THE LOST DOMAIN
Level by AgentXP
Walkthrough by Phil Lambeth, with the help of the video walk provided by the builder
Begin somewhere in Prague, as confirmed by the builder. Go to the other side of the horse statue and pull down the wall switch to open the gates behind you. Before exiting, go around left and climb onto the statue base. Face the opened gate and take a running jump to grab the column to the right of the gates. Pull up, jump to the opposite column for magnum clips and drop to the street below to trigger a panoramic overhead view. The switch on the back side of the column simply closes and opens those same gates, so you can safely ignore it. As you run past the central cross statue a steady stream of darts is activated to prevent access to a keyhole that opens up the church. Proceed further along the street and turn left at the next square to find more magnum clips in a short alley.
Go across the square and look right for the GRAVEYARD KEY next to a church window. Go back to where you began the level and look left of the horse statue for the keyhole that opens the adjacent gate. Enter the graveyard and run to the back right corner where you'll find the CHURCH KEY. Before using it you'll need to find a way to deal with those darts, so start by noting the distinctive tiles on the graves along this row. Take standing jumps from where you are onto the first four such tiles for a cut scene showing a gate opening at the other corner of the graveyard. Go there and pull down the wall switch that's now accessible, and watch a trap door open to release a pushblock that drops down near the streaming darts.
Return to the church square and move the pushblock so that the darts thud harmlessly against it. You can now use the Church Key to open the door to the sanctuary, which is presently unoccupied. Enter and look in the near left corner for a small medipack. Note the four marked tiles in the center aisle. Step on the near left one to open a door and light two braziers. Step on the far right one for the same result and go up the steps and to your left, hop over the floor hole and go past the two opened doors to find a wall switch that raises a trap door over the floor hole so you can use the adjacent wall switch. Allow Lara to drop down a series of trap doors to arrive finally at the lower crypts.
Go down the steps and hop onto the dinner table for a small medipack. The curtain-covered alcoves to your left both hide spike trips, so stand jump past either one and go around a third spike trap to find a wall switch that opens a door on the far side of the dining room. Go there to trigger teeth doors at the entrance, get past them and enter what the builder calls The Tower Room. Go past closed doors on your right and left and search the wall switch pits for a small medipack and magnum clips. As you can see, trap doors need to be raised in the pits so you can use the wall switches, so begin by going to the back left corner to find a darker colored pushblock in the wall. Push it two times to reveal a side corridor and two wall switches, one of which is beyond your reach on the other side of a fence. Pull down the accessible switch to open an upper-level door, head down the corridor and search the first alcove on your right for magnum clips behind a headstone.
Continue around the corner and shoot two huge rats as you pass several closed doors. Grab a small medipack behind the headstone and continue carefully, as more teeth doors will be triggered as you approach the next corner. Get past them, shoot another huge rat and come to a dead end with a wall switch that lights a bowl in the room with the wall switch pits and also opens the door to your left. Go through and loop around left to see the lighted bowl in the wall alcove. Use the nearby corner sand blocks to reach the top with standing jumps. From there you can turn around and jump toward the entrance into a wall alcove. Jump to a ledge over the entrance and note the closed door to your right. Make your way around to the other side of the room and past the door you opened earlier into a wide hallway.
Turn left toward the tall statue in the alcove to your right, behind which is a wall switch that lifts the gate at the other end of the hallway and also lifts two platforms outside. Go past the lifted gate to face a deep pit. For a pickup, take a running jump up into the alcove on your left for a large medipack, stand jump to a flat spot next to the gate and hop back to slide down to the floor. Go through the spider web and run past several crypts with wall switches on your left. When you reach the fourth one, three skeletons are awakened (two ahead of you and one you passed by) and give chase. Fortunately, these are restructured gorillas and can be killed with your pistols, although in these close quarters you’ll likely suffer some health loss during the battle. What’s more, a huge rat lurks just around the corner ahead.
Go back and pull down only the wall switch in the lighted “Limoux” alcove. A door is opened and another bowl is lighted, and you can see its flame behind the nearby doors. If you’d like to see what happens if you pull down any of the other switches, save your game and give it a try. Continue past the corner where you encountered the rat and through the opened doorway, then turn right into the room with the wall switch pits. Use the corner sand blocks to get back up to the higher ledge, where you can see the raised platforms in the wall to your right. Make your way toward the opened doorway across the room, take a running jump into the dark alcove to the right of the doorway and hop onto the corner block. Stand jump to grab the first raised platform, take a running jump and grab the second one a bit higher, pull up and continue with a running jump to reach the balcony ahead.
