SPA TIME

 

Levels by Kain_M

 

Walkthrough by José

 

Colors: pickupsnecessary itemsenemiessecrets

 

 

The Mysterious Giftcard

Note the receptacle for a keycard in the N corridor, go W and pick up the flares, turn left and locate the jumpswitch on the nearby wall; pull it, go around, jump into the pool and go through the crawlspace in the N wall. Drop down into the water hole below, use the S ladder to get out of the water and in this room check the note in the floor next to the S wall to get hints for later. Now climb the diagonal NE ledge and go through the crawlspace; advance and in the next corridor take a sprint running jump to save the pit (no grab); at the end of the corridor jump to grab the crack, jump again to grab the crack above, jump back with twist to grab the next crack and jump again to grab the monkeyswing; now swing to the very end and use the "jump" key to land onto the corridor. Pick up a Cigarette Break (small medipack) and a Snack Break (a large medipack); in the next room shoot the bats and go to the corner with the ladder, pull the... underwater switch??? in its right side to open the trapdoor, climb and finally pick up the Mysterious Giftcard. Light a flare and shoot the wooden barrier in the SW corner, pull the reach-in switch in the dark room, go back to the previous room, locate the open door in the NE corner, climb and you're back in the starting area.

 

Opening Glass Doors

Use the keycard to open the glass door, enter and explore the pools left and right to find 2 X shotgun shells. Continue to your left, climb the counter, pick up the small medipack and press the red button to move the green furniture and get the Shotgun and 2 X shotgun shells. Advance always to your right to find a flowerpot, shoot the box behind it to get a small medipack and in the E room shotgun shells in the small pool. Now you can visit the changing rooms N and S to find several dogs to shoot and a couple of hidden jump-switches in the walls with hanging vegetation; pulling these switches two glass doors will open in the W room with the flowerpot. Go back there.

 

Main Room with the Big Tree

In this large room (and in the following ones) don't try to approach to the yellow objects; in the E pool I found shotgun shells in the floor and a small room behind the central waterfall, but nothing to pick up in it. Get out of the water and go to the small aquarium in the SE corner to find a narrow passage, run down the first ramp and from the corner look up to see a high triangular opening, take an angled standing jump to grab it (not easy) and find the SUPERSECRET #1: the Bass Gun (Revolver). Exit this room and run down the next ramps.

 

Room with the Big Aquarium

In the room with the huge aquarium pull the jump-switches N and S (in this order; timed run) to open the SE gate, advance to find a dead end with four small doors you can open. Explore the latrines-rooms to see that one of them is shootable; shoot it from outside to avoid the snakes and finally enter to get the Ickey. Go back to the room with the big aquarium and lower the NE gate with that key; again, advance to find a dead end with four small doors you can open. Explore the latrines-rooms to find: 1.- a small crawlspace with the SECRET #1: 2 X shotgun shells and a small medipack; 2.- flares; 3.- a breakable box with nothing inside. Exit and check the showers to see that water flows from one of them; this shower acts as a switch, so pull it and go to the opposite W wall with the greenery and locate the partially covered crawlspace, go inside, pick up the flares and drop down into a room with water at its bottom. Pull the underwater lever in the W wall to open a door in the E wall, go there (water to ladder) and in the next room shoot the grates above the block in the SW corner, climb it and pull the switch to raise a trapdoor somewhere; now approach to the entrance and take a curved running jump NW to grab the platform in the corner of the pool room, from the raised trapdoor take another running jump to grab the triangular ledge in the NW corner, from here take another curved running jump to grab the edge of the crawlspace (1) in the W wall, go through, drop and jump into the water.

