YNYS WITRIN - Episode 2
Level by Monika Kunze (Miss Kroft)
Walkthrough by Phil Lambeth, to supplement the
outline provided years ago by Monika Pietsch (and
which follows this walkthrough).
Geographical information (from an
online resource): Glastonbury, a small
town in Somerset [a county in SW England], is surrounded by a grouping of
hills. The tallest of these hills is known as the Tor, which happens to have an
old stone tower on the very top which was once a church dedicated to the archangel
Michael. Close to the Tor is Chalice Hill. Wearyall
Hill is a long, narrow ridge that points towards Bristol Channel. Finally,
there's Windmill Hill which faces the cathedral city of Wells and just below
are the ruins of the medieval abbey. Before the land was drained for farmland
in later Christian times, the hills around Glastonbury appeared as islands from
the West. Today's river Brue was once the deepest channel in the shallow swamps
and allowed boats to pass. The ancient name for the Tor was Ynys Witrin, which means
"the Island of Glass." But this "island" is more widely
known from Celtic lore as Avalon, the Apple-place and the isle of enchantment.
After sliding down to trigger the opening flyby, run S toward the water
and jump in (it's safe). Swim down and locate the small opening in the
N wall. Enter and follow the passage to
an area with a large medipack
on the upper ledge. Continue through the
S opening at the floor and swim up the wood-lined shaft. Pull out and take a running jump over the lava
to grab the W ladder. Climb up and enter
the W passage, avoiding the breaktile pits. Loop around to the right and take the LASER SIGHT from the plinth. Go around the other way and activate the jump
switch at the end of the opposite passage.
Return to the ladder where you climbed up and jump down to the safe tile
next to the water hole. I couldn't
manage after several tries to jump directly into the water. Swim back to the lake-moat and pull out onto
the bank. A door near the NW corner is
now open, so enter the sparse room.
Pull out the block from the NW corner and enter the revealed
opening. Shoot the crate to your left to
expose a floor lever. Push it and then
jump over the W depression (it hides three blade traps) into the next
room. Shoot a jackal and pick up the REVOLVER after
shooting the crate against the N wall.
Go back outside and find that the other door to your left is now
open. At the threshold, combine your
revolver with the laser sight and shoot the crate down in the far left corner
of the pool. Jump in, swim down and pick
up the SHOTGUN. Go back and pull out S. Turn around and take a standing jump to grab
the near edge of the first pillar. Pull
up, turn around in place to avoid the swinging chain and shoot the white vase
down in the SE corner. Jump into the
water and swim down for some shotgun ammo. Pull out once more and jump back to the first
pillar. Locate the lion's head above the
next pillar, draw your revolver again and shoot the gem in its mouth to open
the gate ahead. Hop back, grab the edge
and shimmy around to the other side of the pillar. Pull up, take a standing jump and grab to the
next pillar, shimmy to the other side, then pull up and jump across to the
ledge to enter the opened N gateway.
When you step inside the gate slams shut behind you and a flyby takes
you lazily around the huge room. When
camera control is restored, shoot two vases on the nearby ledges for revolver ammo and shotgun
ammo.
Save the nearby N ladder for later and proceed E into a room with a pool
of flaming oil. Go to the pillar on the
N side of the room and climb the ladder on its E face. Beware of two blade balls that drop from the
ceiling, one as you pull up and the other as you proceed across the
bridge. Simply crawl under them while
picking up a small medipack
and some flares. Just past the second blade ball you're over
the S pillar. Hang there from the E end
of the bridge and release to activate the jump switch just below you.
Go back to the hallway to see that the W doorway is now open. Go there and note the suspended boulder. Watch out for debris falling from the ceiling
as you enter the room. Go to the far NW
corner and climb the wall where you see a lighter texture. When Lara's hands are just above the level of
the barred window to your right, take a rolling back flip and grab the wooden
bridge. Pull up and run to the E end,
dodging the falling debris along the way.
Take a running jump and grab to the opening in the NE corner as more
debris falls. Pull up into the opening
and climb down the ladder on the other side.
Crawl forward, draw weapons in the next room
and step forth as you're challenged by two ahmets.
When they're dead, go W along the left wall, past a closed stone gate,
and climb the ladder surface on the S face of the middle S pillar. Back flip into a passage, turn around and run
forward to pull down a wall switch.
Jump back to the ladder and climb down.