The wall switch ahead opens the trap door to your left for later use. Continue around the ledges in a clockwise direction, ignoring for now the fence opening on the other side of the room that leads to another wall switch. In the next corner is a pushblock. Pull it away from the fence opening so you can get up on it to use a wall switch that lifts the gate to your right. Hop back twice, go past the opened gate (whereupon it slams shut) and turn right and find a small medipack next to the suit of armor. The floor of the next room is deadly, as you might guess from its appearance, so draw your pistols, locate the floor trap doors near the middle of the room and take a running jump to land onto them. Your weight causes them to collapse and drops you into a room with five aggressive rats. When peace is restored, pick up the large medipack and find a wall switch that raises one of the trap doors so you can climb back out.
Remember the deadly floor, save your game and take a tricky running jump onto the next trap door ahead and to your right. This one doesn’t collapse, but there’s a nearby safe tile you can stand jump onto. Jump to the lower safe tile for a small medipack, use standing jumps to make your way along the safe tiles to an upper balcony and make your way around to a wall switch. Pull it down to light another bowl and lift the gate to your left. Go there, pull down the wall switch to open the trap door behind you and climb down the ladder to a corridor on the other side of the room with the deadly floor. Go down the large steps and a gate will lift automatically to your right. Loop around right, stand jump onto the raised platform, turn around and make your way to the upper balcony area as you did earlier.
Go around to that gap in the fence, save your game and now you can pull down the timed wall switch behind it to raise three platforms to your left. Turn a bit left so you’ll have room to hop back and take a running jump to grab the first platform. Pull up, stand jump onto the next platform, reverse roll and stand jump onto the last platform and continue with a running jump onto the uppermost ledges. There are several more wall switches up here, one of which is presently inaccessible. The nearest one raises a platform that serves no essential use, but it gives you access to a corner wall ladder that you could elect to use as an alternate means of getting up and down from these high ledges.
Go across the room past the central block and pull down the wall switch to raise twin platforms to your right. Use them to pull a pushblock away from the corner, jump back to the wall switch and push it back up to cause the pushblock to drop onto the lower balcony. Go to the central and pull down the accessible wall switch to open the timed gate behind you. Take a rolling back flip and dash through before the gate closes. There are two switches in this next room. One of them re-opens the timed gate you just passed through (pull it down and then back up again.) The other one is tightly timed, so save before pulling it down.
Run past the opened door and make your way in counterclockwise fashion down several ramps, jumping over a spike-trapped hole after a boulder is triggered to pursue you. Jump past the timed gate at the bottom before it slams shut (whereupon you’ll burn to a crisp if you haven't gone through). Turn right into a pool room, jump into the water and swim through the opening. Turn right and follow the passage past side openings and around to a doorway. Turn left into the alcove, pull the underwater lever open the doors behind you, flip turn and swim back into the pool. Grab some air if necessary, then swim forward into an underwater treasure room and find the GOLD KEY on a floor tile. Return to the first pool, pull out and use the key to lift the gate to a wall switch that lights another bowl in a previous room.
Exit to the balcony area via the open gate and make your way with standing jumps to the near right corner. If you’d pulled down that wall switch earlier to open the trap door, push it back up, move the dropped pushblock onto the trap door and pull down the switch to deposit the pushblock onto a lower corner block. Drop down after it to find that you can now pull down a wall switch that opens a door you noted much earlier. Take a couple of jumps to the central ledge area and turn left past the door you just opened. Turn left again and run down the ramp to trigger a [pursuing boulder. Take refuge in the alcove to your right as it rolls by, then continue to the opening to see a remote camera shot of a deep room with suspended breaktiles.
