to say, you should save your game again now. The trick seems to be to begin with a standing jump onto the row of platforms and progress with successive running jumps, pausing slightly between each one to match the cycle as the platforms collapse behind you and on their way toward you (the fixed camera actually helps here). Take a final jump onto the rock in front of the gazebo structure. This sequence is nothing less than cruel, but those who may wish to avail themselves of this savegame may do so.††
Run forward, jump the gap and step onto the central slab. Reach up to grab one of the pages that was torn from the Grimoire, whereupon Lara falls into another one of her swoons.
Level 1: MANSION (revisited)
When Lara wakes up this time, she finds herself back in the gazebo near the mansion. Run NW back to the front door, enter and go all the way back to the left corner and into the kitchen. Crawl past the burning stove, turn left and search the cabinet for BONE MEAL. Crawl back, exit to the entrance area and loop around between the staircases and into the S lounge. Search the second cabinet from the right for BOTTLED BLOOD, exit to the entrance area and run upstairs.
Turn left at the landing and go through the S doorway to the bedroom in the back corner. Stand in front of the cauldron facing the window, press the action key and Lara will add her acquired items to the mix. Press the action key again and she will withdraw another RUBY. Exit to the landing, turn left and avoid the waiting blaze orb ghosts while running to the stand in the SW corner to place a Ruby. There's a similar stand in the NW corner to place the other Ruby, whereupon you hear the sound of doors opening at the W end of the landing. Go there and find the opened doors.
Enter either one and go up the winding stairs to an upper hallway. Head E, note the familiar painting in the alcove ahead and turn left. The first door on your left opens automatically, so enter a small storage room, vault up onto the ledge and pull a CROWBAR from the wall. Exit, turn left and follow the hallway around past a locked door and a posted notice to a crossing. Continue E past an opened door to a game room, face N to take a s'more biscuit from the corner stand and return to the crossing. Turn left, note the galactic painting as you pass by, turn left at the next crossing and find a NOTE on the stand near the window next to another locked door. A cutscene will show you a large inscription appearing next to the large painting in the Gallery.†††††
Run N past the crossing, and the door to your right opens automatically. Step inside for a pumpkin pie but heed the warning and don't proceed further. Hop back, turn left and continue around the corner. The first W door is booby trapped (save and try if you like), but the second door opens for you automatically. Enter a wine cellar to a fixed camera and pick up a s'more biscuit. Step forward to pick up another s'more biscuit, whereupon you hear a door opening and noxious gas starts issuing from one of the wine barrels. Quickly turn left and press the action key in front of the third wine barrel to shut off the gas flow, then pick up the pumpkin pie and exit.
Turn left, follow the outer hallway clockwise and come to the game room at the NE corner. Enter for a cut scene showing a key (which is just beyond the window to your right). Go to the cabinet near the pool table and search it for a LOCKED CHESS BOX. Just to the left of the cabinet is a dart board. Pull out the lone DART and combine it with the Chess Box to produce a NOTE that had been locked inside. Go to the other side of the room and admire the portraits on the wall. If you'll look closely at the disfigured woman on the left, you can see numbers on her hat.† In the NW alcove is a closed door with a keypad. Punch in those numbers (2863), hit the star key and the door opens.
Enter a music room, look around and find that there's nothing to do here yet. Return to the E wall portraits and find that the window between them is open. Stand jump onto a floating speckled platform, take a running jump S to the next platform and hop W for the NORTH GATE KEY you saw earlier through the window. Jump the platforms back to the game room, exit S to the hallway, go around to the W end and down the steps on either side to the lower landing. Note that you could go upstairs as well, but that's for later.
Go to the S side and past the opening into the bedroom you visited earlier. Stand in front of the television set near the window and give it a good whack to shatter the screen. Reach inside for a GOLDEN GOBLET and SECRET #2. Exit to the landing, turn left and outrun the blaze orb ghosts to the stairs. Go down to the entrance area and run straight across E toward the front door. Turn left into the long lounge and destroy the television set there as well. Reach inside for the ANTIQUE ROOM KEY, exit this room and also the mansion, and once outdoors turn left and loop around to the gate in the N wall. Use the North Gate Key to open it and enter the passage. The gate closes behind you and you're carried to the next level.
Level 3: GREENHOUSE
Lara doesn't swoon this time, so after the opening flyby turn left and go to the shelves against the S wall to find another missing PAGE from the Grimoire. Right behind you is a waterskin, but if you go to pick it up directly you'll be devoured by a carnivorous plant. The plant is fairly sluggish, so sprint across the path the waterskin is in, wait a second, back flip and pick up the EMPTY WATERSKIN before the plant has a chance to regroup. Quickly stand jump forward and go around to the left of the well to the N side of the greenhouse to find shelves with the PLANT EXTRACT VIALS mentioned in the Grimoire page.
Get behind that gas-spewing plant near the NE corner, and when the green gas dissipates run forward quickly to pick up the first of four plant extracts that go in the vials. Go back to the S wall and stand against the vine to the left of the shelves. Press the action key to acquire the second required extract. Next, go to the middle window in the W wall and grab the third plant extract from the plant on the far right. Finally, get the final extract from the large plant against the N wall to the right of the shelves. You now have the completed mixture, so go to the well (avoiding those dangerous plants, of course), stand facing S and press the action key to fill your waterskin.
