THE ARMILLARY SPHERE

 

Level by LOTRKingluis

 

Walkthrough by Phil Lambeth

 

 

After the opening sequence, go to the W alley and into the alcove on your right to find a reach-in switch that disables nearby spikes. Go around to the N seating area and pull up onto the ledge for flares. From the other end of this ledge, take a running jump E to grab the column top, shimmy right around two corners to the other side, ledge jump back to grab the next column, shimmy right around the corner and ledge jump up to grab the ledge with the deactivated spikes. Pull up and look NE to see a wall crack in the building across the canal. To reach it, save your game, take a running jump NE onto the slope jutting from this building and jump without sliding to grab the wall crack. Ledge jump up to grab the sloped roof and shimmy right around two corners to the other side. Pull up and back flip onto a ledge with a wall switch that moves aside one of four logs blocking access to a door elsewhere.

 

For a secret, stand at the back right corner and take a running jump NE with a right curve to grab the sloped part of the roof. Slide and grab, pull up and take a rolling back flip to grab the roof behind you. Shimmy right and pull up around the corner. Stand jump W to a flat part of the roof, walk to the other side and take a running jump down NW. Go to the W end of this roof and take a running jump slightly NW to grab the roof of the next building. Shimmy left over a wall switch (but don’t release) and pull up around the corner. Stand jump up W onto a higher balcony and look right for a GALO DE BARCELOS which registers as SECRET #1. Return to the lower balcony and drop down next to that wall switch. Pull it down to remove a second log from the door you see in the cut scene. Turn around, take the UZIS from the plinth and hop down E into a shallow pool. Pick up a pastel de nata (or small medipack) at the corner and continue S and E toward the column with the first wall switch you pulled down. On the left side of the column you’ll find flares hidden in the weeds. Go back to the ledge at the W wall to find a SW column you can jump up and grab. Pull into the crawl space and hang from the other side. Ledge jump up to grab the deactivated spike ledge and ledge jump back to land on top of a wall. Go E for a small medipack, return and hop SW past the slope. Turn to face NW and jump around the corner two times to find a wall switch that removes the third log. Hop back to the previous jutting ledge, save your game and take a pixel-perfect running jump a bit SW to grab the wall ahead. Pull up, go to the other end and jump SW onto the vine-covered lattice. Drop down W onto a lower section of the wall, safety drop S into an enclosed side yard and pick up the GALO DE BARCELOS for SECRET #2.

 

Pull back up onto the wall you dropped down from, drop down the other side next to the shallow water and head E toward the door you saw in the cut scenes, pausing for a small medipack next to the table and chair. Turn left in front of the door and pull down the wall switch to remove the final log and cause the door to open. Be aware that when you enter the next area, you’ll attract the attention of a baddy perched up on the wall to your left, so hop back as soon as he opens fire and deal with him in the usual manner. Two more baddies are roaming about at ground level. When all is quiet, note the pushpieces in the central pavilion and find the opening in the N wall just past the entrance. Pull up into the passage and follow to a crossing. Turn left, go down the steps to a lower room and trigger a flyby. The medallion against the wall on your left is a giant button. Push it to extend two blocks in the nearby floor hole. There’s a similar medallion behind you at the SE corner, but leave it alone (you'll find a small medipack near it, however). Go to the NE corner and push that medallion to change the configuration of the blocks. Reverse roll and push a third medallion at the NW corner to extend all blocks and clear a passage in the N wall. First, grab the shotgun ammo to the left of the opening, go on through, stand against the handle jutting from the pipe and press the action key to turn the handle and change the position of the sundial in the outdoor area.

 

Exit, go up the steps and straight ahead to pull up S into a window opening. Take a running jump to grab the wall, pull up and walk to the other end. Take a running jump to grab the sloped roof of the pavilion, shimmy right around two corners, and just past the second corner ledge jump back with a left curve to activate a jumpswitch. A pushblock is raised in an alcove near the entrance, which you can pull out and use to access the N ledge where the baddy was posted for his uzi ammo, and to jump to a SE corner ledge for a small medipack. Slide and drop to the ground, go to the opening in the E wall near the wooden bridge and follow to an enclosed area for a small medipack at one corner. Mount the ladder, shift all the way left and take a rolling back flip with a right curve to grab the facing ladder. Shift right, take a rolling back flip with a left curve to land on a ledge and open the doors to an interior room. Turn the handle inside to adjust the sun dial once again, pull up into a phantom opening in the W wall for SECRET #3 and exit to the outdoor area.