Locate similar ladders in the W face of the middle W pillar, the E face
of the middle E pillar and the N face of the middle N pillar, and pull down the
wall switches you'll find in the upper passages there. Pause in between for some revolver ammo on the floor at the NW corner, and
some shotgun ammo near the NE
corner. After you've pulled all four switches,
both doors will be open in the N wall.
Get down and enter the N door on the right. A blade ball drops from the ceiling as you
enter. Take the TORCH from the plinth, squeeze past the blade
ball and go to the N room on the left.
Beware of that depressed square ahead, as it hides a blade trap. Light the torch on the flaming plinth (don't
get too close to it as you do so) and return to the main room.
Look for the lion's head high up on the pillar ahead, and drop your
torch long enough to shoot the gem in the lion's mouth. This opens the stone gate in the S wall, so
pick up the torch and go there. Run down
the ramp, turn right as the gate opens automatically and hop up over the fallen
debris into a familiar room. Go to the
suspended boulder and light the end of the rope near the closed gate. After a few seconds the boulder will drop
down onto a trigger tile to open the gate.
You no longer need your torch, so leave it here and enter the W
gateway. Vault up onto the block to your
right, turn around and take a standing jump to grab the ceiling. Turn right and monkey swing across the
room. When you reach a protuberance
jutting down from the ceiling, turn to your right to face it and save your
game. Release, drop onto the slope and
jump quickly to grab the perpendicular monkey bars. Follow the track over the deadly water until
you reach the S wall. Release and
quickly grab the ivy-covered wall. Shift
right, around the corner, and continue until you're able to drop down into an
alcove.
Pull down the wall switch there to open a nearby door. Step out to the edge of the alcove and take a
standing jump NE onto the slope. Jump
off and land on the block in front of the open doorway. Hop up into the opening and watch a trio of wart hogs cavorting about in the field below. Shoot them from up here if you can, or safety
drop to the ground below to engage them at closer range. Go to the water's edge as spooky music plays. There are a number of openings in the lake
wall, each of them marked with a green plant and each of them involving certain
specified tasks. They don't have to be
negotiated in any particular order, so let's start with the most obvious one
dead ahead, in the N wall not far below the water's surface.
Upper N passage
Jump into the water and swim through the N opening. Follow the passage and swim up the shaft at
the end. As you pull out you'll activate
some spike traps, so time your jumps over them as you head E along the
passage. When you reach the end you find
that your prize is also spike trapped, so turn to your left and push the stone
block twice to reveal a passage to your right.
A block rises behind you, so there's no going back. Follow the revealed passage to a block. Climb up onto it and pull up left into a lava
room. The two wooden ramps are boulder
trapped. Jump to the nearer one and
immediately hop back and wait for the boulder to come to a stop. Jump back to the ramp, but don't try the same
trick with the other ramp, as the distance is too far to cover with a back flip. Instead, activate the jump switch in the SW
corner. Since there's a safe tile at
this corner, you suspect that there may be another one out of sight at the
opposite corner. Get back onto the high
part of the wooden ramp near the wall, take a running jump E to the other ramp
and keep running forward as the second boulder rumbles down. Sure enough, you land safely in the
corner. Activate the second jump switch,
which is almost impossible to see against the ivy background, and things happen
back in the spike-trapped passage. Curiously,
when I pulled this jump switch on one occasion, the secret chimes sounded, but
on another occasion they didn't.
Go back there and follow the passage to the stone block. Pull it back twice, then turn and take the CROWBAR from the now-safe plinth. Use the crawl space beyond the plinth to
access the passage. Follow it around to
an opening that overlooks a courtyard.
Take a running jump to the roof of the central structure, shoot two jackals, and pick up the GRENADE GUN.
Somehow the jackals were carrying shotgun
ammo and grenade gun ammo, so
take those as well before leaving. I
strongly suspect that these pickups were intended as the only SECRET in this level. Take a running jump back into the S opening,
using the action key so you won't bump your head, and return to the exit
passage via the crawl space. Jump W past
the spike traps and hop into the water.
Swim back to the main lake.
Lower W passage
Fill your lungs with air, swim down to the lake floor and locate the
opening in the W wall near the NW corner.
Swim inside and follow the passage leading to a shaft that takes you to
an archway and some stairs. As you go up
the stairs you'll awaken a skeleton, so
put that grenade gun to good use.