 

Pool Room with Jumpswitch

Swim S and if you don't want to lose health follow the path marked in the floor (out of the pits) until you reach the underwater crawlspace in the SW corner, swim up and get out of the water. Go left and take a standing jump to the triangular ledge (the tiles marked with an "X" are deadly) another standing jump over the slope and a final standing jump to the safe tile in the NW corner; pull the switch and carefully go back to the safe ledge you came from in the S side of this room shooting a serpent on your way. Now from the E wall use the horizontal poles to swing to the opening in the NE corner, climb up the ladder and note that the red block is movable; pull it W so it falls through the hole in the floor, drop down onto it and take a running jump to grab the jumpswitch in the W wall; go back to the E crawlspace (1) drop down/hang from the other side, shimmy left, jump to grab the crack above, shimmy left and pull up on the trapdoor you've raised moments ago with the jumpswitch. Take a running jump to the SE ledge, climb the opening and save your game.

 

Passage with Timed Trapdoors

In this passage you can sprint to the end where the switch is, but in this case all the trapdoors will lower and you'll be not able to go back to the entrance (stuck forever; reload). It was very confusing to me, and each time I tried a possible way, the next time was not possible for any reason. What I did was: press the button, take a standing jump onto the second trapdoor, another standing jump onto the fourth trapdoor and a last standing jump to the last trapdoor with the switch; pull it and if you were lucky, to go back it should be one of two raised trapdoors in the pit so you can use it/them to go back to the safe ledge in the entrance.

 

Multiple Timed Run

Drop down and jump to the E metallic ledge, climb the block and continue jumping counterclockwise to the niche with the first lever. Save your game. Pull the timed lever and continue running/jumping counterclockwise to the niche with the next timed lever; pull it and continue running/jumping counterclockwise to the niche with the third and last lever; pull it and this time all the room is flooded.

 

Detour for a secret: swim down and through the crawlspace (1) in the W wall; in the room with the jumpswitch locate an opening in the ceiling and in the room above another opening in the ceiling and a crawlspace leading to the SUPERSECRET #2: 3 X revolver ammo. You can step on the central tile with the smoke emitter if you want to restore your health.

 

Anyway, in the flooded room with the timed levers, swim up to the ceiling and look for the opening you saw in the flyby (W wall), swim through until you can surface and climb up the ladder.

 

The Star

Shoot the box next to the water hole in the center of the room to get a small medipack, jump into the water hole and swim into the big aquarium; there are two apples on the central blue structure, a Pretty Star near the SE corner (a door opens) and the Magnetic GPS Tracker behind the structure in the SW corner. Swim back to the air hole in the ceiling you came from. Locate the open door in the NE corner, jump to grab the crack, jump back with twist to grab the crack and jump back to land into the corridor with slopes. Here take a tricky curved running jump with twist on the longest slope to jump and grab the ceiling, swing E, drop, climb the crawlspace, shoot the grate, drop down on the trapdoor below (you are now in the main room with the big tree) and to get another secret take a running jump NE to grab the edge of the big chandelier, pull up and take another running jump E to grab the crack in the pillar and get the SECRET #2: the HK Gun and HK ammo. Safely drop down losing some health. In this garden there are a large medipack and two apples but also two tigers.

 

The Swamp

Open the SW gate with the star, shoot a vulture and advance to find a swamp room; take a running jump against the big picture in the wall from its right side and when you can continue walking W (move to your right if Lara doesn't sink) and under the picture to reach a new room. Pick up the large medipack, the shotgun shells and pull the switch to open a door in the main room. Exit the way you came, walking in the swamp against the E wall (right side) to get back in the previous room; exit E and go right to find the door you opened.

 

Room with the Big Pool

Go around the pool to shoot three giant bugs; there are shotgun shells in the SW corner of the pool and if you swim deeper you'll find a grated door in the SE corner you can open with your hands; advance and in the next room there is a hole in the ceiling (near the SE corner) where you can surface; shoot the grate, go through the crawlspace and push the movable block once to trigger something. Swim back to the pool room and note that a block has raised near the SE corner; jump to grab the crack in the wall and jump back with twist to grab the top of the block, pull up and jump to the rock, advance N to the very end, shoot the giant bug and take a standing jump to grab the monkeyswing (vegetation) in the next rock, swing to the end, turn right, drop/grab the crack, shimmy left and around the corner, jump to grab another monkeyswing, swing to the very end and use the "Jump" key to land onto the rock below.

