THE PALACE OF HERA
Level by Brad Casali
Walkthrough by Phil Lambeth
Lara starts at the back end of a passage. As she moves forward past the
closed door on the right and vaults up into the room ahead, a lingering flyby
showcases this immense room with several layers of connecting ledges and
concludes with a shot of some closed double doors. What a nice way to start; on
the pedestal just ahead is the LASER SIGHT, the REVOLVER and some REVOLVER
AMMO, free for the taking. There's also a break in the railing to your right,
affording access to a ladder that leads all the way down to the floor below,
but don't use it yet. First, continue across the bridge until you reach a
closed gate with a gem receptacle to its right. Note it for later, then turn around and
look up. You'll see the brass ball hanging from the ceiling to the left of the
torch light. Combine your revolver and laser sight and shoot that ball.
Now go to that break
in the railing and use the ladder there to reach the floor that's a long way
below. Go toward the double doors to the west, that you opened when you shot
the brass ball. Hop down to the passage, and the doors close behind you. Run
into the next room and you'll alert a tin man. Shoot him in front of the west
door, which opens as you approach. Before going into the next room, pick up the
LARGE MEDI-PACK on the east ledge of the wading pool. Look around and you'll
see a closed door high up in the north wall, and a closed door at floor level
in the south wall.
Go into the west
doorway, and you'll hear a thud as the door closes behind you. As you enter the
next room, Lara's attention is drawn by a pattern of circles and diamonds on
the ceiling. I'm not sure how to articulate the clue, but when you walk in the
spheres are in each corner of the small room. When you move them so that they
form a diamond, with a sphere occupying the center squares along the N-E-S-W
ledges, a door opens in the south wall. Go inside and follow the passage until
you reach a door, which opens as you step in front of it.
You find yourself back
in the room with the wading pool in the middle. The difference, however, is
that several blocks have been raised near the north wall, giving you access to
that opening higher up in the wall. Go there and run down the passage. The door
opens at the other end, and you step inside a very sparse room with a closed
door and a gem receptacle on the other side. Since you don't have a gem yet,
you may as well turn around and go back outside.
When you step back
down onto the raised block, you realize that you can take a standing jump and grab
the edge of the roof structure over the wading pool. What's more, when you pull
up you can see a gem on the central block ahead. Go there and pick up the
HORSEMAN'S GEM, then jump back into the north passage. Use the gem to open the
door in the north wall of the room beyond, then follow the tunnel, climbing the
blocks as necessary, until you reach a closed door with a nearby wall switch to
your left. Throw it, then turn to the door which opens as you draw near.
As you step out onto
the veranda, you discover that throwing the switch caused the beginning immense
room to be partially flooded, which is a good thing, as otherwise you wouldn't
be able to progress. Stop to pick up two stashes of UZI AMMO, then jump into
the water and swim over to the opposite site. Note the torch lights that are
still burning away merrily underwater, then pull up onto the south veranda with
the aid of the friendly niche.
Run into the passage
and alert a TINMAN. Shoot him and pick up the FLARES he drops, then continue
into the next room and pick up the UZIS to your left. Open the door in the
opposite wall and enter a room with swinging chains in the foreground. Take a
running jump to either of the two chain-guarded ledges nearest you. You'll note
a total of five large ornaments with switches you can pull. However, if you
pull the switches on the four gadgets lined up against the west and east walls,
all you'll do is release a FIRE WRAITH each time. If you're interested in
maximum kills, you can release the quartet and jump into the water at your
leisure to get rid of them singly or as a group. (There's a spot near the NE
corner where you can pull out of the water.)
Take a running jump to
the central ledge for a SMALL MEDI-PACK and some REVOLVER AMMO, then take a
running jump and grab to the south central ledge for a LARGE MEDI-PACK.
Finally, jump to the ledge against the south wall, pull the switch on the
nearby gadget and the nearby door will open.