Continue up the stairs and you'll come to a couple of ahmet pens. You're safe for the moment. Pull down the NW wall switch to lower a rope
in the center of the room. Use the rope
to swing S and jump off to activate the high jump switch. This is much easier to say than it is to
accomplish. What worked for me was to
wait until Lara was actually going back from the peak of her swing before
jumping off the rope. Both of the ahmet cages are now open, but you need enter only the W one
(where there's a switch in the N wall).
Unfortunately, there's a blade trap beneath the switch, but if you're
quick enough you may be able to back flip after pulling the switch and avoid
health loss. Pulling down the switch has
opened the gate in the N wall. If you
want to brave the other ahmet for the small medipack in its
cage, do so before exiting this area.
Go up the stairs and come to a room with a central trench flanked by two
sloped ramps. It looks like a perfect
spot for a boulder trap, and so it is.
Jump to either ramp and start jumping back and
forth across the trench, working your way downward by using the arrow
keys. You'll trigger the boulder when
you near the bottom of the ramp, so when that happens simply continue jumping
back and forth in place until the boulder comes to a
rest. Then hop down into the trench and
go back up where the boulder dropped down.
Jump up to grab the ladder and climb up.
Back flip near the top into a passage, turn around and shoot the crate
to expose a HORSEMAN'S GEM (first of
three). Get back down, retrace your
steps back through the ahmet room and down the
stairs, jump into the water and swim back to the main lake.
Lower N passage
Locate the nearby passage at floor level in the N wall and swim through
the narrow passage and up the shaft at the end.
Pull out into an underground cavern.
Go to the edge of the pit and take a running jump NW onto the adjacent ledge. Hop down N, turn right, go
to the end of the passage and pull up to your right. Climb up onto the block on your right for a small medipack, then return to the ledge where you jumped just now. There's a ladder surface there, so use it to
get down a bit, then release to drop onto a
block. The shootable
vases in the room are empty. Enter the
dark NE corridor to draw out an ahmet. When it's dead, go back further into the
corridor and trigger a blade ball. Crawl
underneath it and pick up the flares and
the large medipack. Pull down the wall switch to raise a block in
the previous room. You can either go
back the way you came or continue forward to trigger a second blade ball. Back in the previous room,
use the raised block to access the ladder you used earlier.
Climb up and take a running jump SE back to the cave floor. Face W and take a running jump and grab to the
ledge (no need to use the slope at all).
Pull up and climb down N as far as you can. Release to drop down onto a
ledge next to a lava pool. Pick
up the revolver ammo at your feet and
climb up N to the top of the pillar.
Turn to face SW and take a standing jump to the shorter pillar down in
the lava. A gate opens in the S wall, so
locate the lion's head mounted in the alcove and shoot the gem in its
mouth. You can hear another gate
opening, so turn around and find that a second lion's head is now exposed in an
alcove high up in the N wall. Shoot the
gem in its mouth as well and turn around to find that a block has been
lowered. Jump to the S ledge and claim
the second HORSEMAN'S GEM. Take standing jumps back along the block to
the ledge where you found the revolver ammo, climb the ladder to your left and
take a running jump and grab left of the ramp, pull up and run forward to the
water hole. Swim back to the main lake.
Upper W passage
Swim up and locate the opening about halfway up the W wall. Follow the winding passage and up the shaft
at the end. Pull out into an enclosed
glen, loop around to come to a deep pit, and look down to see a blue gem at the
NW corner. The ivy strip you can see
running along the right side of the W wall is climbable. Go to the S wall and find the crack in the
wall. Jump to it and shimmy across the
pit, noting the three wart hogs you've
attracted below. Pull up on the other
side and run to the N wall. Use the ivy
wall to climb down to the bottom of the pit, side flip immediately to the left
to avoid the boulder and dispose of the wart hogs. Reverse roll into the NW passage to trigger a
second boulder and quickly run back out to safety. Go back to pick up the third HORSEMAN'S GEM, then climb back up the
ladder. Go toward the N wall to alert
two jackals, then
pick up the large medipack. Use the crack in the S wall to get back to
the other side of the pit, jump into the water hole, swim back to the main lake
and go up for air.
Lower E passage
Swim down to the lake floor and locate the open gateway in the E wall
near the NE corner. Swim inside and
follow to a tall room with flame blowers ahead and the sound of swinging chains
above. Turn around and jump to the ladder
in the W wall. Climb up and shift right
or left to drop down onto a ledge. Watch
out for the swinging chain and get into the nearest corner. Take a running jump E and grab the ledge in
the opposite corner. Pull up and insert
one of your Horseman's Gems in the receptacle.