Go to the shallow trench to the left of the N shelves, stand up against that vertical pipe facing N and empty your waterskin there. The "pipe" starts growing like a bamboo shoot and noxious gas starts to sap your health. Hold Action to quickly climb the pole as soon as the game allows you to (donít jump to it), and then back flip onto an upper ledge where the air is cleaner. Turn around and approach the tightrope to awaken pink orb ghosts. You knew it couldn't be this easy, didn't you? What's more, the route along the tightrope has pockets of noxious gas, so you have to move rather quickly while engaging in a deadly dance with the ghosts. You would be wise to save your game before mounting the tightrope. When you get safely across, run toward the closed door for a return visit to the Mansion.
Level 1: MANSION (revisited)
You're back outside the closed North Gate. Go around W and S toward the back of the mansion and that outdoor pool you saw earlier. Fill your waterskin at the shallow S end and go to the small trench not far from the NE corner of the pool, where a lone tree is planted. Stand next to a "pipe" similar to the one you saw in the greenhouse and empty the waterskin into it. Again noxious gas spews forth as the bamboo shoot rises, but it doesn't to affect you this time as the open air presumably blows away the gas. Before climbing the bamboo shoot, go back to the pool to refill the waterskin.
Return to the shoot, climb it facing N and back flip when you've neared the top and see only two horizontal lines on the shoot. You should land safely on the ledge surrounding the balcony, not far from another missing PAGE from the Grimoire. When you pick it up the door to the mansion opens, so enter and turn either left or right to go upstairs once again. When you reach the upper hallway continue up the stairs to emerge in a room with a locked E door. Go through the opposite W doorway into a storage room with crates.
Don't go to your right and vault up at the corner, or the door will close and you'll attract baby spiders with no way to deal with them. The middle crate is a pushblock, but it's locked so that you can neither push nor pull it. If you try to vault or hop over it you'll trigger those baby spiders, so face SW, save your game and do just that. Hop from the pushblock onto the SW crate and grab the SPIDER WEB in the corner. Hop down and push the crate once N, then once W and get up on it. Push the wall button to re-open the door and exit this room after picking up the s'more biscuit the pushblock was covering.
Return to the stairwell and go all the way down to the main landing. Run around to the E doorway, go in and turn left into the long room with a burning fireplace. Step up onto the bricks (you shouldn't catch fire) and pour the contents of the waterskin onto the flames to douse them. The grate beyond opens, so lower Lara down the other side but don't release. Shimmy left around the two corners, release and grab the crawl space. Pull inside for another missing Grimoire PAGE. You can't read it in a crawling posture, so drop down to the floor and exit the fireplace before satisfying your curiosity.
Exit S and W to the entrance area. Run straight forward past the opening and turn right into the art room. Approach the stand with an inscription to its left and read about your upcoming tasks. Do not worry about approaching the large portrait and the butterfly anymore as with the Spider Web in your possession, the butterflies will be repelled when they attempt to attack you and you wonít die. Hop back from the stand two times and turn right to leave. Exit this room and the mansion (E, not W). Note the four lion statues around the central wading pool and pat the NE one with the broken tail on the nose. Go back through the mansion and out the W door. Turn left and go around the exterior to the S side. When you can go no further, stand underneath the unlit wall lantern and jump up as if to activate a jump switch and trigger a cut scene of something that has appeared in the art room.††
Return to the art room and continue to avoid getting close to the portrait (which we now know is of Beatrice) if you still do not have the spider web. Go to the corner stand to the right of the portrait and use the Knife to stab the polka-dotted heart that has appeared on it. Reach out to claim BEATRICE'S ROOM KEY, exit to the main entrance, go upstairs to the landing and toward the window ahead (W). Turn either right or left and up the stairs to the upper hallway. Go around to the SE corner and use Beatrice's Room Key to open the doors to your right along with a notice to exercise caution. Do not enter the room if you still donít have the spider web.
When you enter the room, there's a puff of yellow gas as killer butterflies are released, but they'll go away before long. Go into the SW bathroom to find the GOLDEN RING in the sink for SECRET #3, then reverse roll and run toward the portrait with Beatrice and the golden butterflies in the E wall to trigger a colloquy between Lara and Beatrice. When camera control is restored, exit the bedroom and find the galactic painting on the E side of the hallway. Jump into it for a shortcut back to the landing, run downstairs and head E toward the front door and turn right into the long dining room. There's a white orb ghost in the distance. Run into it to trigger a colloquy between Lara and someone who sounds a lot like that soul stealer you met earlier.
Turn around, return to the main entrance and exit the mansion through the W back door. Turn left at the pool and go through the opened S gate into a small garden park. There's an Elusive Butterfly of Love (remember that one?) flitting about. Your task, which may require the patience of Job while you're running around willy nilly, is to chase it around this garden. Each time you approach it, it will teleport away. Stand in the middle of the garden path and look NE, you will notice the first butterfly flickering about under the trees. Approaching it will cause it to emit a yellow gas and disappear. Head to the SW corner for the next butterfly. The next one is hiding up in the tree in the NW corner. Then run E along the S wall to find the next one. Another one appears in the SW corner for you to catch. Return to the NE corner and find another butterfly fluttering up in the trees. Now for the third and last time, go SW and grab the last butterfly. If the frustration proves to be insufferable, proceed by using this savegame. A new PAGE torn from the Grimoire will be added to your inventory, so return to the mansion and go upstairs to the landing.