Follow the tunnel
until you reach a dark, forbidden-looking room. Step down and run over to your
right to pick up the REVOLVER AMMO, then look up toward the NW corner and note
the boulder suspended in the darkness. Run around the room in a
counterclockwise direction and you'll see evidence of a number of blocks that
need to be raised so you can progress. Stop along the way to pick up three
stashes of UZI AMMO near the top of the ramp, which will alert two TINMEN who
will come out at you from different directions. After shooting them, pick up
the LARGE MEDI-PACK and FLARES that they drop. Continue around the room until
you reach the NW corner, where the boulder lurks above, and tease it out into
the open by running along the N-S trough.
Yikes! Another boulder
comes out right at you from an opening in the south wall. As soon as you see it,
dart up to your left out of the trough and you should make it safely. Some
blocks have risen near the crest of the ramp, so use them to climb up and
access what turns out to be the lower jaw of a catlike head jutting out of the
north wall. (There's a companion in the south wall.) Run down its gullet and
throw the wall switch at the end, then reverse roll and run back the other way.
Turn around and hop back down to the raised block. You see another set of
raised blocks underneath the catlike head to the south, so go there and climb
up into its open mouth as you did with the other one. Throw the wall switch at
the end to your left and return to the edge of the open mouth (passing through
a thin wall that offers no resistance).
Turn around and hop
back down to the raised block, and you'll see that throwing that last switch
has caused a brass ball to drop from the chin of the south catlike head. Shoot
it with your combined laser sight and revolver to open the door in the wall
above the south catlike head. Now go back and climb the blocks underneath the
north catlike head and discover another hanging brass ball there. Shoot it to
raise the final blocks in this room, over against the east wall. Climb them and
pull up into the passage in the east wall. Follow it and climb up into the
higher passage to your left, and continue until you reach the wall ladder at
the end of the passage. Climb up into the opening overlooking the north catlike
head, and drop down onto the top of the head.
Jump up to grab the
ceiling, and monkey swing all the way over to the companion opening over the
south catlike head. Drop down and go inside the opening, drop down a couple of
times and climb up to the passage on your left (much like the passage in which
you started this level). Drop down once more, run through the tunnel and open
the doors to your right at the end. Lara will drop down onto a platform with
four lighted contraptions in the corners.
You have three choices
at this point, but let's start with the south opening. Take a running jump and
grab to the left side (that's not obstructed by the block), pull up and run
toward the door at the other end, which opens as you approach. Enter a room
with a number of tall pillars, and near the south end a TINMAN comes out at
you. Kill him and take the LARGE MEDI-PACK he drops, then locate the disguised
hole in the west wall near the NW corner of this room. Climb up the ladder at
the end of the tunnel and take a rolling back flip near the top to land inside
a higher tunnel. Run to the other end and take a standing jump to the top of
the nearest column. Turn to your right and take a running jump with grab to the
next pillar, then two running jumps in succession to the next two pillars. From
here, use the ceiling to monkey swing over to the final pillar (bypassing the
next-to-last pillar, if you wish, as it apparently isn't a necessary part of
the sequence).
Enter a small room
with two bays of three wall switches each. A TINMAN comes to the attack, so
deal with him. (This one's not carrying anything for you to scavenge.) Pull
down only the left switch in the north bay (the other two are fire traps) and
shoot another TINMAN. Then go to the east bay and throw only the middle switch
(again, the other two are fire traps), and a block rises against the south
wall. Use it to climb up to the balcony above, and take a standing jump onto
the higher block. from there take a running jump to the block in the NW corner
and pick up the HORSEMAN'S GEM. This brings three more TINMEN to the scene, so
make your way back down as they clatter about below. Kill them all, then return
through the west tunnel to the platform overlooking the pillar room.
Monkey swing over to
the north pillar, then repeat the series of jumps you made earlier to get back
to the pillar against the north wall. Turn to your left and jump into the
tunnel, and use the ladder at the other end to get back to the floor of the
pillar room. Go through the disguised opening and turn to your left to get back
to the passage leading to the central platform in the other room. Climb up onto
the block to your left and take a running jump (without grab) to reach the
central platform. Go across the platform to the other side, and take a running
jump and grab into the darkness ahead. Pull up and run down the north passage,
and the large doors ahead open silently as you near them.
Vault up over the
threshold and run down into a very dark room. Kill the TINMAN that comes out to
greet you, and relieve him of his FLARES. There's a crowbar door at the east
end of this room, but you need to find the crowbar before you can open it.