 

Take a tricky standing jump to grab the crack in the wall, shimmy left, drop on the slope, slide and jump in last moment to grab the edge of the rock in the corner, pull up and pick up the shotgun shells. Take a running jump to the S rock, jump over the slope, another running jump to the next rock, drop/grab the edge, shimmy left, pull up and take a running jump to the triangular ledge in the corner. Take a standing jump to the E rock and from the very right side (against the wall) face W and jump back and forth onto the slope to grab the monkeyswing above, turn around, swing to the very end and take a couple of "steps" back before you use the "Jump" key so you can land on the slope below, slide and jump in last moment to grab the ladder, climb up, shimmy left and jump back and forth with a left curve to land onto a flatter part of the rock.

 

From here advance W, shoot the bug, turn right and take a sprint-running jump to reach the N rocks, pick up the shotgun shells and take a long running jump (no grab) to land on the flatter part of the next rock; now go through the crawlspace, drop down into the hole, shoot the crate, jump to grab the edge of the slope you came from and jump back with twist to grab the edge of the N crawlspace; advance and once outside take a running jump to the E rocks. The next task is a bit tricky; what I did was to take a running jump with twist over the slope, jump to grab its vertical climbable part, drop/grab so Lara is with arms and legs extended and quickly shimmy right to the wall; climb up or down so Lara is at the same level of the crack, shimmy right and where you're hanging from the crack jump back with twist to grab the S climbable rock, climb up to grab the monkeyswing and advance to the very end; as you did before, take a couple of "steps" back before you use the "Jump" key so you can land on the slope below, slide and jump in last moment to the safe rocks in the corner.

 

Continue taking a running jump to a flatter part SE and go left to the very corner; climb and note the different panel in the N wall: soot it and go through the crawlspace to get the SUPERSECRET #3: 3 X revolver ammo and a small medipack; replenish your health in the tile with the smoke emitter if you need it and go back outside. Now take a running jump to grab the rock with the apple and go through the triangular crawlspace; to cross the part with the conveyor belt you'll need to use the "Sprint" key when crawling. Once outside continue jumping/sliding/shimmying until you reach the ledge with the giant bug, take a long running jump (no grab) to the rock attached to the wall, jump to grab the crack (use the "up arrow" and "jump" keys against the wall), shimmy left, jump to grab the upper crack, shimmy left, drop to grab the lower crack, shimmy left and drop down. Now make your way to reach the crawlspace at the top of the waterfall (not difficult), shoot the bug, go through, shoot the bat, pick up the apple and the flares and pull three switches to open doors somewhere. Exit, take a swam dive into the big pool below and go back to the main room with the big tree.

 

Dangerous Pit

Note that doors opened left and right from the E waterfall. Let's explore the NE one first. Here there are several raised tiles with objects, but don't try to pick them up. Shoot the grates in the S wall, climb, pick up the small medipack and drop/grab the edge from the right side first; drop/grab the crack below, time the spikes to take a backflip with twist and grab the crack in the S wall, shimmy left to the very end, drop grab the crack below, time the spikes to shimmy to the right side and finally drop to the bottom, slide and jump back avoiding the last row of spikes (if you're lucky; you can't see them this time).

 

Ceiling Conveyor Belts

In the next corridor with intermittent spikes, don't enter yet, but grab the climbable wall to your left, climb up to the ceiling, shimmy right around two corners and pull the jumpswitch to deactivate the spikes below, now time the next spikes sprinting fast (I lost some health with the first ones) and drop down to find a new challenge. Pick up the small medipack and note the conveyor belts in the ceiling, they are really monkey-swings you can grab, so start by turning left and take a running jump with twist onto the slope, jump and grab the conveyor belt, let it takes you to the opposite side of the room and when you're about to reach the wall, turn left and jump to land on the slope below, slide/grab the edge, pull up and take a backflip with twist to grab the safe ledge with the switch. Pull it and do the same maneuver and movements as before but this time with the other conveyor belt so you can get back on the starting ledge. This time face N, jump back and grab past the edge so you can land onto the slope below, pull the switch in the niche, shoot the grate and go through the crawlspace.