Go around to the E side and hop into the galactic painting for a shortcut back to the upper hallway area. Go NE into the game room and NW into the music room. Stand in front of the harp and play a few notes of a familiar tune to shatter the window ahead and raise a host of goat-like enemies. Go to the window and stand jump down to a trellis, go right and hop SW through an opening in the window to the library balcony. To your left is a closed door. Walk past the bookshelf toward the white orb ghost on the chair for another exchange with the soul stealer (who now wears a librarian's hat, so to speak).
Search the nearby shelves for a s'mores biscuit as you hear a door opening nearby. Exit SE to the landing, turn left and go around to that galactic painting. Hop through, turn right and run S past a horde of axe-wielding goat monsters. Turn left at the wall and then go right into Beatrice's bedroom where the monsters won't follow. Go to the stand next to the window where something has appeared. Reach up to grasp the MAGIC STAFF and you'll be carried away to your next adventure.
Level 4: LARA'S WITCH TRIAL
This little interlude is a shooter tidbit, and although it presents quite a challenge it's over before you know it. You start by being deposited onto a cosmic checkerboard and fired at by an enemy hovering overhead in a flying saucer. You can't avoid being decked by the first blast, but get quickly to your feet and move away from the line of fire. The Magic Staff serves as a formidable weapon and fires blaze orbs instead of bullets. Your most effective technique is to side flip back and forth while firing. When you start getting the better of the guy in the flying saucer, four goat monsters arrive to assist him. When they're all gone, the flying saucer guy returns for round two with a shield that moves up and down. You shot be able to get two shots in while the shield is moving down. After defeating the enemy for the second time, a whack-o-lantern arrives to chase you around the checkerboard while trying to pound you to a pulp. It's not difficult to evade, however, and this segment lasts for less than a minute. You can save during the pumpkin chase, but refrain from saving thereafter until the level is completed, or you may find upon reload that the Magic Staff no longer works.
When the pumpkin gets tired of chasing you and disappears, more goat monsters materialize along with the flying saucer guy, so you'll need to be quick on your feet and may have to use some of those biscuits or pies to replenish your health during this final battle. Your best bet is to concentrate on the flying saucer guy while maintaining a healthy distance from the goat monsters. When he dies, even if one or more goat monsters remain, you'll be taken back to the Mansion.
Level 1: MANSION (revisited)
You're back in Beatrice's bedroom, so exit to the hallway and deal with all those goat monsters with the Magic Staff you're now carrying. Return to the stairwells on the E side and go down either one to the landing (or take a short cut by hopping into the galactic painting). The Magic Staff is effective with those blaze orbs, so go around eliminating them one by one, then go downstairs to the main entrance area and do the same thing (I counted a total of four). A white orb ghost will then appear between the staircases, so approach it to have an extended conversation with a rather pitiful spirit being. Upon its conclusion you get a brief cut scene of the outdoor pool.
Exit the mansion via the W back door and see the tiny boat cruising around the pool with blue flames that turn off for a second or two and then re-appear. Jump into the water and paddle along close beside the boat until the flames disappear, then lunge forward to grab the EMERALD. Get out of the pool after refilling your waterskin and return to the mansion. Loop right around the staircase into the kitchen and turn left to the connecting walkway. Look at the SE corner for one of those "pipes" you saw in the greenhouse, stand in front of it and empty the waterskin to bring forth a bamboo shoot.
Climb up facing S and back flip onto a trellis. Shoot the wooden barrier and jump through the window into a new section of the mansion. Run forward to find a JOURNAL ENTRY near the bathtub (this is one of the entries needed for Endings A, B, or G) and go back to the window. Jump to the trellis, safety drop to the ground and re-enter the mansion via either the E or W doorway. Go upstairs to the landing and around to the galactic painting at the E side. Hop through for a short cut to the upper hallway area and go around to the SW passageway. Proceed past the bathroom to the bedroom and stand in front of the bookshelf next to the window. Press the action key to initiate another conversation with a ghostly spirit.
When camera control is restored the HERBS ENCYCLOPEDIA VOL. 1 appears in your inventory. Exit to the hallway and hop through the galactic portrait. Go downstairs and E toward the front door exit. Turn left into the long lounge, go back to the NE bookshelf, stand in front of it and press the action key for a book named SEACATS - THE FINAL SAGA and another ghostly conversation. Exit, run back upstairs to the landing and through the doorway in the middle of the E wall. Turn right into the piano room and do battle with four goat monsters. When all is quiet, go to the bookcase in the back SE corner to find a book called POOR UNFORTUNATE SOULS.
Exit to the landing, go around to the N doorway, enter the library balcony and loop around left to the soul stealer for a mercifully brief utterance.† A second EMERALD has appeared in your inventory, so go to the nearby NW stand and place one of them. A second stand is opposite the doorway, and when you place the other Emerald everything goes black for a few seconds and you hear a creaking noise. A small bowl has appeared at the balcony's edge, but ignore it for now and exit to the landing.