Save your game, take a running jump onto the first breaktile and stand jump to grab the second one. Pull up, side flip right onto #3, back flip onto #4, side flip right onto #5 and jump straight up to grab #6. Pull up, back flip onto #7, back flip again onto #8 and finally back flip to land safely in an upper alcove. Go left, stand jump onto the corner block and jump from there to the adjacent opening. Enter another hallway, turn left and go around the corner to engage two rats. Continue looping around to find a wall switch that moves a section of the wall toward you. Go back around the other way, shoot another rat and note the rubble-blocked opening. Continue to a wall switch that lifts a gate you can’t reach from here, so go all the way back around to the previous switch and pull it back up to make the wall section retreat to its original position.
Go past the lifted gate behind you, pull down the wall switch to lift another nearby gate and also to lift trap doors in the room with the wall switch pits. Reverse roll, turn right then left then right again past the lifted gate into The Tower Room. For a secret, jump around to the central ledge area and go through the gap in the fence. Use the timed wall switch to raise the platforms to your left so you can access the upper ledges once again. When you get there, hop past the phantom tapestry into the alcove between the wall switch and the raised platform, pull up into the opening on the right side and come to a door that was closed earlier. Run off the edge, hop down and slide to a corridor adjacent to one you’ve already visited. Turn right, go to the corner and turn right again. Follow up the ramp and be prepared to take refuge in a niche to your right as a boulder is triggered ahead.
Continue forward to pick up the MAGNUMS for SECRET #1 as a cut scene shows a gate lifting. As you go back down the ramp, be ready to outrace the boulder that will be triggered from behind you. Turn left at the bottom and continue down to the bottom of the next ramp. Vault up left to the opened gate, return to the hallway and turn right and then left into the room with the indoor pool. Go past the opened gate in the corner to your left to return to the middle ledges of The Tower Room. Go once more past the opening in the fence to your left and use the alcove to the right of the wall switch to jump and grab the wall ladder pointed out earlier. Climb down and safety drop from the corner block to the floor below.
Approach the now-accessible wall switches and start with the bay to your left (as you face the dining room). Pull down the ones corresponding to the lighted bowls behind them (#2 and #4) to lift a gate. Turn around to see that you’ve got four switches and only three bowls. It’s decision time, so pull down #1, #3 and #4 to be rewarded with another opened gate. Go toward the centaur statue and past the opened gate to the right of it, loop around left and find a wall switch that lifts a trap door to provide access to another wall switch you’ve undoubtedly already noted. As you exit, be prepared to deal with the awakened centaur.
When it dies and explodes, go around to the alcove to the left of where the statue formerly stood and find a pushblock next to a wall switch you pulled down earlier. Pull the block one time, turn around and run toward the dining room. Loop around right in front of the entrance and follow the narrow hallway, being mindful of the teeth doors after turning the corner past the dead rat. Continue until you find your progress blocked by the pushblock. Push it one time to reveal an alcove on your left for 2 x magnum clips and SECRET #2. You now need to get back up to the high ledge area, so use the corner sand blocks once again to reach the intermediate ledges. Go across toward the entrance to the hallway, hop left into the alcove and left again onto the corner block. Use the wall ladder to climb to the second horizontal strip. Back flip onto the raised platform and save your game.
Jump to the central ledges with magnums drawn and engage the awakened centaur. When it dies and explodes as the other one did, go to the central block and pull down the wall switch that’s been made accessible by the raised trap door. The trap door opens once again and drops you a long distance down into a pool with connecting channels. Swim forward to a fenced alcove for a small medipack, flip turn and return for air, noting the dart-protected passage to your left as you do so. Swim high past the darts, continue along the passage in a counterclockwise direction past another dart trap until you reach a smaller opening beyond which you can swim up a long ceiling shaft. Surface, pull out into an underground cavern and slide down to a lower section, awakening four bats in the process.
Follow the passage in a downward direction and pause near two skulls to let a huge block drop in front of you. Go around it, turn right and arrive at a ledge overlooking a lava room with suspended breaktiles. Save your game. Take standing jumps onto the first two, a side flip right onto the third one, followed by another side flip right to land on a ledge near a small medipack. Stand right and take a running jump from the corner to land on the larger ledge below. Walk forward to see more breaktiles ahead. Reach the first two with standing jumps, grab the third one after another standing jump, pull up, take one step forward and then take two more standing jumps to reach the far ledge. Continue the rest of the way down the passage to arrive at a library where two skeletons will awake and attack.