 

More Conveyor Belts and Spike Traps

Turn right and crawl all the way to the S wall avoiding the spikes; in the very SW corner there's a niche with a switch to pull, then drop on the conveyor belt, advance E timing the two spike traps (use the "sprint" key) and look to the right to find a small grate to shoot in the S wall; in this niche there's another wall switch to pull. Now make your way to go all the way to the NE corner timing all the spike traps and look for another niche with a jumpswitch, pull it to deactivate all the spike traps in this crawling area and open the exit door in the E wall. To get a secret go W and locate a small grate in the N wall, shoot it and go inside to find the SECRET #3: the Quite Potent Pocket Acupunture. Anyway go to the E end of the room and look for that open door.

 

Moving Spiked Ceiling

Step on the trapdoor and it will open; quickly (a moving spiked ceiling comes from above) push the movable block in the W wall, go right, through the crawlspace, climb, time the spiked trap to jump to the recess in the W wall, do the same to take a running jump to the recess in the S wall and take a final running jump to the exit opening in the E wall. Go to the end of the corridor and save your game.

 

Moving Spiked Walls

Drop down and several moving spiked walls will come from the back of the room; sometimes you'll need to crawl, jump or simply go around, but think that you're not forced to advance to the back of the room, sometimes you'll need to stay in the same area or even go back because you'll need to avoid the darker grated tiles (spike traps). Once you are success, in the SW corner (back of the room) there's a wooden part of the wall with a crack, jump/grab it, jump again to climb, take a running jump to the niche to your left, take an angled standing jump to grab the crack, shimmy right, jump to grab the crack above, take a backflip with twist to grab the climbable wall at your back, climb almost to the top and jump back to land onto a safe ledge. Now climb the NE pillar, turn around and jump to grab the edge of the block, pull up, pull the switch, shoot the grate, go through the crawlspace and drop down in a familiar room. The raised tiles are safe now, so you can pick up the apple, the first Stone of Life Fragment, the shotgun shells and the small medipack. Go back to the main room with the big tree.

 

Room with Moving Platforms

Now we'll cross the bridge in the SE corner. In the room with the smoke emitters look for a high crawlspace hidden in the E wall behind the vegetation (left side), go through, hang from the other side but don't drop to the bottom (the water is deadly); instead, drop to grab the crack below, shimmy left and from the corner jump back to land onto a safe ledge with a fake door; jump NE, go through the crawlspace, jump over the fat pipe and go through the crawlspace in the corner. Drop down, jump over the slope, slide and jump to the safe ledge with the switch; pull it to activate moving platforms and remember that the water and the tiles marked with an "X" are deadly. There are three jump-switches to pull in this dangerous room; the N one is easier than the others: simply jump on a moving platform, jump to that ledge, jump back and forth onto the slope to grab the monkeyswing above, turn around and pull it. The other two are harder: from a moving platform take a running jump with twist on the slopes under the switches and jump to grab the short monkeyswing above them, turn around and time the moving platforms so when you pull the switches and fall on the slopes you can jump back and with luck, land on one of those moving platforms. When all three switches are pulled, the pool is safe and you can jump into the water to pick up the Uzis, two apples and swim through the hole in the floor (SE corner of the pool) leading to a room with more of those dangerous floor tiles.

 

Room with Four Wall Switches

Shoot the grate opposite the entrance (duck) and take a curved or a walking running jump to reach the opposite side of the room, shoot more grates, jump to the N side, take a standing jump over the slope, turn around, jump to grab the edge of the slope and jump back with twist to grab the edge of the opening in the corner, pull up and slide to a dangerous room (the entrance door closes). Quickly draw pistols because it's a timed sequence, shoot the grates and pull all four wall switches before Lara explodes; if you are success a door opens in a corner and you can exit.