Hop into the galactic painting to return to the upper hallway area. Go to the NW corner and use the Antique Room Key to open the S door. Search the cabinet inside for the WITCH'S CRYSTAL BALL, note the stand in the corner next to it and exit. Find the galactic painting, hop into it and return N to that bowl you saw at the library balcony. Place the Witch's Crystal Ball on it and four purple platforms will appear after Lara reads an enigmatic message. Use the platforms to get across to the other side of the balcony, note the covered keypad on your right and go to the other keypad on your left. Over it reads "witch's melody: verse 1." According to the Grimoire and a Journal Entry, verse 1 is G4, C5, D5 and D#5, which corresponds to† 1689, so punch in those numbers, hit the star key and the cover protecting the other keypad falls to the floor. Go there to find that verse 2 is called for here. Using the same tools as before, knowing that verse 2 is G4, A4, B4 and C5, punch in 1356, hit the star key and the door to your right opens.
Before going inside, search the nearby cabinet for a pumpkin pie. The doorway leads to a small office where two goat monsters will attack. The cabinet in the NW corner contains unlimited frost orbs for your Magic Staff. Exit to the balcony, hop over to the other side, go downstairs to the main entrance area and around SW into the kitchen. Crawl past the burning stove, go left into the laundry room you visited much earlier, ready the Magic Staff with frost orbs and push the E wall button to open the timed door to your right. Quickly turn right, draw the Magic Staff and fire a frost orb straight at the door before it closes again. It will likely take several tries to aim at the door, but eventually you'll hit something and the door will stay open. Proceed down the steps ahead to be carried to your next adventure.
Level 5: BASEMENT OF WONDERS
Begin in a surreal hub room with a central dais bearing a huge crystal and surrounded by eight posts supporting different symbols. Images of those symbols are posted on the walls around you. You'll be returning to this room after you complete each of the tasks assigned to you in this level.
Stand at the SW corner of the raised platform facing the central crystal. Press the white square symbol to start it turning. Turn to your left, see the larger square on the floor and run onto it to be transported to what Klona calls the Pumpkin Garden. He has graciously documented the bulk of this level, so much of what follows is in his own words.
Synopsis by Klona: In this area, there's an ON/OFF crystal switch that makes a platform in the middle disappear from the ground behind you. There are also four gardens connected by brick passages. These gardens have several pumpkins, approach each one until one pops out of the floor from each garden. These pumpkin skeletons are undead, so the blaze staff does not affect them. You need to lure these pumpkins back to the starting gazebo and use the FROST ORB to freeze them on the disappearing platform. You may have to step on the platform yourself, otherwise they will just walk around it to get to you. Since the skeleton pumpkins won't follow you if you walk too far, perhaps you can choose to separate them and freeze them one by one on that platform. Once they're frozen, act quickly and use the crystal switch to make the platform disappear and the skeleton will fall into the abyss. Repeat until all skeletons are gone and the barrier blocking the exit crystal switch (in the gazebo near the NE corner of the pumpkin garden) will dissolve.
You can also collect a pumpkin pie at the NW corner and a s'more biscuit in the SW patch. Be sure to use the crystal switch to restore the platform after disposing of each skeleton. When you use the crystal switch in the exit gazebo you'll be taken back to the hub room.
On the S side of the raised platform, press the white circle symbol. Go around to the W side and press the gold star symbol. Near the SE corner of the room is a brick column with a climbable surface. Climb up toward the ceiling symbol, press the jump key when you can go no further and you'll be taken to what Klona calls the Mirror Room.
Synopsis by Klona: BLUE CROWN pads teleport you, so if you mess up at any point you can go to it to reset your position.
Start facing North. Wait for the platform to be in the same level as Lara before jumping (it's not recommended to grab them). When at the third platform, look down into the mirror North West and you will notice a platform that is not visible in the real room that you can jump onto. Locate the platform according to the mirror before jumping. After a series of jumps you can reach the end of the first room North where you will find a BLUE CROWN pad that teleports you to the next area.
The next room is trickier, it starts facing West (Mirror is on North wall). If you look down a bit to your right there is a flipping platform. When you time a jump down to it, there will be a platform (also a bit to your right) that has just descended. Quickly jump on it before it rises or you will fall to your death. Afterwards, it will seem like a dead end but there are TWO invisible platforms lined up, parallel to each other and the mirror. Walk to the center of the platform and face North West. When the platform descends to a stop, take a leap of faith. You should land on the invisible platform. The next one is simpler, walk to the West edge of the invisible platform you're on and wait until the platform stops moving and then do a standing jump forward. Now you can jump to the platform in front of you. If you look North at the mirror now, you will notice these black holes in the walls. In the real room, these are passages. To know where they are exactly, count the dark patches along the walls in the mirror and you will notice the first on the west wall, and it comes after the second dark patch texture. So in the real room, it should be in the place of the third dark patch. If you jump West when the platform is in its down position, you will enter this room and find 2 x s'more biscuits inside.
Now leave and follow the platforms to the South wall near the corner where you saw more of these holes in the wall from the mirror. You can jump to the South wall (again when the platform is down) where you saw the hole and you will be in a passage. In the passage there's a purple room on your right that has a PURPLE CROWN pad switch that opens the exit door. Continue to the other end of the passage and jump onto a descending platform. When it rises, jump South East to a platform just behind you. On the East wall there's another hole with a pumpkin pie inside. It should be the first dark patch on the East wall, just to the left of the corner strip, and jump from the platform's up position. After getting the pie, jump out to the platform you jumped from and continue North West along the path, then using the flipping platform to jump W into the room with the BLUE CROWN pad.