There are two alcoves in the north wall that are well lit. To the left of them
in the darkness is an unmarked ladder that you can use to access a passage high
up in the north wall. Drop down into the shallow hole at the end and pick up
the CROWBAR. Return to the floor of the previous room and open the crowbar
door. (The door opens as soon as you insert the crowbar, but Lara continues
going through her motions and insists upon pushing open a nonexistent door with
creaking sound effects, which is fun to watch.)
As you pass through
the opening, the door closes behind you. (And no, the crowbar doesn't work from
this side.) Enter a large room filled with water. Take an exploratory swim if
you like, but there seems to be nothing of interest down there in the pool.
Climb up onto the block and take a running jump toward the east wall. Grab the
crack in the wall and shimmy to your left a long distance, around a corner, and
release to land on a slope. Slide down a bit and jump off to grab the edge of
the central platform in the pool.
Pull up, run to the
other side of the platform and take a running jump to the cracked pillar
against the west wall. Shimmy to your left, around the corner, and release to
drop down onto a small ledge. Face the west wall and jump up to activate the
jump switch hidden in the darkness. You hear the faint sound of a door opening.
Jump back up to grab the crack in the pillar, and shimmy around four corners
(five, if you wish) and pull up onto a raised pillar against the north wall.
Turn to face east and, you guessed it, there's another cracked pillar ahead.
You know the drill by now; shimmy over to an alcove in the NE corner and drop
down to pry the GOLDEN STAR off the wall.
Swim back across the
pool and pull up onto the south ledge. The crowbar door in the west wall is now
open (in fact, it has completely disappeared), so run across the floor of the
pillar room and turn left at the end and take a running jump with grab to
return to the central platform. Now turn to your left and take a running jump
to the large threshold to the east. Place the star in the receptacle next to
the large double doors to open them. At the other end of the small passage,
place the gem in the receptacle to open the next door. As soon as the door
opens, a FIRE WRAITH is released, so beat a hasty retreat back to the pool room
from which you just came, dive into the water and douse the wraith.
Return to the door you opened with the gem, go inside and use the ladder
to climb down a steep shaft to a tunnel down below. Run through the tunnel into
another room with an indoor swimming pool. On the other side to the north is a
closed gate, behind which you can see another gem. Go over to the SW corner and
climb up the blocks until you reach the opening in the west wall. Go inside,
vault up into the passage and go around to the right. Be careful of the water
in here. Although it's not intrinsically deadly, you'll get caught in a strong
current if you happen to fall in.
Take a running jump
past the chain into the deep north alcove, then turn around and take another
running jump to the other side to the SW. Turn and take another running jump to
the north, then pull up and pull the wall switch to your right. A FIRE WRAITH
is immediately released. It's now okay to get caught in the current, so jump
into the nearby water to douse the wraith and allow the current to carry you
east and dump you back into the large pool. Pull out on the north side and go
inside the opening you created with the wall switch.
Stop to pick up the
HORSEMAN'S GEM and continue along the tunnel. In the next room at the end of
the tunnel is a gauntlet of eleven boulders lined up above and to your right.
Sidestep to your left to clear the ramp, then reverse roll into the path of the
first boulder and run forward to get out of its way as all eleven come
careening down at the same time. (That's why I didn't suggest that you try to
sprint across to the other side.) As soon as the first boulder stops rolling
around (the other ten fall into a trench), make your way around it toward the
door in the west wall. A couple of TINMEN come at you from that direction, so
pause to deal with them. Just when you thought it was safe, a third TINMAN
comes out to challenge you as you approach the door. When you get there and the
door opens, a fourth TINMAN tries to sneak up on you from behind. After you
kill him, pick up the HORSEMAN'S GEM and go through the open doorway.
The wall surface to
your left is a disguised ladder, so use it to climb up a steep shaft (shifting
to your right when you reach the halfway point) into an alcove where the door
ahead opens as soon as you pull up. This is the same door, by the way, that you
ran past when you first began this level, so turn right and return to a
familiar area. Run across the bridge to the other side and place one of your
gems in the receptacle to open the door. Step inside, use your remaining gem to
open the next door, and run into the blackness ahead to finish the level.