 

Rotating Pipes Puzzles

In the next room the water is deadly too; high up in the orange pillar next to the entrance there is a jumpswitch, jump to grab the crack and jump again to pull it. There is a wall switch in a niche in the S wall protected by grates, shoot them, pull the switch, go down, pick up the flares, take an angled standing jump to grab the edge of the opening in the W wall and drop down from the other side. In this room there is a trigger-pad tile next to the N wall; each time you step on it, the pipe rotates 90 degrees, step three times so the pipe connects with the other pipe in the W wall and a block raises. Climb the block and jump over the thinnest tubes to a room with another pipes puzzle. Pick up the apple near the NE corner and look to the position of the E and W curved pipes; your goal here is to connect these pipes using the pad-trigger tiles in the S pit, so facing N, step on the left tile once and on the central tile once: all the pipes are aligned now and this turn off the fire in the S tile; go there and pick up the second Stone of Life Fragment. A block raised in the W wall, so climb the blocks and follow the passage to get back to the main room with the big tree.

 

Moving Blocks Area

Use the stone fragments to open the N door and start to soot the Big Gladiator immediately or you are doomed (I've used the shotgun), continue to a room with big chandeliers. Next to the S wall there is a shootable box which hides a note you can read; go to the opening in the NE corner. When you find the first moving block (2), don't jump ahead but time it to go W, now time the next block so you can go left to the niche with the switch, pull it and go back to the starting point (2) timing the same blocks. This time go E timing the first block and right timing two blocks to a recess in the E wall, continue timing again the last block to find the niche in the S wall with the switch, pull it and time the moving block to go right to the recess in the E wall, time the next moving block to go to the safe NW corridor, now go E to the very end and right (S) timing several blocks to find the next switch to pull; finally go back to the previous corridor and all the way N to find a pit with more moving blocks above. Push the movable block to clear the way, go to the back of the corridor, turn around and sprint to take a sprint-running-jump over the pit; beware of the falling blocks, climb the ornate block to your left, pull the jumpswitch and exit SW (a block has lowered). If you go back to the pit (it's safe now) and drop down, you'll find the SECRET #4: a large medipack. In the area where the moving blocks were, you can find shotgun shells too (SE corner).

 

Laser Rooms

Back in the room with the big chandeliers, go through the SW opening (central position) and the floor will collapse; slide and jump to grab the jumpswitch, time the red lasers and exit through the crawlspace (shoot the grate). Shoot another grate and save the game before you drop down: in this room there's a moving laser and niches in the S, E and W walls, all they protected with intermittent lasers too; your goal here is to jump with grab to those niches timing the lasers and pull the switches inside; when you are at the top of the pillars, be careful with the rotating laser and jump up when it's near to avoid it. When all three switches are pulled, the opening in the W wall is safe, go there and in the next room go left timing the moving laser to get shotgun shells and an apple near the SW corner, now go left (N) timing the second lasers and left again at the end to find a wall switch near the NW corner, pull it and go right/right to find the raising block so you can climb to the top of the walls. Note the W closed gate blocking the exit and take a look to the ceiling: there are four circular trigger tiles you must step below but also many tiles with orange fruits; these tiles are deadly so make your way to step on the tiles under the circular tiles walking/running on top of the walls trying to not touch the tiles below the deadly fruits; once you are success the W gate lowers and you can slide to the next challenge.

 

The Gladiator Head

In this room, to destroy the gladiator head you'll need to explore the room and locate five wall switches to pull; they are placed on darker wall textures (wooden roots) in the hedges. To avoid the lethal rays try to pull the switches immediately after the head spits the ray, so you must be constantly moving here. Once all switches are pulled, the head explodes and you can explore the room to find an apple and a small medipack (this one will trigger dogs); locate the exit opening in the SW corner (a block raised there), step on the teleporter and after the cut-scene locate the wall switch to open the E glass door and go back to the room with the big chandeliers.