You are teleported to the room facing East. A door will open across the two towers in front of you, and you will hear a timer ticking. Ignore that timer for now, as there's no way to reach the door before the timer runs out. You will have to create a shortcut that gives you more than enough time to reach the end. Walk to the edge of the opening of the first tower in front of you and look up, you will notice a mirror on the ceiling. If you look a bit to the North, you'll notice a red glow in the North wall high up in the tower's reflection. There are NO invisible platforms in this section, but there are illusions you need to be aware of... if it doesn't exist in the mirror, then whatever is in the real room is FAKE!
Jump on the platforms -- run off North onto the first one, running jump North and stand jump slightly North East -- and when the platform is at the up position stand jump with grab just to the right of that blue-tinted mirror. Inside the red room is a RED CROWN pad. This opens a door at the bottom of the first tower, allowing you to enter the second tower. Exit this room and make your way to the second tower by jumping two platforms South and a jump East into the opening.
In here, simply make your way up (refer to the following paragraph if you like for a simpler step by step route). Be careful not to fall into the East pool as it's a fake (not in the reflection). While making your way up, look at the reflection in the West wall. You will initially notice two holes parallel to the upper middle passage connecting the two towers. Additionally, thanks to the reflection, you can see a PURPLE CROWN switch inside that passage. The problem is all of these are out of reach, including the hole on the North wall. To get to it, look even HIGHER in the mirror on the West wall and you'll notice a third hole above the right one. Now keep in mind, the higher it is in the reflection, the lower it is in the real room! If you have trouble finding it, stand away from the West wall to get a better vantage point. Find your way to the correct position and jump into the wall.
From the opening in the second tower, follow this route along the platforms: E, SE, E, NE, NW, S, SW, W, N, and from the corner of this platform stand jump NW with grab into the wall opening. Follow the passage up, climbing blocks until you reach the higher opening.†
This will give you access to the upper area (jump E, NW and from there into the opening) and allow you to reach the PURPLE CROWN pad. When you step on it, a camera will zoom in on a static platform... and after a few seconds that platform will descend, giving you a shortcut from the initial timed switch directly back to the second tower. But don't leave the second tower yet; you will have to learn the route for the timed run. If you remember, there is another hole on the West wall, this is a passage that connects to the hole in the North wall. You can use the BLUE CROWN switches at the bottom of the towers to reset your position, or jump to the room with the timed switch at the start. While jumping across the first tower, wait for the platforms to align, as the platform you activated using the PURPLE CROWN pad is slower than the rest.
With the foregoing in mind, let's get started. From the tower opening, take a running jump W onto the first platform, a standing jump W to the next platform and a standing jump into the W opening. Hop over or go around the central trigger pad, turn around to face E and save your game for the timed run. Run over the pad, take a running jump to the first platform followed by an immediate running jump to the next platform. Line up for another running jump while it rises to its zenith, land inside the E opening and go to the far edge. Hop out sharp left onto the platform against the wall and go left again at its zenith into the adjacent phantom opening in that wall. Follow the shortcut passage around to the next wall opening.
Line up for a running jump SE so you can meet that platform upon its arrival. Take a running jump SE to the next platform, followed by a standing jump into the E opening. Run forward and press the crystal switch to be returned to the hub room. For your next adventure, go to the SE corner of the central platform, face the huge crystal on the dais and press the white triangle symbol. Working your way left, press the remaining symbols as well, with the exception of the gold circle symbol and the white star symbol. When done, go to the blue and gold Star of David on the wall and jump into it.†
Dark Room With Flames
Your task here is to negotiate a series of flame-trapped ledges and blocks. When the flames on the first ledge are going away from you, jump to it and make your way to the other end, jumping over the flames as they return. Jump over to the next ledge to trigger a boulder, reverse roll and jump back to the first ledge (the flames have gone out).
Jump back to the boulder ledge, go to the end and look left. The flames on the E ledge follow a defined and equally timed pattern, leaving two connected tiles flame-free at all times, so wait until the counterclockwise circuit reaches you, jump to a free tile and follow behind the flames until you can take a running jump to grab the N column. Shimmy around to the other side and pull up in a corner where you'll be safe. Stand jump N down to the ledge below, wait for the flames to advance, hop over them and jump to the first of three blocks. It's a fairly simple matter to make your way around, timing the flames and using the corners for protection.
When you reach the taller column with the torch, save your game, slide down S and stand jump over the gap as a triggered boulder pursues you. You'll land in a fixed camera, so hit the look key to break it and follow the ledge around before the flame tiles beneath your feet are activated. Slide down E and jump the gap to a safe ledge. Note the flame pattern on the ledge ahead, and when they pass by going to your right jump down onto the ledge, veer left and hop over the flames on their returning cycle. Hasten to a safe corner and time a running jump to grab one of the N blocks.
Pull up in a corner and make your way clockwise around the blocks, using the corners and timing the flames as appropriate (one block requires a running jump), until you reach the taller column with the crystal switch. Push it to be returned to the hub room. Push the gold circle symbol, the gold square symbol, the white triangle symbol TWO times, then finally the gold triangle symbol, go to the NW corner and jump into the wall symbol with the triangle within a circle for your next challenge here.
Synopsis by Klona: Climb any platform and jump into the bubble then swim UP, saving your game as you rise. You have to be fast because of the rising lava.
Before surfacing at the top, point Lara to the West and swim. You will fall out of the bubble and land inside another one below.
