MANTUA 2.0 - THE SACRED VESSELS
Levels by Traio, who provided valuable assistance during the preparation of this walk
Walkthrough by Phil Lambeth
Level 1: LAGO (The Lake)
NOTE: The game is intended to begin with an extended FMV that provides historical background information. In my case I heard music playing but the FMV was not triggered, so I hit the escape key to bypass it. If this should happen to you, the FMV can be played by going to the FMVs folder and clicking on FMV1.avi.
Step forward into a room and trigger a brief flyby explaining the fact that the sacred vessels have been stolen and must be recovered. Since the game has religious overtones, I'll mention that the builder has committed the unforgivable sin of depriving his players of the compass, although in retrospect this did not prove overly burdensome in preparing this walk.
Go through the passage, mount the motorbike and drive up the ramp to break through the wall. You can proceed no further, so dismount (cut scene of the entrance to Loch Ness) and walk back to the ramp. Note the flat spot and hop up onto it. Jump up higher toward the fire trench, stand with your back against the wall and sidestep right until you can jump back and grab a ladder. Climb down to the ground and pick up a sandwich (large medipack) and a DIAMOND for SECRET #1. The builder's readme tells us that there are 32 secrets scattered throughout the game, and all of them must be collected in order to access the bonus level at the end.
Climb back out, slide down toward the motorbike and scale the wall to find shotgun ammo, the SHOTGUN and a cookie (small medipack). Hop down the other side and approach the attendant who oligingly opens the gates for you. Go on through to trigger a flyby through the area ahead. The water directly ahead is safe, so jump in and swim toward the far wall, which is patrolled by five skeletons. The liquid beyond the wall is deadly acid, and you can swim right through the wall, so surface and pull out onto the ledge directly opposite the dragon you saw in the distance. Take a running jump past the waiting skeletons onto a lily pad block in the acid. Continue with running jumps to the next two lily pad blocks and turn around. The skeletons will jump over toward you one by one so you can blast them into the acid with your shotgun.
Take running jumps to the next two lily pad blocks and face the central column. Jump to grab the ladder and climb up to a bridge. Grab the shotgun ammo and large medipack, run past the zip line to awaken and dispose of a Tinnos wasp, ride the zip line down to a wooden platform and deal with another Tinnos wasp. Shoot two glass crows on the corner posts (cut scene of an underwater area) and activate the jump switch on the roof of the hut to gain entry. Shoot another Tinnos wasp, enter the hut and pull up through the ceiling hole. Pick up the WATER LILY and hear the sound of a trap door opening. Get back down to the deck and find a ladder at the gap in the railing.
Climb down to the opened trap door, jump into the water hole and allow the current to carry you along a passage and deposit you onto a lily pad block next to a ladder. Tip from the builder: Players who try to assist the current by swimming along the passage will have trouble trying to surface and will need to use the roll and swim keys to break through. However, if you leave your fingers off the keyboard once the current starts to pull you along, Lara will surface with no issues. Climb up to the zip line, turn right, go to the far end away from the dragon and climb down the first ladder. When you get close to the bottom, back flip onto the lily pad block and return to the wall that's now free of skeletons. Jump into the safe water and swim toward the seaweed clumps where a trap door has opened. Swim down for SECRET #2 (I won't continue to mention the diamonds), return to the wall and use the lily pad blocks to get back to the ladder.
Climb up to the bridge and use the zip line, which is now facing in the other direction, to ride down toward a ship. Release at the last instant, grab the ladder and climb up to slide down into the hold. Go left, pull up two times, face left again and pull up onto the lower deck. Reverse roll, hop back to grab the edge and shimmy left along the crack and around the corner. Drop down, go to the far end of the ship and turn around to see a ladder. Jump to grab it, climb up to a bridge and pick up the shotgun ammo and large medipack at your feet. Hop across the gap and push the floor lever to create an explosion down below.
Jump back to the bridge, turn left and walk to the end. Stand jump down to a column at the cost of some health and pick up more shotgun ammo and a large medipack. Take a running jump down to the lily pad block next to the bridge support and pull down the wall switch to lower a trap door in the ship you visited earlier. Turn around and take a running jump to the lily pad block adjacent to the column you jumped down to, pull up up onto it and take a running jump to grab the rope attached to the bridge over the ship. Swing forward, jump over to the ship and engage two Tinnos wasps. Use the wall crack to shimmy right to the other end of the ship and locate the opened trap door.
Jump into the water and swim down and along a long and winding passage until you can surface at the scene of the explosion you saw in the previous cut scene. Pull out next to a floor lever (avoid the deadly fire ledge) and push it to raise a block ahead. Take a running jump to grab it, pull up and take another running jump to grab the block in front of the purple-tinted structure. Pull up and place the Water Lily in the receptacle to lift the gate below. Hop down and slide past the opening to a level change.
Level 2: PIAZZA ERBE (Herb Square)
Step forward to trigger a scenic flyby through a village square. Proceed further to learn that your next task is to find a way to access the cathedral ahead and to your left. Run forward and turn right at the first red/white awning. Go down the steps and shoot the wheeled cart for shotgun ammo. Continue diagonally left past the second red/white awning and find a similar cart near the far corner that hides a small medipack. Go back toward your beginning point and approach the fellow near the newsstand, who suggests that you keep an eye out for the helpful merchant.
Go in the direction the fellow is pointing and shoot a wheeled cart for more shotgun ammo. Turn left from there and run past the row of columns to find a lamp post that you can climb. First, shoot the nearby empty cart to open a door above you. (The cart in the corner ahead hides a Tinnos wasp.) Then, with your back to the columns, climb the pole, and just before your head reaches the light bulb, take a rolling back flip to land just inside a wall opening. Jump straight up to grab a ladder and climb to the roof. Pull up and make your way forward along the rooftops until you can go no further. Look down right at the corner and hop down to a ledge for SECRET #3.
Hop back up onto the roof, return to the ladder and climb all the way down. Hanging from the bottom rung, release to grab the lower wall and pull up into the passage. Shoot out the window and step down into a bathroom. Lara looks left, so shoot the mirror to open the door to her right. Enter a bedroom to hear what sounds like two pistol shots, loop around left and find a wall switch on the back side of the opened door (nice touch). Pull it down to open the next door and go through to trigger some foreboding music. It seems that someone has silenced that helpful merchant just before you could reach him and has escaped through the opened window.
Go to the dresser near the doorway and pick up a BIKINI as doors open in a building outside (that merchant must have been a cross dresser). Back flip onto the block behind you, turn right to face the center of the room and take a running jump to grab the pole. Climb up past the ceiling hole and back flip into an upper room. Shoot one black box for a large medipack and open the other for the CANDLE. Safety drop down the floor hole, exit to the bathroom, jump to grab the lamp post and slide down to the walkway (or climb down the outer wall and safety drop). Run past the row of columns, loop around right and go down the steps toward the hexagonal building where the doors opened.