Turn left and go up the steps toward the suits of armor and two more skeletons will awaken. Now that the room has been cleared of enemies, go toward the fireplace and find a pushblock in the corner to your right (while noting the keyhole to your left). Push it to reveal a wall switch that moves aside a nearby wall section behind you. Go back around this bookshelf, pull up into the wall alcove and pick up the large medipack and magnum clips for SECRET #3. Hop back down, jump onto the long table for a fixed camera and stand jump from the other end to grab the lower section of the bookshelf. Pull up, jump onto the corner block and jump up to grab the wall crack. Shimmy left and pull up next to a wall switch that moves aside another section of the wall down below. Get down to the floor, find the revealed alcove on this side of the room and pull down the wall switch to move aside yet another wall section at the other end of the room where you dealt with the second pair of skeletons. Pull down the wall switch near the left corner to lift the tapestry to your right. But first, turn around and climb up onto the nearby bookshelf for a small medipack.
Hop down, pull up into the wall opening where the tapestry was, climb up right, walk to the corner and stand jump slightly right to grab the bamboo ledge in the corner. Pull up, turn around and take a running jump to grab a higher metal platform. Pull up, turn left and take a running jump to grab the higher crossbeam. Drop to grab the lower crossbeam, pull up and look left for magnum clips. Face the chandelier and take a running jump to grab it. Pull up and get a cut scene of a key that has appeared on the carpet below. Walk forward to the edge, jump up to grab the crossbeam and pull up. Take a running jump through a fixed camera to grab the wall alcove and pull up for another small medipack. Jump back to the crossbeam, turn right and take a running jump with grab so that you glide into the alcove with the wall switch. Make your way down to the floor as before and grab the GOLD KEY off the carpet.
Place it in the keyhole next to the fireplace that you noted earlier. The flames go out and a door opens inside the fireplace. Go on through to find water-filled corridors similar to the ones you navigated earlier. Swim forward past two wood-lined openings and find a large medipack behind a rock to your left. Go back, turn right into the wood-lined opening and swim all the way to the far wall past a couple of triangular openings for a small medipack. Go back a bit, surface for air and swim down and left along a lower passage until you reach a ceiling shaft where you can surface and pull out into the underground cavern. Slide down the slope, shoot a bat, note the closed gate ahead and turn right past another closed gate on your right. Follow to awaken another bat and come to a lava room. Jump to the central column (stable surface) and continue with a running jump to a wall switch that opens the first gate you passed by. For a pickup, turn around, jump to the bamboo walkway, hop into the wall opening and follow to the other gate (which opens automatically) for a large medipack. Continue to the other opened gate to find a generously timed wall switch.
Pull it down to raise two platforms in the lava and to open the door on the other side of the lava room. Turn a bit left, hop back, stand jump onto the first column and continue with running jumps along the raised platforms onto the far ledge. Run past the timed door and turn left. Drop down to a lower area, shoot two bats and continue around the corner and down to a much larger lava room.
Walk to the left corner and take a running jump past a slope down to a lower ledge. Turn right, hop to the next block and jump up left onto a higher ledge. Walk to the far end and take a running jump to grab a fenced walkway. Pull up, go to the wall switch and pull it down to raise a platform. Go back to the other end of the walkway, safety drop to the lower walkway and go to the end of the broken bridge. Take a running jump to grab the ladder, climb up, take a couple of steps forward, turn right and stand jump to grab the raised platform. Pull up, step forward and stand jump to grab the higher block. Pull up to a wall switch that opens an upper door across the lava room to your left.
Turn left, run off onto the raised platform, turn around and run off with grab to land on a walkway section with a large medipack. Jump back to the raised platform, continue with a running jump onto the jutting corner ledge. Hop to the upper walkway and walk to the other end. Stand jump onto the safe slope and position Lara for a running jump onto the archway. Hop up to the flat spot, vault up in front of the opened door and go around the corner to find the RUSTY KEY. Return to the arch, turn left and slide down the slope backwards. Grab the edge, drop to a flat surface, turn around and pull into an alcove. Pick up the magnum clips and small medipack for SECRET #4, get back down and slide to a flat spot near the lava. Hop to the steps, and for an optional pickup walk between the centaur statues and take a running jump onto the safe block in the lava. Walk forward and look right for magnum clips, jump to the blocks beside the bridge and climb up through a fixed camera. Turn right, take a running jump to the nearer statue block and hop down to the steps.