Follow the bubble path and you will soon descend into another set of bubbles. Since Lara may fall at a fast rate into a bubble, there is a chance she can fall through the bottom of the bubble. To prevent that, you need to perform an underwater roll.
Continue swimming through the track of bubbles and it will take you upwards. Now you are at the South Eastern corner of the room. The bubbles you are in continue in one track, but if you keep an eye to Lara's right as you're swimming you will notice another set of bubbles (East) that aren't connected to the track you are swimming in. You need to drop into the bubble on the East as the track you are on leads nowhere.
The next set also continues in a single track. Swim upwards to the next level and you will notice a column of bubbles South West. Swim out of the bubble you are in and fall into the next set of bubbles.
Once again, you will be swimming upwards. This time, the bubbles diverge into two paths, North AND East. The path North will let Lara swim upwards, but it's a dead end. Swim to the East path and you will see another column of bubbles on the North Eastern corner that you will have to drop into.
Follow the track of bubbles, caring not to fall back into the bubbles you already swam through, thinking it's the right path. The next track is in the South Eastern corner of the room, so swim through the bubbles you're in and then drop into the next bubbles. Quickly perform an underwater roll so that Lara's speed doesn't make her fall through the bubble. And then swim upwards and fall into the last track of bubbles to the West. Lastly, swim to the platform with the crystal and surface to get out of the water. You can use this savegame in case all of this proves too burdensome for you. A camera will show you Beatrice in her "hot tub". Use the crystal switch to return to the hub room. Go to the S wall and jump into the star design for your final adventure in this level.
Gladiator in the Coliseum
The goat monsters in the gallery are screaming for blood, so do your best to disappoint them. In her attempt to give you a handicap, Beatriceís magic prevents you from jumping in the arena. Your challenger acts in the manner of a demonic lion, and your task is to lure it so that it lunges into four spike tiles (one of which is occupied by your unfortunate predecessor). The lava pits scattered about make this a tricky enterprise, and you'll need to use frost orbs to freeze the lion momentarily as you attempt to line it up with the spike tiles. When you line up the lion with a spike tile, freeze the lion as it charges up and move out of the way. When the spell is over it will lunge at the spike tile, destroying it. Keep your distance as the yellow shockwave from the lionís impact can kill Lara instantly. You may have to save and reload frequently during this process, as Lara is unable to jump and side flip while inside the coliseum.
When all four spike tiles have been activated by the lion (after each successful lunge the spikes on that tile will break and disappear), it will be blown to bloody bits, Beatrice will wail her disapproval and a flashing golden light will appear nearby. Run into it to be carried onto a magic carpet. Step forward, take the OBSERVATORY KEY and Lara will be transported back to the Mansion.
Level 1: THE MANSION (revisited)
Lara gets to her feet near the timed door. Exit the laundry room to the kitchen, crawl past the burning stove to the main entrance area and go upstairs to the landing. Run around to the E side and hop into the galactic painting. Run to the W side of the upper hallway area and use the doorway to your right or left to run upstairs to the uppermost room you visited earlier. Go between the columns and use the Observatory Key to open the E door and trigger an extended strategy discussion with Madam Clairvoya. When camera control is restored, you have a new journal entry that summarizes much of what you've just heard.
Run forward and find a Grimoire PAGE on the small table in the NW corner. Search the nearby bookcase for a couple of diary entries and the one just around the corner for information regarding signs of the zodiac. The companion bookcases near the SW corner provide another journal entry and information about birthstones and the personality traits of zodiac signs. After taking some time to study all this, together with the symbols displayed on the W wall painting, search the E cabinet for a pumpkin pie and exit E to the outdoor balcony.
Note the large telescope and side flip over the railing. Ignore the flashing yellow light for now, find a pumpkin pie near the SW window and activate the NW jump switch over the caution sign to open a grate. Go through the W doorway into the upper hallway area, return to the W stairwells and go up to the observatory. Go toward the S wall, stand in front of the left pink crystal switch and use it five times so that the hand on the zodiac clock is in what we would call the five o'clock position. Go to the other switch and use this one six times, causing the inner circle on the zodiac clock to rotate with each use. Turn around and go to the purple crystal switches at the N side of the room. Use the one on the left one time and the one on the right two times. You should see a flash, and something has appeared on the stand behind you.
Go take the SAPPHIRE and return to the pink crystal switches. Use the one on the left two times and the one on the right nine times. Go across to the purple crystal switches, use the one on the left one time and the one on the right one time as well. You should see a red flash as PROJECTION COORDINATES appear in your inventory. Exit to the balcony, side flip over the railing, go through the doorway into the upper hallway area and go around to the room near the NW corner. Next to the cabinet is an empty stand for the birthstone of William Goldsmith, whoever he is. Place the Sapphire and watch the cabinet move aside. Enter the revealed alcove to find the SIGHTSTONE, which apparently serves the same function as a laser sight. Combine it with the Magic Staff, exit to the hallway and go back upstairs to the observatory.
Go out to the balcony and look through the telescope to see a flashing light in the distance. Arm the Magic Staff with blaze orbs and use the Sightstone to fire a few orbs at the light. Lara will observe that something has dropped, so get down to the main entrance area by the quickest available means, go out the front E door to the small wading pool and pick up the DREAM CATCHER. Get back up to the observatory, and now you have the option of playing the first of eight possible endings to this game, provided certain conditions have been met (in other words, if all steps previously documented in this written walkthrough have been performed). In his posted video, Steven3517 has provided this helpful chart detailing the various prerequisites. To be on the safe side, save your game now and keep the save handy in a separate slot for later use.