 

Now it’s time to tackle that pushpiece puzzle. There are three pushpieces under the pavilion and a fourth pushpiece near the SE corner. Move the NW piece three times E and one time S, and watch it rise. Move the NE piece one time S and one time W for a similar result. Move the SW piece one time N and the final piece two times W and two times N. The mosaic door in the E wall opens, so enter the next room, shoot a dog, grab the flares and turn the handle for another sun dial shift. Exit to the pavilion, head SW toward a new area and continue S toward a parked car. Pause for flares in front of the column and use the reach-in switch in the W alcove to acquire the REVOLVER. Go to the parked car, and when you pick up the JERRYCAN two dogs will attack. Go back N past the pavilion and left to the pushpiece you pulled from the alcove. Get up onto it, jump W to the wall and left up the slope, but this time turn right and take a running jump W past the slope to grab the upper balcony. Pull up, run through a fixed camera and if you follow the balcony all the way around you’ll come to a plinth with torches, but that’s for later. For now, when you pass the mosaic mural to your left, face W and hop down to the lower bridge. Shoot the pottery for shotgun ammo and hop down left onto the lattice.

 

Turn right to face the wall crack, stand jump W to grab it, shimmy left to the wall and ledge jump up to grab a higher crack. Ledge jump back with a roll (release the arrow key immediately) to grab the balcony, pull up and ignore for now the wall switch ahead. Turn left into the passage and stand jump NE through the hanging branches onto the column below. Pick up the SHOTGUN, safety drop to the ground and go NW for flares near a potted tree. Stand against the N wall to the right of the potted tree, jump up to grab the wall crack and ledge jump back to grab a familiar lattice. Pull up and jump W to grab the wall crack, shimmy left and around the corner to the wall, ledge jump to the balcony as before and save your game in front of the timed wall switch you ignored earlier. Pull it down, reverse roll and sprint back N past the railing, take a running jump down to the lattice, jump NE onto the wall and continue with a running jump NE onto the balcony below, climb the ladder, turn right and then left into the E passage past the timed door (which stays open if you get there in time). Go down the steps and push the floor lever to lower a trap door elsewhere.

Hop over the railing on your right onto the lattice, go to the end and jump SE down onto the column. Hop to the wall, jump up SW to the wooden ruins and hop twice W for a small medipack. Shoot the baddy posted up S and go where he was for the dropped uzi ammo. Go to the W wall and shoot the jar in the alcove. Pick up flares, small medipack and the CROWBAR, drop to the floor and look for the nearby small medipack and BAG OF SAND next to an empty jar. Drop through the floor hole into the water below and swim N through the tunnel, staying left until you reach the LARGE WATERSKIN. Return for air if necessary, then swim through the tunnel staying right this time until you reach an underwater lever that lowers a trap door around the corner to your left. Go there, surface and pull out near some steps as the trap door closes behind you. Run all the way S to an alcove, shoot the jars inside to clear your way to a crawl space, enter and follow the passage past some wooden beams until you reach a set of spike traps. Work your way past them into a small room.

 

Shoot the jars to expose the SMALL WATERSKIN. The shield on the wall has a 5 on it, so fill the large waterskin and empty the five liters into the pot on the left side of the scales to open the SW door. (Any other number of liters will cause the door to your left to open and release a bull.) While you’re here, fill the small waterskin as well. Follow to a room with a handle you can turn to move the sundial an additional notch. Return past the spikes and crawl space, turn left in the next room and climb the steps to a trio of scales. Empty the Jerrycan into the one on the right, place the Bag of Sand onto the one in the middle, and pour three liters from the small waterskin into the one on the left. Nothing seems to happen, so reverse roll, run to the E ladder and climb the ladder to an outdoor area. Turn to face NW and hop up to another ladder that brings you up to the floor lever you pushed earlier. Go left up the steps, and at the top step turn left and go around to the balcony for a small medipack. Return to the steps, continue through the W corridor and loop around left to find a TORCH on the adjacent balcony.