Enter and turn left to find a wall post beneath a painting of a saint. Place the Candle to raise a block behind you. Climb the block, jump to grab the ladder and climb to an upper room. There are chains in opposite alcoves. Pull one chain to release a skeleton, and pull the other chain to open another door outside (Lara says "no" for some reason). Climb back down the ladder, drop from the bottom rung and exit to the square. Turn right at the top of the stairs (the wheeled cart hides a Tinnos wasp in case you're interested in maximum kills) and continue to the opened door. Go up the huge steps, awaken the sluggish black beast (I'm not sure what to call it) at the landing and hop back onto the steps (where it won't follow) to kill it.
The double doors open upon the beast's death, so proceed into a large room and run toward the nude Lara statue on the central slab. Place the Bikini to cover its private parts and open a corner door. Go around the room shooting vases to reveal two large medipacks, three Tinnos wasps and shotgun ammo. Go back toward the corner entrance, note the wall ladder and exit this room via the opened door at the other corner to your right. In the next room are three decorative blocks. The one in the far left corner has a COG for you to acquire. Go up the steps to the next floor and find a receptacle for the Cog. Place it to lift a nearby gate and go up the next flight of steps (cut scene along the way) to the uppermost floor.
Go around to the window opening, pull up into it and turn around. Save your game, hop back and take a walking/running jump (and not a standard running jump) to grab the swingpole, swing around and jump off to land on a platform. Turn to your right and take a running jump to the platform you saw in the cut scene. Note: the builder tells me I missed the fact that you can acquire the CROWBAR here from the wall design. Pick up the ST. LAWRENCE CROSS PIECE 1 as a door opens elsewhere, take another running jump to a smaller platform for SECRET #4 and continue clockwise to the next small platform. Stand jump with grab to land inside the wall opening and look down right to see a jutting grill ledge. Stand jump onto it and safety drop onto a lower grill ledge. Safety drop two more times for SECRET #5 and finally safety drop onto a concrete ledge. One more safety drop with a slight loss of health will bring you down to the village square in front of the previous entrance.
Go back up those huge steps and loop around left in the huge room to that wall ladder you noted earlier. Jump up to grab it and climb up until Lara's hands are on a dark horizontal line. Take a rolling back flip to grab a swingpole, swing around and jump off to grab a suspended platform. Pull up and take a standard running jump to grab another swingpole. Swing around and jump off to land on the next platform. Repeat this procedure two more times (you'll need to grab the platform the second time and pull up) and take a running jump with grab toward the wall opening. If you miss and land on the lower platform, no problem. Just pull up into the opening and hop down into the room below.
Go to the raised slab and pick up ST. LAWRENCE CROSS PIECE 2 as doors open near a tightrope. Pull back up into the opening, drop to the platform and safety drop to the floor at the cost of some health. Run across the huge room, exit via the opening on your right and go up both flights of steps until you reach the tightrope at a landing just before the top floor. Make your way across to the opened doors and shoot the large window for a nice view of the outdoor area. Take a running jump to land on a ramp on the roof of the structure you entered from down below. Go up to the very top, combine the two Cross Pieces and place the ST. LAWRENCE CROSS on the tiered receptacle to remove an obstacle on the adjacent building.
Turn diagonally to your left and walk down until you can see the long wall ladder across the way. Drop two times onto lower sections of the roof and take a running jump over to the ledge next to the ladder. Climb up to an intermediate roof, run forward, climb the next ladder, shift right to the vertex at the top rung and pull up. The column on your right is too high to climb on this side, so go around and pull up from the other side. Take a running jump to grab the surrounding ledge, pull up and go around the corner left to find a raised area where you can pull up higher. Approach the bell, jump up to shoot it with your pistols and a section of the fence in the square down below disappears.
Get back down to where you pulled up from the second ladder, run along the roof line beside the ramparts until you reach the next building, turn left and safety drop to the column below. Use the ladder to get down to the lower roof and run across to the gap in the fence. Safety drop to the balcony, shoot the far window and hop toward a stairway. Go up to a room with a roaring fire, push the cabinet to reveal a closet and find the CROWBAR on a plinth to your right (if you missed it earlier, as I did). Go to the fireplace and see the wall ladder. Carefully sidestep left until you can jump up and grab the ladder without being set aflame. Climb a long distance, and two rungs from the top you can back flip onto a platform. Proceed into the room with a low ceiling, grab the shotgun ammo, revolver ammo and large medipack at the corners and pry the GOLDEN STAR off the wall.
A zip line has appeared under a paraglider on the ramparts outside. Note: Instead of taking the circuitous route that follows, the builder tells me there's a nearby ceiling hole you can use to reach the paraglider much more quickly, as the grate that covered it disappeared when you acquired the Golden Star. Jump from the platform to grab the ladder, climb down to near the bottom, shift right and drop safely to the floor. Go downstairs to the balcony and hop over the fence to the square at the cost of some health. Shoot the wheeled cart and kill a Tinnos wasp if you like and run past the red and white awnings to the building on your left you explored earlier. Go up the steps to the huge room, loop around left into the other opening and go up the stairs to the tightrope. Make your way across once again, repeat the moves described above to return to the ramparts and find the gap with the zip line.
Ride the paraglider down to the building across the square and drop onto a balcony. Pull down the wall switch to lift the platform you're standing on, turn right and take a running jump to grab the higher jutting platform. Pull up and jump down to the next balcony. Shoot out the window and go up the nearby stairs to a bathroom. Activate the jump switch to lift the block you're standing on, pull up onto the roof for a panoramic view of the area below and follow the roof line to a balcony. Use the block to jump over the short fence, hop down the other side and continue to the last balcony. The flower pots on the blocks can be shot, and one of them raises a block elsewhere so you can later reach a star receptacle.
From the far block, jump to the higher roof, go up to the left apex and take a running jump down to a column adorned with the same roof structure. Pull up higher, continue toward the body of water you see in the distance, and when you've gone as far as you can go, turn right and pull up higher. Go up to the left corner, save your game and take a difficult banana jump curving right around the building into a niche where you'll find SECRET #6. Save again, take another banana jump back to the previous roof and hop down to the lower roof. Go back in the direction from which you came, but this time enter one of the niches on your left, pull up higher and make your way along this higher roof line with running jumps and grabs until you can go no further.
You can't reach the high roof ahead from here, so turn a bit left, jump to grab the sloped roof above you, slide and grab and shimmy to your right a long distance around two corners. Pull up onto a gray ledge next to a tightrope. Make your way across to SECRET #7, then climb the nearby ladder, safety drop from the other side and follow the cobblestone roof toward the lower roof line you navigated earlier. When you reach the sloped part, turn around, hop back, slide and grab and shimmy left to a flat spot. Turn around, take a running jump to the lower roof section, hop down left and safety drop to a still lower section.
Walk toward the square below, hop down to a darker roof section, turn left and make your way over to that raised block you saw in the cut scene. Climb up, place the Golden Star in the receptacle and the exit door nearby opens. Drop down, go back in the direction from which you came, and when you reach the zip line turn right and safety drop to a lower area. Follow the alley until you reach the opened door to your right. Pull up for a level change.