Go back downstairs to the upper hallway area, through the NE game room and into the NW music room. The grate you opened earlier is in the N wall, so pull inside and lower Lara into the room on the other side to trigger a conversation with a bedridden duck that turns out to be Arthur (one of the guys from the Intro cut scene). A Grimoire PAGE then appears in your inventory. The E armoire next to the vanity table is a pushable, so pull it from the wall to reveal a button that opens something with a metallic squeak. Go through the nearby hallway and open the door to the bathroom. Enter to find the WELLBEING ORB on a stand next to the window.
On your way out, look up S to see the source of that squeaky sound you heard. Pull up into the crawl space and find the GOLDEN FLASK in the alcove for the final SECRET #4 of the game. Hop down W in front of another crawl space and make your way around to a passage with two fuse boxes, one of which is covered. Pull down the wall switch, note the closed door at the end of the passage and crawl back to the bathroom. Exit, turn right in the hallway and push the button next to the closed door. Return to the bathroom, hold your nose and search the commode for a journal entry. With all documents and pages in your possession, Beatrice grants you THE VICTOR'S TOKEN, the screen flashes yellow when it is added to your inventory.
Pull into the crawl space again and return to the fuse boxes. Push the wall switch back up, go back to the bathroom, exit and look right to see that the door has opened. Don't go there yet. Instead, turn left and go toward the bedroom to trigger a cut scene where you perform some sort of duck-healing ceremony. When it's over, the duck has disappeared and the DUCK'S HAT has appeared in your inventory. Now you can go back through the SE hallway and the opened door into the upper hallway area. Go upstairs to the observatory and around to the other side of the chaise lounge. Stand against it facing W and press the action key. Lara will take a short nap to be refreshed for her upcoming challenge.
Level 6: THE GOLDEN ISLAND
After a brief speech from Beatrice on a floating island, draw your Magic Staff to deal first with two goat monsters while Beatrice fires deadly energy bolts toward you. She's protected by an energy field and has two types of ammunition. After recharging for a short period of time she fires a single bolt that kills instantly If you're hit.† When she recharges over a longer period of time, she shoots two bolts that aren't inherently lethal but which inflict considerable damage.
Before tackling Beatrice in earnest, you should probably pause or save your game and read the following so you'll know how best to proceed. To temporarily deactivate the energy shield (which itself is deadly if you happen to run into it), use your blaze orb to locate and shoot a blinking blue light in the E section of the sky. When it has been disabled it turns red and you'll hear Beatrice give out a little shriek. The shield is temporarily down, so immediately pause your game, switch to frost orbs and fire one at Beatrice. Switch back to blaze orbs, fire a few at her, freeze her once again and repeat if possible.
A giant scorpion will eventually join Beatrice, and after killing it you'll need to find and disable two more flashing blue lights (high up SE and fairly low NE). These are on a timer and both need to be shot and showing red at the same time before you can continue. If you don't do it in time, wait until both are blue again and start over. When you're successful a giant minotaur will show up, and after it's defeated you can devote your full attention to Beatrice, locating and shooting three flashing blue lights -- low N, low SW and very high SE (again, all have to be red at the same time before the first one turns back to blue) -- then by switching back and forth from freeze orbs to blaze orbs until she succumbs. Use this savegame shoudl you find yourself unable to complete the battle successfully. Run forward to the raised platform and smash the flashing blue crystal. Lara then revives on the sidewalk outside the mansion and has a concluding conversation with Arthur. To continue playing, load up the savegame you made before beginning this section.
Playing all eight endings sometimes requires you to go over ground previously plowed. Such is the case here. Exit the observatory and go back downstairs to the upper hallway area, through the NE game room and into the NW music room. The grate you opened earlier is in the N wall, so pull inside and flip out into the room on the other side to trigger a conversation with a bedridden duck that calls itself Arthur. A Grimoire PAGE then appears in your inventory.
Go through the nearby SE hallway and open the W door to the bathroom. Go inside and stoop in front of the commode for a journal entry. You will also gain the THE VICTOR'S TOKEN upon collecting all documents. Go back toward the bathroom door and pull up S into the crawl space. Crawl past a closed grate to another crawl space and make your way around to a passage with two fuse boxes, one of which is covered. Pull down the wall switch, note the closed door at the end of the passage and crawl back to the bathroom. Exit, turn right in the hallway and push the button next to the closed door.
Return to the bathroom and take the WELLBEING ORB from the stand next to the window. Go back through the crawl spaces to the fuse boxes and push the wall switch back up to hear the sound of a door opening. Return to the bathroom, exit and turn right past the opened door to the upper hallway area. Go back upstairs to the observatory, run around to the other side of the chaise lounge, stand against it facing W and press the action key. It will now be necessary to repeat your ordeal in The Golden Island described above in detail. When done, the ensuing cut scene is identical to the previous one, only Arthur is not present here and therefore couldn't be saved. Boo hoo. Reload your savegame.
Exit the observatory and go back downstairs to the upper hallway area, through the NE game room and into the NW music room. The grate you opened earlier is in the N wall, so pull inside and flip out into the room on the other side to trigger a conversation with a bedridden duck that calls itself Arthur. A Grimoire PAGE then appears in your inventory. The E armoire next to the vanity table is a pushable, so pull it from the wall to reveal a button that opens something with a metallic squeak. Go through the nearby hallway and open the door to the bathroom.