 

Return to the balcony with the floor lever, hop over the railing onto the lattice and make your way S to the wooden ruins as you did earlier. Get down to the S wall to light your torch, and find the SE passage leading to a room with a handle you can turn to shift the sundial yet again. Exit with your torch and slide down N toward the ditch-digging machine. Go around it to the ladder hole, toss the torch down there and climb down after it. Hop up W to the scales and light the oil in the one on the right. Wait a few seconds and you’ll hear the sounds a gate lifting to your left. Go there and take the GOLDEN KEY from the plinth (cut scene of a baddy). You’re done with the torch, so climb back out E and go past the ditch-digging machine. Loop around right to the table with an umbrella, jump up to grab the N opening and ledge jump back to grab the lattice. Pull up, turn around and climb the N wall to shoot the two baddies waiting down below (if they’re there, one or both may be hiding around the corner). Take a running jump NE down to the balcony with the ladder, climb to the higher balcony and go left around the corner through a fixed camera. From the end of the balcony take a running jump down SE to a wall with mosaic pieces. Pry off the BLUE TILE with your crowbar and hop back to slide onto the wall. Drop down either side and head W along the wooden bridge.

 

Turn left in front of the building with the clock and flush out the second baddy lurking beyond the tree if you didn’t shoot him earlier. Enter the S passage he was guarding and use the Golden Key to lift the gate. Crawl into the passage and follow to an underground room with a small medipack and a handle you can turn to readjust the sundial. Return to the wooden bridge and continue E past the opened doors. Turn right and run past the pavilion to the S area. Loop left around the larger building and place the Blue Tile in the mosaic to neutralize a spike trap. Turn right, go through the now-safe passage and come to a room with a handle you can turn to advance the sundial one more notch. Return to the area with the pavilion and locate the pushpiece near the opened doors that you pulled from the alcove earlier. Use it to reach the W wall, jump up S and take a running jump W over the obstruction to grab the higher balcony. Pull up, loop left around the building and enter the E corridor. At the bottom of the steps climb down both ladders to the underground area, go NW and save your game in front of the timed wall switch.

 

Pull it down, reverse roll and sprint back to the ladder. Climb up both ladders with maddening slowness and pull up next to the floor lever. Turn right and make your way along the now-familiar route to the wooden ruins. Get down to the floor hole, drop into the water and swim through the tunnel. Take the right fork and continue to the timed doors ahead and to your left. It’s tight, but you can make it if you save in different slots along the way. Surface, pull out and head E to a room with shotgun ammo and a handle you can turn to make the sundial come full circle and cause a huge underwater wheel to roll away. Go back, jump into the water and pull the underwater lever in the W wall to lower a trap door above a ladder. It’s timed, but not very tightly. Surface, pull out and go W up the ramp to the ladder. Climb up near the top, wait for the trap door to close and drop onto it. Exit to the outdoor area, go E along the wooden bridge and past the opened doors to the pavilion area.

 

Use the pushpiece to initiate another tiring trip along the walls and balconies to the wooden ruins and down to the water hole. Swim along the tunnel, take the left fork and stay left to find the opening that was created when the wheel rolled away. Find the ceiling hole, surface and pull out into a mine shaft. Climb down the ladder in the nearby floor hole and head W to trigger a flyby during which you’ll drop to a lower level. Go around the barrels, and as you approach the W plinth you’re warned to save your game. Pick up THE ARMILLARY SPHERE, and a menacing figure materializes on the chair to your left. Two knights attack, and they explode nicely when they die, only to be replaced by two more knights and a baddy. The third round consists of three baddies. When they die, your final enemies are two knights, a baddy and the menacing figure who has risen from his seat to join the battle. When the last of them is vanquished, the level ends with a brief flyby.