Level 3: BASILICA DI SANT'ANDREA (Cathedral of St. Andrea)
To get down to the floor, walk to the corner of the beginning platform and look down to find two suspended breaktiles. Run off the corner to land on the first, run forward as it crumbles to land on the second one, and roll when you hit the floor to minimize health loss. Run toward the railing to trigger a flyby through the spacious cathedral, then hop over the railing to get some advice from the presiding cleric. Run diagonally to your left to find a pushpiece near the dark corner. Move it onto the marked tile between the two bowl stands near the same wall, and a climbing pole is cloned from the pole on the pushpiece.
Move the pushpiece aside, climb the new pole and back flip onto the upper ledge. Take the SACRED WATER from the plinth, run off the edge to grab the pole and slide back down. Empty the Sacred Water into the bowl on the left (as you face the wall) and get a cut scene of the altar. Reverse roll, run toward the pews and turn left just before you reach them. Hop over the railing for a small medipack at the near corner, return and continue past the first row of pews. In the second row is a pew that looks different from the others, and this one contains a large medipack.
Turn diagonally right from here and look under the painting for a wall switch that acts as an elevator, bringing you up past the painting. Turn left, stand jump to the slightly higher ledge and pull down another wall switch to hear what sounds like a block either rising or lowering. Hop back to the elevator platform, face the higher platform and run off the edge with grab to land on a lower platform. Pull the chain for another cut scene of the altar, hop back from the edge and press the action key to glide onto a small balcony with some health loss. Hop to the floor to suffer more health loss and run past the pews to a large area on your left.
Note the crime scene tapes and hop into the fenced area at the far right corner. The blue structure is a pair of pushblocks, so move them away from a crawl space that brings you to a short inner passage. Go to the far wall, pull up left, turn left and pull up onto a springpad that brings you up to a block with a wall switch. Pull it down for another cut scene of the altar, use the ladder to your left to get back down and exit to find a nearby raised block. Save your game, climb onto the block and jump up to grab the suspended springpad platform. You'll jump off onto a second springpad and land on a slope. Slide and jump to land on a grated platform. You may think you can reach the rope ahead with a running jump, but you can't so don't try. Instead, back flip onto the slope, jump to grab a swingpole, swing around and jump off to grab the rope.
Swivel around to your right, swing and jump off onto the jutting breaktile so that you land against the wall (if you're lucky you may be able instead just to grab the opening). Immediately jump up to grab the opening, pull inside and drop from the other end. Climb onto the central ledge and push the floor lever for a cut scene of the altar. A trap door has opened at the end of the ledge, so hop into the floor hole and slide down to another floor hole. Drop and slide to a third floor hole, repeat and you'll land near a floor trap door. Open it, drop to a short underground passage and open the ceiling trap door at the other end.
Pull up into the main cathedral area and go to the nearby large corner area opposite the one with the raised block. Find the distinctive pew and search it for the CROWBAR. Run all the way back toward the two bowl stands and look for a closed gate on your left. Open it with the crowbar, climb onto the first block for a large medipack and pull up higher to face an ornate pushblock. Push it two times into the next room, drop down either side and go around to open a floor trap door. Drop down into the lower passage and greet two advancing skeletons. You have no weapons, so run around and past them to the far wall, pull up through the ceiling hole where you'll be safe and go past the columns to a sloped block.
Stand against the block with your back to it, take one step forward and back flip onto the slope. Jump without sliding and grab the jutting ledge. Pull up, jump over to the next ledge and face two sloped blocks. Side flip left onto the one on your left, jump onto the next slope and jump without sliding to grab the ladder surface on the side of the ledge. Shimmy left until Lara's feet find the ladder and pull up onto the ledge. Don't attempt a short cut by taking a back flip onto the slope on your right, as you wouldn't be able to grab the ladder surface at a sufficient height. Take a running jump over to the next ledge and turn around. Back flip at a slight angle onto the slope and jump off to grab a ladder. Climb up past the crossbeams, pull up at the top and pry the COIN off the wall.
Drop down to your right or left onto the crossbeam, jump across to the next crossbeam and pull up onto the adjacent block. Jump to grab the ladder, climb to the top and pull up onto a ledge overlooking the cathedral for SECRET #8. Step forward and take a running jump to grab the first of two ropes. Swing and jump to grab the second rope, swing and jump to land in the upper opening in the far wall. Reverse roll, hop back to grab the ladder and climb down to the bottom. Safety drop to the floor and exit to an empty room with a floor hole. Turn around, hop back onto the slope, slide and grab. Shimmy right or left around the corner, pull up and go around the slope for SECRET #9. Return to the floor hole and safety drop to the room below, next to the opened trap door.
Return to the cathedral via the pushblock opening and run straight across to the far wall, where you'll find a small wooden chest. Place the Coin to open a gate near the altar. Turn right, run past the pews toward the altar, jump over the red-roped barrier and climb the raised block to your right. Jump up the grab the higher block, but for a secret don't pull up here. Instead, shimmy right or left around two corner and pull up onto a springpad that deposits you onto a large ledge. Loop around right, take a running jump from the corner to grab the swingpole, swing around and jump off to land on a grated walkway. Go to the other end and take a running jump toward the bright light for SECRET #10.
Beef up your health if necessary, safety drop to the floor at the cost of some health and go climb that raised block once again.
Pull up onto the higher block, and this time the springpad will deposit you onto the ledge with the organ pipes where the gate opened. Go through the opening ahead and turn left past the column to find a jump switch. Activate it to hear the sound of a door opening, return to the opening and jump to grab the ladder surface directly over it. Climb to the top and pull up for SECRET #11. Turn right, walk toward the altar as far as possible, turn around and hop back to slide and grab and activate another jump switch that opens a door to another secret down below.
Look down left, run off the edge onto a lower ledge at a modest cost of health. Stand jump down to the ledge with the lighted candles and safety drop to the floor. Find the nearby opened door behind the altar (cut scene along the way) and enter the short passage for SECRET #12. Exit, run past the altar and jump over the red-roped barrier. Side jump over the fence surrounding the central area and push the now-accessible floor lever to hear the sound of a nearby trap door opening. Turn to your left, jump over the fence and find the opened trap door. Drop down near an opening and safety drop onto the patterned floor.
Go around right to the back of the central fenced area, locate the jump switch and jump up to activate it. A squeaky gate opens to allow access to the central area (which is evidently a red herring, as there's nothing productive to do or find in there)Moreover, the builder says that if you do go in there and pick up the hard-to-see PHOTO of the castle, the exit door will close and you'll be stuck. Instead of entering, turn around at the gate and go up the stairs you saw upon entry, save your game and push the floor lever at the top to initiate a timed run. Sprint back down the stairs, turn left in front of the gate and go around toward a crawl space.