Turn left and pull up S into the crawl space. Pull up into the crawl space and find the GOLDEN FLASK in the alcove for the final SECRET #4 of the game. Hop down W in front of another crawl space and make your way around to a passage with two fuse boxes, one of which is covered. Pull down the wall switch, note the closed door at the end of the passage and crawl back to the bathroom. Exit, turn left in the hallway and return to the bedroom to trigger a cut scene where you perform some sort of duck-healing ceremony. When it's over, the duck has disappeared and the DUCK'S HAT has appeared in your inventory.
Go back through the hallway and press the wall button. Return to the bathroom, go through the crawl spaces and pull that wall switch back up to open the hallway door. Return there and go past the opened door to the upper hallway area. Go back upstairs to the observatory, run around to the other side of the chaise lounge, stand against it facing W and press the action key to repeat your short nap and battle with Beatrice and her minions on The Golden Island.
When done, you and Arthur awaken outside the mansion. After exchanging a few words you express a desire to vacate the area. Load up your savegame for the next ending.
This ending begins directly with the Beatrice battle. Stand in front of the chaise lounge facing W, press the action key to repeat your short nap and visit to The Golden Island, after which you again awaken alone in front of the mansion. After wondering whether this was all a dream and expressing regret that you were unable to save anyone, you walk away sorrowfully. If you stick with the closing credits until the end, there's a secret cut scene where a purple-haired witch soliloquizes. Reload your savegame for the next ending.
We'll get a little more variety with this ending. Get all the way downstairs to the main entrance area and SW into the kitchen. Crawl past the burning stove, go around through the laundry room and down the hallway and steps into the room with the crates. Loop around right and hop into the galactic painting. Take the SUMMONING ORB from the table in front of you, jump back through the painting and exit through the laundry room and kitchen to the main entrance area. Go upstairs to the landing, hop into the galactic painting there and run straight onto the balcony and into the bright flashing light you've been ignoring for so long. You'll emerge in a brand new setting for your next adventure.
Level 7: BEATRICE'S TRICK
Beatrice establishes the rules of a new game for you begin: stay within the checkerboard for a full minute. If you do your best and are killed, or if you simply stand there and do nothing, you'll lose by default, and after a degrading cut scene Lara will awaken outside the mansion and repeat what she said in Ending D. Reload your save and try again.
This time you eschew the Summoning Orb and go directly downstairs to the upper hallway area, out the E door to the balcony and into the flashing light.
Level 7: BEATRICE'S TRICK
Upon your losing again (it's reportedly impossible to win), the same degrading cut scene is played, but this time it concludes with Lara being eaten alive by goat monsters. Let's continue with Ending G, which hopefully will be less gruesome. Load up your savegame.
Go downstairs to the upper hallway area and into the NE game room. Continue into the music room and pull up into the crawl space in the W wall. Flip out into the room on the other side to trigger a conversation with a bedridden duck that calls itself Arthur. A Grimoire PAGE then appears in your inventory. The E armoire next to the vanity table is a pushable, so pull it from the wall to reveal a button that opens something with a metallic squeak. Go through the nearby hallway and open the door to the bathroom. Enter and loop around right to stoop at the commode for a new journal entry, and also gain the THE VICTOR'S TOKEN upon collecting all documents.
On your way out, look up S to see a crawl space. Pull up inside to find the GOLDEN FLASK in the alcove for the final SECRET #4 of the game. Hop down W in front of another crawl space and make your way around to a passage with two fuse boxes, one of which is covered. Pull down the wall switch, note the closed door at the end of the passage and crawl back to the bathroom. Exit to the hallway, push the wall button, get back through the crawl spaces and push the wall switch back up. Return to the bathroom and the hallway, turn right past the opened door and get back downstairs to the main entrance hall. Exit the mansion through the E front door and go around the central wading pool to run into the flashing yellow light at the gate.
Listen to a congratulatory speech by Beatrice, run forward past the immobile goat monsters and through the N doorway for a mea culpa cut scene similar to the others. Reload your save one last time.
You should know the drill by now. Go downstairs to the upper hallway area and into the NE game room. Continue into the music room and pull up into the crawl space in the W wall. Flip out into the room on the other side to trigger a conversation with a bedridden duck that calls itself Arthur. A Grimoire PAGE then appears in your inventory. The E armoire next to the vanity table is a pushable, so pull it from the wall to reveal a button that opens something with a metallic squeak. Go through the nearby hallway and open the bathroom door on your right.
Enter, turn left and pull up into the crawl space. You'll find the GOLDEN FLASK in the alcove to your left for the final SECRET #4 of the game. Hop down W in front of another crawl space and make your way around to a passage with two fuse boxes, one of which is covered. Pull down the wall switch, note the closed door at the end of the passage and crawl back to the bathroom. Exit to the hallway, push the wall button, get back through the crawl spaces and push the wall switch back up.
Return to the bathroom and the hallway, turn right past the opened door and get back downstairs to the main entrance hall. Exit the mansion through the E front door and go around the central wading pool to run into the flashing yellow light at the gate. A rather anticlimactic cutscene similar to the earlier ones brings you to the final ending, where you can now sit back and enjoy the closing credits. If you stick with them until the end, there's a secret cut scene where a purple-haired witch soliloquizes.