 

Ascension of Annoi’ Ans Challenges

A gate has lowered in the NW corner, so go there up the ramps and continue to pull a floor lever; in the room with the falling boulders quickly sprint to the NW gate (it will open as you approach) before the balls fall. In the next rooms you can read the hints on screen so you can better face the next challenges. Pull the floor lever to open the next gate and in this room pull the floor lever in the SW corner and walk slowly to the exit (if you run the gate closes). Pull the next floor lever to lower the gate and you’ll find another floor lever, pull it but don’t turn around, walk/jump back always without see the exit until you reach the next floor lever. Pull the next lever and enter, wait about a minute or so and the next door will open. Pull the lever to lower the next gate and in this room duck and crawl through the fires to open the exit gate. To get the last secret drop down into the W pit and look for a triangular hole in the NE corner, drop down and run to get the SECRET #5: I found nothing to pick up here. Go back up, advance and pull the next floor lever, enter and pick up the large medipack: two Flying Atlanteans will show up, shoot them and pick up the Key of Progress one of them drops, pick up the flares and use the key to open the exit door. Pull the floor lever to lower the gate, enter and approach to the exit gate: there’s a keypad in the right side, and to get the code you can light a flare when you are in front of the gate to get it: 2137. Insert it in the keypad to open the door and exit. In the next room don’t touch the floor levers and pull only the four wall switches in the NW-SW-SE-NE blocks to open the exit gate, pull the floor lever to open the last gate and save your game. Enter and move yourself fast to shoot a lot of mercenaries; after the battle check the corpses because one of them should drop the Key of Progress; pick it up and use it to open the exit gate (the keyhole is in the SW corner).

 

Mirror Rooms

Jump to the now accessible opening in the S wall and in the next room approach to the gate in the S wall and it will open. Go right through the W passage avoiding the flying boulder if you want but there’s nothing interesting here, go back to the crossing and advance S to a mirror room. Go E to see several invisible reach-in switches (black marked in the mirror) and shotgun shells, pick up the ammo and go back W to pull the switches; there is another mirror pointing the location of the remaining switches, but I had to explore all the room (bad, bad) looking for something to trigger until I found the last switch. Once all five switches are pulled a gate lowers in the S wall (W side).

 

The Candy Wheel

Go there to find yourself on a terrace overlooking the main room with the big tree, go to the room in the right side (W), pick up the large medipack in the corner, climb the blocks in the SW corner to get a small medipack, go behind the counter and pull the toaster knob to open the door in the SW corner, go there, pick up the small medipack, shoot the big basket and go through the triangular crawlspace. Pull the movable block at the end of the passage, go back to the previous room and look for the corner where the block was to discover another similar passage; don't enter yet but go back to the room with the toaster-switch. The display case with the food is shootable, break it and pick up the Candy Wheel, but this action will alert several wraiths too, so quickly go back to that passage you revealed by moving the block to get rid of the wraiths; then go back to the mirror room and next to the E mirror there's a closed gate with a big "flower" in the left side; use the wheel there to lower the gate.

 

The Frogs

In this garden area the W pillar with the vegetation is climbable, climb to the top of the arch to find the Small Waterskin. Your goal here is to find several frogs and pour water on them so they start to jump when you do it and filling the waterskin when needed. Run up the E ramp and look for a frog (1 of 6) in the bush in the very NE corner, now go S and locate another well visible frog (2 of 6) next to the big flowerpot; now go down and look for three more frogs in the area in front of the entrance: one of them next to the tree (bushes in the NE corner) (3 of 6), another one in the bush just in front of the entrance (4 of 6) and another one in the bushes next to the W tree (5 of 6); finally go to the S side of this area and find the last frog (6 of 6) in the higher bush with pink flowers next to the chairs: a door will open at the top of the waterfall.

 

Final Fight

Go there, jump, climb up the ladder to your right, go through the triangular crawlspace and pick up the Lux and the Macher Helicopter Transport Phonenumber; the flyby shows you where to go now so go down to the courtyard with the big tree, jump into the E pool, go through the waterfall and place the lux in the gramophone, go outside and shoot the yellow spheres and Natla too; when she dies jump into the E pool, swim through the hole at the bottom, get out of the water at the end of the passage, use the card in the phone to open the gates enter to watch the credits and later the doors re-open, go back to the corridor and approach to the chopper to finish the adventure.

 

June – 27 – 2026