Crawl forward past two openings before the timed gate drops and collect SECRET #13. To get back out, find the corner wall switch and pull it down and back up to lift the exit gate. Crawl back to the previous room, go around to the other side of the fenced area but don't enter. Instead, continue toward another crawl space in the corner next to the ghostly sarcophagus and lower Lara down the other side. Drop into a shallow channel and wade past the frustrated skeletons toward the far wall for a level change.
Level 4: PIAZZA BROLETTO (Broletto Square)
The skeletons have disappeared, so you can either wade (slow) or pull out on either side and run toward the submerged floor lever in the darkness at the other end. Push it to open a ceiling trap door behind you and return to pull out onto Broletto Square and trigger a flyby of the area.
The structure next to the hot-air balloon is a pushpiece, so look for a football-shaped tile design opposite the well-lighted door and move the pushpiece onto it for a remote cut scene as you hear the sound of that door opening. Enter a surreal room, stand jump onto the lower sloped block, back flip onto the higher slope and jump to grab the ceiling opening. Save as you're pulling up, back flip onto a slope and jump from slope to slope nine times (sliding as necessary) until you can grab the block you saw in the cut scene. Pull up for SECRET #14 and turn with your back to the ceiling hole. Back flip onto the slope, slide and grab and safety drop to the room below.
Exit to the square, turn right and run toward a button to the right of the closed door to the bar. Push the button to gain access to the bar and approach the attendant at the far end of the counter. Lara wants a coffee, but it'll cost her two euros. Turn left, go to the other side of the room, pull up onto the counter and find the target on the wall. Your pistols have been returned to you, so jump up while firing to shatter the target and lower a ceiling trap door. Use it to pull up through the ceiling hole and crawl along the duct to collect SECRET #15. Back up a bit, enter the side passage and lower Lara down the other end. Safety drop into the bar and note that the barrier to the slot machines you may have noted earlier has disappeared.
There are four slot machines. Facing them, try your luck with them all except for the second one (counting from left to right), as it will set you on fire. The others, in numerical order, reward you with a COIN PIECE, revolver ammo, the REVOLVER, a large medipack, and another COIN PIECE. Combine those two and present 2 EURO to the attendant. Not only do you get your coffee, but the RESTAURANT KEY as well. Before leaving you may wish to acquire another secret. Return to that counter where you shot the target, climb over it and pull down the timed wall switch to open a door in the corner to the left of the slot machines. Reverse roll, take a running jump to clear the counter and sprint to the alcove in the opposite corner for SECRET #16. When you pick it up the door re-opens, so exit the bar and run past the hot-air balloon to the other side of Broletto Square.
Use the Restaurant Key to open the door to the Ristorante (even though Lara says "no" again). Go inside to attract the attention of a demichef and three of his pan-wielding assistants who behave in the same manner as assassins. I found that the assistants will chase you into the square, whereas the demichef is prone to stay inside the restaurant. Therefore, your better strategy is to engage the assistants out in the square, investing a couple of revolver rounds that will cause each to explode, and then enter the restaurant and get up close to the demichef, where you can kneel and dispatch him with your pistols (although it takes quite a while).
When all is quiet, explore the outer restaurant shelves for 3 x shotgun ammo, the SHOTGUN, revolver ammo and a raw STEAK. Cook the steak by placing it in the nearby wood stove and something happens to the hot-air balloon outside that allows you to mount up and ride. Do so, and when the balloon comes to a halt, turn to face the suspended platform and take a running jump onto it. Wait for the balloon to sail past you, jump over to it and continue with another jump onto the flat spot on the roof ahead. The balloon rises higher to it, so turn around and take a running jump to grab the wooden platform. Pull up, turn left and take a running jump to grab the suspended grated platform. Pull up (the balloon moves forward), turn right and jump to a similar platform, then to a third one.
Jump over to the balloon, which has followed along behind you, wait for it to rise some more and step onto the adjacent platform for SECRET #17. The balloon vanishes into the distance, leaving you seemingly high and dry, but not to worry. Locate the nearby grated platform, take a running jump onto it, continue with a running jump and grab to the next platform, pull up and the balloon magically re-appears. Take a running jump onto the wooden platform, shoot a Tinnos wasp while the balloon descends with maddening slowness and side flip onto the higher side of the roof.
Go to the side of this building away from the sun and continue to a jutting grated platform. Take a running jump to grab the roof of the next building, Pull up and run diagonally to your right toward the taller building ahead. You'll soon come to a crawl space opening and attract the attention of another Tinnos wasp. Crawl into the opening, drop from the other end and engage a knight. Get through the lower crawl space, engage another knight in the next area and continue on to dispatch a third knight. You appear to have come to a dead end, so go back the way you came and find that a jump switch has appeared on the decorative wall tile in the first area. Activate it to open a door and lift a grated platform outside.
Get back onto the roof, deal with a Tinnos wasp and go back toward the hovering balloon. Take a running jump toward the next building, grab the jutting platform and pull up. Proceed diagonally to your left and find the opening across the way that you saw in the cut scene. Take a running jump down to the grated platform, enter the building, hop down and go up the steps to a ceiling hole. Pull up two times to the roof and grab the revolver ammo and an extra REVOLVER at your feet. There's a corner flat spot on the adjacent building, so take a running jump to grab it, pull up and engage another one of those pesky Tinnos wasps.
Run along the apex of the roof, pull up into the wall opening and you'll be catapulted up to a high ledge next to the LASER SIGHT. Drop down into the enclosed courtyard, go down the winding steps and come to a wooden floor trap door. Open it by pulling down the wall switch on the column and slide down to a grated balcony with revolver ammo. Look up to see the suspended target, shoot it with the combined revolver and laser sight and the opening to your left will be made accessible. Drop down into the next room, loop around into the corner alcove and push the button to create an explosion outside. Return to the opening. The balcony has disappeared, so hang from the edge and drop onto the grated platform below at the cost of some health.
Pull up into the triangular crawl space and flip out the other side. Go to the floor hole, drop down and slide along a series of slopes to land in a passage. Follow to a button that opens the door to your left and lifts a gate somewhere outside. Step out into an alley and proceed to a street crossing. Turn left and continue to the far left corner of Broletto Square past the ristorante where you'll find the lifted gate. Go down the ramp to the motorbike, pick up the nearby NITROUS OXIDE FEEDER and attach it to the motorbike. Dismount and pull down the wall switch for a dual timed run. Reverse roll, run around the motorbike and find the floor hole created by the timed trap door. Hop down and collect SECRET #18 in this lower area. If the trap door closes before you can get back out, pull down the nearby wall switch and push it back up to re-open the trap door.
Return to the first wall switch, pull it down for your second timed run, mount the motorbike and drive it up the ramp using the sprint key for an additional boost. Drive around Broletto Square in a clockwise direction and get past the timed exit gate for a level change.
Level 5: PIAZZA SORDELLO (Sordello Square)
Step forward to trigger a brief flyby through this new area. Turn right and run past the covered section to the far corner and push the button to open the large double doors (marked "Questura") beside you. Follow to a room where you're asked for a progress report by your apparent supervisor. Loop left around her into a side room occupied by an unfriendly chap who leaves and locks you in. Go behind the chair in the left corner, turn around and pull the CROWBAR from its back side.