Go up to the closed double doors and use the Rusty Key to open them. Stay left when entering to avoid a triggered boulder, start sliding down a slope and jump over a spike pit to land on a stable surface. Walk forward, slide down again with a jump over a second spike pit and come to a room that looks like a refurbished warehouse. Roam about at random to flush out four skeletons, then look for magnum clips on a crate near what I’ll call the alchemy cauldron (for reasons that will soon become clear) and a clue-bearing blackboard (awakening another skeleton).
At one end of this room is what appears to be a huge oven with two receptacles, one on the front and one on the back. On a nearby crate in the corner you’ll find a small medipack. There are more magnum clips In an alcove in the back wall. Note two pools, the longer one of which is filled with deadly fluid. Jump into the smaller safe one and pull the underwater lever to open a ceiling trap door elsewhere. Use the blocks to climb back out and note that there are piles of books, opened and unopened, scattered about the room. These serve as trigger tiles, there are five of them, and it’s necessary that you locate and step on all of them to acquire the next secret.
Begin with the stack on the table (1) opposite the entrance from the cave. Find the next one (2) next to the nearby fireplace. (3) is behind the crate where you got the magnum clips. (4) is in the far corner where you got the small medipack (to the left of the vertical wall beam), and we’ll save (5) for a bit later. Return to the fireplace, go through the opening to the left of the flames, pull up left into an alcove and find a wall switch that opens a wall painting. Get back down and find the trap door you opened between the entrance and the corner crates. Pull up to a walkway and go around clockwise, noting a third receptacle on the oven chimney, step on the (5) pile of books at the corner (cut scene of a wall curtain opening) and continue around to awaken a skeleton. Pull up left into the alcove where the painting opened and pick up the LEAD BAR (1 of 3).
Hop down, go around the walkway to the other side of the room and pull up into the opening in the curtain. Follow the passage to SECRET #5 and hop onto the table in the next room for the UZIS, 3 x uzi ammo and a large medipack. Exit to the upper walkway and hop over the trap door hole to find a pushblock beyond the crate ahead. Push it one time, climb up on it, turn around and jump up to grab the crossbeam. Shimmy right until you can pull up, go to the chandelier and mount up. Stand Jump with grab to land on a wall ledge with magnum clips. Jump back to the chandelier and take a running jump over to the next crossbeam. Hop down onto either side of the suspended metal cage (at the center is a spring-loaded trap door) and continue with a running jump and grab to glide onto the lower crossbeam for magnum clips.
Stand jump to grab one of the chandeliers, pull up and jump to the higher crossbeam. On the back side of the central column is a wall switch that opens the door in the pool below. Make your way back with careful jumps to the top of the suspended metal cage, draw your favorite weapon and step onto the central portion to drop next to two skeletons. Pick up the small medipack first, then grab the LEAD BAR (2 of 3) to open another trap door that drops you into the pool. Surface, pull out to the room above, hang from the edge over the opened door, drop and grab and pull up into the alcove for the LEAD BAR (3 of 3). Get back up to the room and go over to the alchemy cauldron near the entrance. Stand next to it and convert the Lead Bars, one at a time, to three GOLD BARS. Turn around and go to the oven-like structure at the other end of the room to place the Gold Bars in the receptacles you noted earlier (you’ll need to climb up past the trap door to place one of them). When this has been done, the water in the other pool down below becomes safe, so go there, jump in and swim down to the bottom to find the GOLD KEY in the central floor hole. Surface, pull out and insert the Gold Key in the nearby keyhole to open the gate near the fireplace. Reverse roll while drawing a weapon to shoot the awakened skeleton and exit through the opened gateway into another cave.
Stand left to avoid two triggered boulders and slide down the slope, jumping over a spike pit to land in front of a closed door. Hop onto the flat ledge to your left, turn to face the spike pit and carefully take a running jump (better save first) up the slope to land on a safe spot to the right of the spikes. Pick up the large medipack and 2 x magnum clips for SECRET #6, jump back toward the closed door and it will lift automatically upon your approach.