Go around to the other chair, hop over it into the window opening and a door opens elsewhere. Use the crowbar to escape via the window and re-enter the same building. Turn left past the supervisor once more and find the opened door ahead. Follow to a ledge with a PHOTO of the castle, your PISTOLS, the SHOTGUN, a large medipack (cut scene of a door opening outside) and 2 x shotgun ammo.
Exit to Sordello Square and run across to the opened door on the other side. Enter a mirror room and see the next secret that you can't yet pick up. There are two corner blocks, each with a button. Push either one to release a boulder and awaken a knight. You hear the sound of glass shattering while you're dealing with the knight. Push the other button to release another boulder and another knight as more glass shatters. One boulder yet remains, so pull up onto the block on your left (as you enter the room), jump past the different-colored panel and the rolling boulders and get onto the central ramp with the third boulder. Time a short run to SECRET #19. Of course, picking it up activates the third boulder behind you, so quickly back flip and then side flip to safety.
A block has been raised in a nearby corner, so climb it and pull up facing the boulders through the ceiling hole. Follow to an upper room and Lara looks up to her left. Loop left around the column, hop onto the block and activate the jump switch on the column. You'll hear a small explosion, so hop down and go across the room to a plinth surrounded by a fence. The grate covering it has been blown away, so take a standing swan dive over the fence and take SECRET #20 from the plinth. Get back out in the same manner and look in this area for three vanity mirrors with a central red spot (while noting another secret beyond a closed grate). Shoot all three red spots and you'll hear the sound of a column block being lowered nearby for later use.
Exit this room, jump over the floor hole just past the entrance and slide down the long slope, Jump off with a right curve near the bottom to avoid the hidden spike tiles in front of the slope that extend all the way to the wall. Climb the block steps and pull down the wall switch to initiate a timed run for a secret. Turn left, jump up to grab the ceiling and monkey swing toward the mirror. Drop onto the tall block, take a running jump to grab the top of a slope similar to the one you just left, pull up and slide down the right edge of the slope. Jump off with a right curve near the bottom to avoid the spikes, reverse roll and run over to mount the block steps with quick standing jumps and get past the timed door at the top for SECRET #21.
The gate ahead opens, so continue to the tall block in the center of previous room, climb up and face the wall with the jump switch. Jump up to grab the ladder in the ceiling shaft and climb up to the roof of this building. Run to the wall ladder you see ahead, climb up for a spare SHOTGUN and 2 x wideshot shotgun ammo, hop down onto the fenced roof and run halfway across toward a pole off to your right. Take a running jump over the fence to grab the pole, slide down until Lara's feet reach the bottom of the pole but don't release. Back flip into an opening, turn around while drawing the shotgun and deal with four advancing skeletons.
When all is quiet, run straight across the upper ledge and push the button in the far wall to cause radical changes in this room. Safety drop from either side to the ledge below and avoid the electrified water as you make your way clockwise around the corner and along the green-tinted wall. When you can walk no further, take a running jump curving right onto the slope and jump off to grab the first of three swingpoles. Use all three to swing and jump to grab the block against the far wall. Pull up, turn left and take a running jump down to the safe pathway next to the wall. Turn left again and step on the dark trigger tile to open a door outside.
Return to the block (the gap between the slope and the block is safe and stable), look down a bit left to find a safe water hole and stand jump to land inside past an opened trap door. Swim along the passage, surface and pull out left at the square. Run diagonally to your left and find the opened door. Enter the passage, go upstairs and turn right to an opening that overlooks a large empty room. Stand jump to grab the ladder, climb up to a ledge and shift left to pull up and awaken a demigod on the central structure. Get up close with pistols drawn and stoop to fire at it continuously while its firebolts sail harmlessly over your head. When it dies, note that one of the other corner ledges has a sleeping Tinnos wasp. Awaken and kill it, jump to its ledge and go past the column to find a wall button that again changes the character of the room and attracts another Tinnos wasp.
Go to the middle of the new ledge and take a running jump to grab the central structure. Pull up and drop onto a grate below the other side of the floor hole for the DUCAL PALACE KEY. If you happen to miss the grab and fall into the water, you can swim underneath the structure, surface and pull up onto two levels of grates for that coveted key. In either event, get down into the water, locate the underwater lever high up on one of the corner columns and pull it to open a nearby floor trap door. Swim down the floor hole and follow the short passage to the other end. Surface and pull out into an alley just off Sordello Square.
Approach the square, run diagonally to your right past the column structure to the far wall and find a receptacle for your key next to a distinctive tile. Open the double doors to your left and enter a room with a magnificent wall mural. Go up the steps past an equally magnificent wall mural and loop around right at the landing to enter an ornate side room. Jump up to shoot the white ornament on the far wall and return to the hallway. The larger room to your left is now accessible, but don't enter yet. Instead, go up the steps to your left and enter the exhibit room to your left. Jump up to shoot the faux target you see and the entire painting shatters. Pull up into the opening, activate the jump switch to raise a grated platform in the room you avoided earlier and go back downstairs.
Turn right, not left at the bottom of the stairs and go along the hallway to a new room past the opened door. Climb onto the central block, locate the red mirror dots in the wall and shoot them both to cause the grated platform you're standing on to rise. Turn left, take a running jump to grab the higher grate, pull up to a chain and pull it to cause another grated platform to rise in the room we haven't yet visited. Safety drop to the floor, exit this room to the hallway and go back upstairs to find that the door at the top has opened. Enter the new room and safe your game in front of the timed wall switch to your right. Pull it down, take a rolling back flip and run to the other side of the room. Jump up into the opening before the timed door closes and hop down into the room below.
Turn around and push the wall button to raise a third grated platform in the room we haven't yet visited. To get out of here, reverse roll and find a wall switch at the other end of this room. Pull it down and back up to open the exit gate. Go back downstairs and this time you can turn left into that exhibit room we've been avoiding. Note the warning and save your game now. Go to the pushblock that abuts the warning ledge and push it two times away from the three flames behind you. Go around left and push the same block two times (in one motion lest you become stuck and have to reload) onto a trigger tile that raises it. Get onto the adjacent block to your left and push the raised block onto the warning ledge (whereupon the rising block lowers to its original position).
Get onto the red-topped block on the warning ledge and push the raised pushblock two times onto a black-topped block. Hop down right and move the lone pushblock around the warning ledge onto the same trigger tile as before (again without pausing). Get up and move this second pushblock onto the red-topped block on the warning ledge. Get down and go to the other side of this room with the wall mural. The pushblocks on this side have yellow and blue corner tops. Locate the one with the yellow top and push it two times toward the three flames. Go around to the right and push it two times (in one fluid motion) onto a trigger tile that raises it higher.
Get up onto the adjacent block and push the pushblock onto the ledge near the wall mural, then push it two times onto the yellow block at the end of this ledge. Get down and move the blue-topped pushblock onto the trigger tile in the same manner as the others. When it rises, move it onto the blue block at the other end of the ledge. There's one remaining pushblock down on the floor, and this one has white corner tops. Move it onto the trigger tile to raise it up and move it over onto the white-topped block to extinguish the central flame in the far wall.
Hop down, go over there and push the now-accessible wall button to open a door and raise a platform on the other side of the room. Now that you've done all this extensive prep work, turn around and stand jump from the ledge to grab the first of several grated platforms. Take a running jump to grab the next higher one, pull up and repeat until you reach the button in the wall mural. Push it to raise the platform you're standing on, pull up into the wall opening and hop down onto the roof outside. Run forward to the floor hole, locate the ladder and climb down. Release and slide next to 4 x revolver ammo and a spare REVOLVER.
Turn around, grab 2 x large medipack and get an onscreen alert of an upcoming fight. Push the floor lever to activate the helix and step inside to be transported elsewhere. Step forward, pull up higher and slide down while drawing your revolver to engage two black beasts and two demigods. Deal with the beasts first at close quarters, then enter the area and concentrate on one of the demigods. When he dies the other one fades away. Run into the floor hole in the gazebo and slide down into a room with a hammergod. Fire at him until he explodes (which will consume much time as well as a good portion of your accumulated ammo), then explore the corners of this room for 2 x revolver ammo and a large medipack in one corner, 2 x revolver ammo in another corner and 3 x revolver ammo and a large medipack in a third corner. Finally, grab the hard-to-see EXIT KEY near the middle of the room.
Approach the dormant helix, use the Exit Key to activate it, step inside and slide down onto a structure in Sordello Square. Drop to the pavement and mount the nearby motorbike. Drive to your right and up the ramp through the opening to finish the level.
Level 6: IL CANTIERE (The Construction Site)
Mount the motorbike to your left, drive around the hilly area on either side and park in front of the structure surrounded by gray ledges. Climb up to the structure on the side where you see a ladder and pick up an extra SHOTGUN and 3 x shotgun ammo. Climb the ladder (which soon blinks out of view) and continue until you can shift right and drop onto a ledge. Make your way around the structure in a counterclockwise direction with standing jumps onto the jutting ledges. When you reach the next ladder, climb up until you come to the fourth glass panel. Take a rolling back flip to grab a third ladder, climb up to an opening and ignore for the moment the floor lever in the passage ahead.
Turn around, stand jump over the hole and run off the edge to land in a pool of water far below. Pick up SECRET #22 in the corner and pull out onto an elevator platform. Push the wall button to be taken up higher, turn around and jump to the next elevator platform and repeat. Pull up into the opening, turn around and take a running jump and grab to the enclosed walkway. Pull up, run to a crossing and turn right. Facing the direction from which you came, jump onto the sloped surface so that you slide down backwards. Grab the edge and shimmy left until you can pull up onto the jutting ledge.
Walk to the other end, face slightly right and take a running jump to grab the block beyond the sloped surface. If you miss, just slide and grab and shimmy back to try again. Pull up, pull up higher and go to the end of this structure between the supporting chains. Turn around, hop back and hit the action key right after clearing the edge so that you glide into the opening below for SECRET #23. A block lowers, so hop down into the passage with the floor lever and push it for a cut scene of an area down below.
Turn around, jump over the hole, take a running jump and grab across the next gap and follow the enclosed walkway past the crossing to the end. Jump up to grab the opening, save before pulling up and slide down a long slope. Jump off just before reaching the bottom so you'll land in the water below. Swim down to the floor for 3 x shotgun ammo, an extra SHOTGUN and 3 x large medipack. Surface, pull out onto the roof, go to the other end and take a running jump onto the center of the suspended structure. Slide a bit, jump over the hole, slide and grab and activate the jump switch. Drop into a water hole and pull out quickly to deal with two waiting thugs, using the nearby block for shelter. In a few seconds six more thugs will arrive upon the scene.
When peace has been restored, run to the scaffolds where a couple of the thugs were perched and pull up onto the far one. Step into the opening, turn around and climb up higher onto the scaffold. Turn right and stand jump to grab the top of the other scaffold, which is a breaktile. Shimmy left around the corner, pull up and run to the wall. Jump up to grab the top of the wall before the breaktile crumbles and pull up. Go your left, hang from the end of the ledge and activate the jump switch for a cut scene similar to the one you saw when you pushed the floor lever.
You've dropped down onto the block you used for shelter earlier. Hop down, return to the far scaffold and use it to get back into the wall opening. But this time, take a running jump diagonally to your right onto a gap in the connecting wall. Turn right, pull up higher three times and locate the jump switch on the side of the column with three protruding posts. Activate it for another similar cut scene, hop down left and return to that gap in the connecting wall. This time turn left, climb up higher two times and jump over to another five-post column. Activate the jump switch on the column for yet another cut scene, hop down and run past the water hole you pulled out of earlier.
A nearby door has opened, so go on through for a cut scene of the small stone building in the distance to your right. Go there and up the hill, pull up onto the roof from the left side and find a jump switch on the chimney that opens a door elsewhere. Get back down and return to the water hole area. The opened doorway is nearby to your left, so go through the short passage and pull up onto the raised slab for a remote view of a climbing pole. Grab the TORCH, exit the water hole area and leave the torch near the entrance to the open area where you can find it again. Run diagonally to your left past the small brick structure and find the climbing pole next to that cluster of trees in the distance.
Climb the pole, back flip onto the wooden platform for shotgun ammo and look down to see that lone square structure near the lake. Push the floor lever and that structure will explode dramatically and release four crocodiles. Grab the pole, slide down and deal with the crocs. Go to the floor hole created by the explosion and drop down to find a wall switch that opens the door to that small stone building you visited earlier. Use one of the corner slabs to get back out of the floor hole, retrieve your torch and go up the hill to the stone building. Hop inside, light the torch with the flaming barrel and go down to the other side of the structure surrounded by gray ledges that you visited earlier. Toss the torch onto the large ornate square and watch it burn.
When the charred remains shatter into tiny pieces, drop into the hole, grab a large medipack and find a floor lever that finally opens the doors you've been seeing in all those cut scenes. Reverse roll and go through the wall opening. Shoot the jar to your left for SECRET #24 and pull out of the hole. Return to the water hole area, run past the scaffolds and find the opened doors ahead and to your right. Go inside and approach a fellow taking a break next to his motorbike. After receiving his words of warning, steal the motorbike and drive ahead for a level change.
Level 7: CASTELLO DI SAN GIORGIO (St. George Castle)
Run forward to trigger a brief flyby of the castle area. Pull up left, hop down to the lower ledge and run toward the drunk attendant who promises you entry if you find and return his lost brandy bottle. After another flyby that shows you the location of your quest, turn around and run back the way you came, all the way to the far corner. Drop onto a block in the castle moat, then to a lower block and await the arrival of several crocodiles (you may have to jump into the water to attract their attention and then pull out). When the coast appears to be clear, swim in the direction indicated by the higher block.