Enter a deep subterranean room and pick up a large medipack and magnum clips next to the skeletal remains. Go clockwise around the perimeter to find a small medipack and magnum clips next to the corner crates. As you continue around the perimeter you’ll see a wall switch in one of the columns. After you’ve made a complete circuit, draw your magnums and save your game. Approach the central device and it will explode to release a boss man identified by the builder as Eckhardt. He behaves much like the centaurs did, so evade his bolts in similar fashion while firing at him until he apparently dies. He’s just faking, however, so use the time to beef up your health and keep your weapons out until Eckhardt revives for round two (but apparently is now too weak to fly). When he dies this time, he stays dead, so pull down the column wall switch you noted earlier to open a trap door under the nearby ladder behind you.
Climb onto the crate beyond the ladder, reverse roll to give yourself some extra running room and take a running jump to grab the ladder. Climb up to the walkway and loop around right. Stand jump to grab the duct opening, pull up, reverse roll and take a running jump to grab a higher ladder. Climb up to the second walkway tier, go right or left to a near corner and jump up to grab the third and highest walkway tier. Pull up to see a dormant enemy and four column wall switches. Pull down all four in no particular order to lift the central cage and expose your still-dormant enemy. Position yourself so that you can quickly hop back and drop to the walkway below, draw a weapon and awaken the Atlantean creature by firing at it. The exit doors open down below, so drop to the lower walkway, stand jump onto the central column and work your way the rest of the way down to the floor while evading the lightning bolts being fired at you.
Exit past the opened double doors, run up the steps to your left and keep close to the left wall to avoid debris dropping from the ceiling. Things calm down a bit when you reach the cave, so walk forward to trigger an overhead camera view and start climbing blocks to reach the top of this deep pit. The first one is ahead and to your left. Climb up onto it and turn to take an angled running lump onto a higher ledge with a trigger tile that lifts a timed platform. Walk back until the tile is triggered, stand jump onto the slope and jump off with a roll to land on the raised platform. Simply run off right onto the adjacent ledge and continue clockwise with jumps as appropriate until you see a wall opening up to your left. Pull up, turn left and pull up higher to exit the pit. Run toward the building ahead to end the level, but for some additional gameplay don’t exit yet.
Enjoy the end credits, hit the escape key and a barefoot Lara will appear near the entrance to her indoor pool.
Bonus Level: EPILOGUE: MANOR POOL
Jump into the water and swim across the pool to find an underwater lever that opens a door elsewhere. Surface, pull out and mount the fish diving platform. Take a running jump onto the balcony and go a bit right to the wall for a large medipack. Continue to the opened door and step inside to activate a timed stream of darts. Run across the room alongside the darts to the timed door, which will close once the darts stop shooting forth. Pick up the GOLD KEY and pull the wall switch down and back up to re-open the timed door. Get back down to the pool deck and note the keyhole in the middle of one wall. Go around to the opposite wall and find two pushblocks. Push the left block two times, go around and push the other block toward the pool.
Exit and pull the second block onto a pressure pad that drops a third pushblock onto the nearby fish diving platform. Get up on the second pushblock, jump to grab the higher pushblock and pull up. Take a running jump to grab the suspended platform, pull up and note another pushblock ahead that has yet to be dropped. Turn right and take a running jump and grab to a ledge with the SILVER KEY. Drop down into the water, pull out and insert the Silver Key in the keyhole you noted earlier to open an overhead door. Use the fish diving platform behind you to get up there, run forward onto a trigger tile to drop the pushblock onto the platform you just vacated. Take a running Jump to grab it, pull up and turn around. Jump to grab the next higher ledge. Shimmy left past the obstruction, pull up and turn left.
Take a running jump with grab to glide down onto the balcony below, place the Gold Key to raise a platform behind you and jump up to grab it. Pull up and step on the adjacent trigger tile to release a stream of darts and drop a pushblock onto the balcony. Push the block into the adjacent alcove so you can use the wall switch to lower a trap door in the pool. The other wall switch in the far wall raises a platform to your left that serves only to provide a convenient short cut back up to this balcony if needed.
Use the diving board to jump into the pool, swim down past the opened trap door and swim through a passage that leads to a ceiling hole. Surface, pull out to a hedge-enclosed garden and run forward for some words of wisdom from Pierre. Jump toward the giant birthday card to finish the level.