When you reach a wider area of the moat, look left for the BRANDY and swim back the way you came. Pull out onto the lower block, then the upper block, pull out onto the ledge and return to the drunk attendant (noting the parked motorbike along the way). The attendant has taken a few lurching steps toward you, so present him with his Brandy bottle, whereupon he explodes in ecstasy and two drawbridges lower to your right. Enter the castle and the gates close behind you as Lara's theme music plays. Hop down and push the wall button for a level change.
Level 8: STRANGE CASTLE
As soon as the flyby ends, draw a weapon to deal with a giant flying pig. There's a "save now" sign in the distance, but go the other way past the motorbike and a huge spider web, turn the corner and continue until you reach a wall just past another huge spider web. Vault up onto the ledge and take a pixel-perfect running jump down to SECRET #25. If you miss and slide into the water, just swim back, climb the ladder and try again. Jump over the slope toward the ladder, climb out and return to that "save now" sign.
Do so, hop up onto the ramp and sprint past a series of timed gates until you reach the top (without falling over the edge). Turn around, hop back to activate the jump switch to lower the drawbridge sections and await the arrival of another flying pig. You still can't gain entrance to the castle, so continue your circuit in a counterclockwise direction. After turning the corner, look for a spider web between two trees to your right. Vault up onto the ledge there and take a running jump down to a flat spot at the corner of the castle for SECRET #26.
Jump into the water, swim in the direction you were already going and look left for another corner flat spot. Pull out, take a tricky standing jump up to a higher flat spot and pull down the wall switch to open the castle gates. You could now swim all the way back and enter the castle, but for another secret hop up past the wall switch, turn right and save your game. Note the row of columns with a boulder suspended over each one. Take a running jump to grab the first column, pull up to trigger the boulder and quickly take a running jump onto the next column. Without stopping, jump to grab the third column, pull up and take a running jump onto the last column, reverse roll upon landing to grab the edge and pull up after the boulder has rolled into the water.
Turn around and take a running jump to grab the rope. Swing forward and jump off to land on a sloped column as close to the center as possible. Pull up and take a rolling back flip to grab a second rope. Swing forward and jump off to land on a platform for SECRET #27. Jump down into the water and swim a long distance clockwise along the moat. To save time there's another ladder at the second corner (just past the motorbike)where you can climb out. Go around to the drawbridge and the entrance gates, slide down as the gates close behind you and jump into the water. Swim forward to a ceiling hole, surface and pull out into a courtyard.
Climb the nearby blocks against the wall to your right, grab 2 x revolver ammo along the way and turn left when you reach the ledge. Stand jump onto the flaming platform and quickly take a back flip as the object formerly perched there shatters. Walk to the other end of the ledge through the phantom "obstructions" and do the same thing with the companion platform. This time the object there doesn't shatter (which indicates that jumping there may not be necessary), so climb down the nearby blocks for an extra REVOLVER and revolver ammo, hop to the ground and side flip over the smoking trench to awaken two conjoined skeletal centaurs. When they're dead, run across to the other side of this area to find similar wall blocks.
Climb the blocks on your right for shotgun ammo, perform the same jumps to and from the near platform, repeat with the other platform to be on the safe side (the obstruction on this ledge isn't phantom) and climb down the other side for revolver ammo, shotgun ammo and an extra SHOTGUN. Side flip over the trench on this side to awaken a robotic Seth. Try to avoid his deadly electric bolts while firing at him continuously until he explodes. Run back toward the corner water hole from which you pulled out earlier. Next to it is a raised structure with a water hole of its own. Jump into it, swim down and pull the underwater lever to open gates at the opposite corner and lower a block beside you.
Swim to the adjacent water hole, note the opening ahead that leads to the closed castle gates where you entered and pull out into the courtyard. Run to the opposite corner, go past the opened gates and vault up onto the block for the IGNITION KEY. Exit to the courtyard, turn right and run toward the dark corner. Enter the nearby opening and push the wall button to lift a gate in the castle wall which is to your immediate left. Slide down to the bridge, jump into the water on the left side and swim all the way to the far corner. Surface and pull out next to a familiar ladder. Climb up to the ledge and loop around left to the motorbike. Attach the Ignition Key, mount up and turn the motorbike around.
Drive clockwise around the perimeter until you reach a gap in the surrounding ledge to your right. Drive down onto the bridge you recently visited, continue across past the opened gates into the courtyard and drive diagonally to your left. Continue past the opened gates and up and around the slopes starting to your left. When you reach the apex, use the sprint key to clear the gap and trigger a brief cut scene. When camera control is restored, dismount and go back toward the building you just vacated (avoiding the ramp). Turn right at the wall, jump to the adjacent roof and run to the chimney you saw in the cut scene. Pull up onto it from the right or left side and turn to face the previous building.
Stand jump from the apex to grab the first rope, swing and jump off to grab the next rope, swing and jump off toward the opening over the flames. Don't hit the action key until you've cleared the roof (so you won't grab it) and you should then glide and land safely past the flames. Hop down into the room below and vault up onto the raised slab for SECRET #28 as the exit gate slams shut. Turn around to see a trio of slow-moving robed figures. You can shoot them at leisure from your high vantage point if you like (but it might be wiser to save your ammo), then hop down toward the exit and pull down the wall switch to your right to open it. Another robed figure appears, which you can also deal with if you're looking for maximum kills. Otherwise, pull up to the ledge and take a running jump to grab the rope. Slide to the bottom and drop onto the roof with no health loss.
Return to the motorbike and affix the Ignition Key once again. Drive with speed up the ramp to clear the gap and land safely on the other side. Save your game and make your way tediously along the narrow gold-textured track, jumping gaps and adjusting your position as necessary along the way, until you reach the end. Drive a bit to your right across one final gap to land on a lower ledge. That square marked with a capital P is a trigger tile, so if you didn't land on it, turn the motorbike around and drive onto it to lower a nearby block. Dismount and hang from the edge of this square. Shimmy around the corner if necessary to locate an opening below. Release and grab and pull inside for SECRET #29. Step forward onto a lower ledge, turn right and save your game before attempting a running jump to land on the slope ahead. You need to sidestep left and turn a bit to your right before initiating the jump. Slide and jump at the very last instant to grab a suspended platform where the block lowered.
Pull up, save again and take a running jump to the next block, followed by a running jump and grab to the structure ahead. Pull up, run along a row of breaktiles and jump at the end to grab a rope. Swing forward, jump off to land on another row of breaktiles and run forward to a stable surface. Jump up to grab the monkey bars and monkey swing along the track until you can drop down safely. Pull up onto the roof of this structure and follow the ledge to the wall on your right. Stand jump into the green arch to land on a slope, slide and grab, pull up and take a rolling back flip without grab to land inside a passage.
Follow to a ladder, climb up for SECRET #30 and a cut scene, climb back down and hang from the edge of the opening to see the opening below. You can't drop and grab, so pull back up, hop back and press the action key when you've cleared the edge so you'll glide into the opening for another cut scene. There's a similar opening a bit farther below, but performing the same trick here is not as routine as it was the first time, so take one step forward and save before making the attempt. Run forward to fall into the deep water hole and swim along the passage until you reach a level change trigger.
Level 9: IL COVO DI LINHO (The Linho Cave)
Step between the two caged blocks to trigger a macabre flyby. Pick up 7 x shotgun ammo and the spare SHOTGUN at your feet (indicating an upcoming battle royal) and continue into the next area to engage two skeletal centaurs and a strange toad-like creature that defies further description. After all are dead, use your pistols (to conserve ammo) to shoot two of those slow-moving robed mummies on this side of the room. There are two more mummies on the other side of the room, and in this level it is necessary that you kill all four of them for reasons that will be explained shortly. But first, continue across the room to awaken first another one of those toad-like creatures. You can do so without alerting the nearby centaurs and, if you're patient, you can kill it from afar with your pistols. After that, approach and deal with the two conjoined skeletal centaurs. Finally, kill the two mummies on this side of the room. If doing so doesn't douse the flame protecting the jump switch on the central structure, run directly away from the jump switch as I did. You should hear a sound like a released boulder, which means that the flame has now gone out. Go over and activate the jump switch for an aerial view of this room as the appearance of the central structure becomes altered.
Sidestep right, pull up onto the structure blocks in a counterclockwise fashion and pull up at the top to engage four flying pigs that are surprisingly difficult to kill. When you've accomplished that task (while avoiding the floor hole you pulled up through), go to the raised slab at one end of the structure (it doesn't matter which one) and push the floor lever to initiate what appears to be a timed run. However, the timer remains stuck at 25, so run to the other end of the structure to find a second floor lever. When you push this one, the timed run starts in earnest, so take a rolling back flip, run to the floor hole and make your way quickly down the blocks to the floor below. Dash past the opened gates into Linho's Property before they close in your face.
You're not yet safe. The waiting Von Croy is annihilated by the robotic Seth, and this guy appears to be immortal (so don't waste any ammo on him). Run forward into a water hole and swim over to a submerged block for the LASER SIGHT, a spare REVOLVER, 2 x large medipack and revolver ammo. Swim forward to the companion water hole and pull out. Run forward, climb onto the blue block and activate the jump switch. Turn around while combining the revolver and laser sight, hop down and run past both water holes. Locate the cross on the far wall below the two ghostly red eyes and shoot it to release SECRET #31.
Run to the opening opposite the gates to Linho's Property and shoot the two chalices on the blocks against the far wall, resulting in Seth's explosive demise. The cages you saw at the beginning of this level lower, so turn around, exit this room and Linho's Property across the way, run diagonally to your left past the entrance opening and climb onto the cage-free blocks. Collect both SACRED VESSELS for a level change.
Level 10: CASTELLO 2 (Return to the Castle)
After the transitional flyby, run forward and pick up SACRED VESSEL 1 and SACRED VESSEL 2. Run past the central plinth to the opening in the far wall and go through the short passage to trigger a warning that means life or death. Turn right, safety drop to a lower area and save your game before approaching the opening marked "start." Face the opening squarely and run forward to trigger your opponent in this race--a boulder. Run and sprint along the designated path and slide down toward SECRET #32. When you pick up the DIAMOND a block rises to protect you from the pursuing boulder.
Turn around, pull up right onto the block, take a running jump over the boulder and follow the path back (no fixed camera this time) up to the stone ledges. Continue up the ramp and turn right to find the previous passage. Exit to the beginning courtyard, go around to the side of the plinth that faces the structure from which you entered, combine the two Vessels and place the SACRED VESSELS for a congratulatory flyby that ends the game (it's actually a separate level named chiesa finale, but I'll refrain from documenting it as such). After receiving additional plaudits from the Pope, you can now play the bonus level if you've collected all 32 secrets.
Turn around and approach the helix in the corner. Step inside and slide down to trigger an introductory flyby.
BONUS LEVEL
After the flyby, step forward, pick up the NITROUS OXIDE FEEDER and affix it to the motorbike. Drive up the steep ramp and follow until it turns sharply to the left. Save here and drive down in roller coaster fashion, hit the sprint key as you near the bottom of the slope, jump the gap and hit the brakes (jump key) while veering sharply to your left when you land on the other side. When you get there safely, save again and drive the rest of the way without incident. Avoid the breaktile on the structure ahead (you can walk but not drive on it) as you park the motorbike and dismount.
Face the marbled columns to your left and take a running jump to grab the left side of the first one. Pull up, slide and take three successive jumps without sliding to grab the suspended platform. Pull up, turn around and jump to grab the ladder. Climb the irregular surface until you can shift right around a corner and drop into an passage. Run to the other end and safety drop to the ledge below. Walk toward the mushroom-like structures and take a running jump down to the one with the yellow cap. Locate the adjacent one with the ladder, take a running jump over there, grab and shimmy right to the ladder, get your feet set and shift right around corners until you can climb up to the top.
Take a running jump to grab the green-capped structure, shimmy left and drop to grab a breaktile. Shimmy left around the corner and continue along the breaktile row until you reach the last one. Save as you're pulling up, reverse roll and take a running jump while curving right to land on another breaktile. Run or hop forward onto a ledge beneath the red-capped structure. Go around to find a ladder which you can safely ignore, continue around to take a running jump and grab the ledge beneath the white-capped structure. Shimmy around either corner and continue to the ledge on the other side. Pull up and face the blue-capped structure. Stand left of center and stand jump onto the breaktile below. Run forward upon landing to jump and grab the higher ledge.
Save as you're pulling up, turn slightly to your right and quickly take a running jump to land on the rising platform on the column against the wall. Pull on top of the column, turn around and jump up to grab the ladder. Climb up and pull up to face a row of breaktiles. Take a running jump to grab the first one, pull up and take a walking-running jump to land on the next one. Continue with a running jump and grab to the third one. Pull up and take a running jump to the stone structure in the corner as you hear the rumbling sound of nearly boulders. Walk toward the column ladder and take a running jump to grab the left side so you won't be set aflame. Climb up a few rungs hand over hand until you're safely past the fire, then climb until you're on the fourth rung from the top.
Shift right around the corner and take a rolling back flip to grab the lava ledge. Shimmy left a long distance around the corner and past two rolling boulders, pull up onto the green surface and step forward to pull up higher. Face the sloped blocks to your right. You know the drill, so take a running jump onto the nearest one, slide and jump around the other slopes until you can grab a column with a level top. Pull up, turn left and jump up to activate a jump switch that creates dramatic architectural changes. Stand still upon landing and wait for one of the boulders to roll down a floor hole for a cut scene of something valuable.
Climb down the long ladder in the adjacent floor hole, drop from the bottom rung and approach the plinth to grab the GOLD CAKE for a final SECRET #33 as the game comes to an end. Sit back and enjoy the closing credits.