Jump to the other two ledges in the E wall and repeat. Safety drop onto the ramp below (the flames
are gone) and slide to the floor. The E
door has opened, so go inside and draw weapons as you enter the large
room. Run forward and shoot four jackals that come out at you from all sides.
When all is quiet, explore the room for flares
and shotgun ammo near the S wall (note
the nearby wall switches, three of them), shoot three more jackals as you roam about and continue your
exploration for a small medipack
near the middle of the N wall and revolver ammo
near one of the central pillars. Go back
to those wall switches and pull the first one in the SW corner. It's timed, and it opens the door immediately
to your right in the N wall across the room.
Take a couple of running jumps, then dash the rest of the way there,
using the sprint key, and you'll make it with time to spare. Activate the jump switch at the end of the
passage to raise a block in a room you visited much earlier.
Go back to the wall switches and pull the middle one. This one is also timed, and it also opens the
door to your immediate right. Jump and
sprint over there and pull down the wall switch at the end of the passage to
raise another block in the same room.
Time a run past the flame blower and run back across the room to pull
down the third timed wall switch. Same
thing, turn right and jump/sprint across the room and into the opened
doorway. Activate the jump switch to
raise a third block in that room you see in the cut scene.
Before leaving this room, look for a lion's head mounted high up on a
pillar near the NE corner. Shoot the gem
in its mouth (of course), standing with your back against the E wall. This raises a block
in an alcove near the SE corner, so go there and climb up onto the block. Climb about halfway up the ladder and back
flip onto an upper level. You can see a
jump switch on one of the far pillars.
Activate it to open a door in the S wall behind you. And guess what? There are three lion's heads mounted on the
near row of pillars. You know what to do
by now, don't you? But it's not as easy
as it sounds, as you have limited shooting room. For the ones on the E end and in the middle,
jump into the opened S doorway and take aim from there. For the one on the W end, stand at the corner
of the floor hole near the SW corner, with your back to the wall.
Select one of the bridges and cross over to the N side. The shootable vases
on the bridges are all empty. Collect
three GOLDEN STARS on the back faces of
the pillars, then cross a bridge to the other side, jump into the open S
doorway and jump into the water hole.
Swim down, then up a long shaft to pull out into a wood-lined passage. Step forward and the door opens
automatically. Step out onto a ledge in
that familiar room. Climb down the E
ladder and use the raised blocks to insert the three Golden Stars in their receptacles. When you've inserted all three, the fires go
out in the E trench. Go to the NE corner
and pull the stone block back onto a tile next to a gray tile in the wall with
a gingerbread man design. A cut
scene shows an underwater gate opening.
Before leaving this room, enter the passage made accessible by removing
the stone block. Eliminate the skeleton, shoot the crate at the end of the
passage, pick up the grenade gun ammo
and beat a hasty retreat as a fire wraith
gives chase. Leave this room via the SW
hallway and climb the N ladder. Pull up
and head right along the wooden walkway.
Jump into the water to extinguish the fire wraith and swim across into
the opened gateway. Pull out right, run
forward toward the closed door and the level ends abruptly.
And now, here is the outline contributed by Monika Pietsch:
Ynys Witrin
Part 2
Monika Kunze /
Miss Kroft
This is an unauthorised
walkthrough by Monika Pietsch.
It has all the important pick-ups and items mentioned.
It will not contain all pick-ups, all enemies and maybe not all the secrets.
This walkthrough is meant as a guideline to get you to the end of the level,
even so there might be other ways too.
Walkthrough
Start with some beautiful music.
There is a room with water. In the water
is a tunnel. You come to a room with fire. Get a large medic-pack.
Climb up the ladder. Run over breakable boards (underneath are spikes).
On the right side is the Lasersight and on the left
side is a switch.
Jump down over the fire. Swim back and on the left side is a door open.
Pull out the damaged block. Shoot the crate on the left side > switch.
Careful when stepping back there is a knife trap.
A dog appears. Shoot the 2. crate and take the
Revolver.
The 2. door is open now.
Behind it are a water pool and blocks with swinging chains.
Look for the lion’s head and shoot the gem in its mouth. The
door underneath opens up.
Avoid the swinging chains using standing jump and transverse around the block.
Pull up and repeat with the next block.
Lara comes to a room with a yellow/orange
floor. The door closes behind her.
The music sounds sinister. Shoot first 2 vases and get the ammunition.
Then climb a ladder up to the fire room. Careful, because 2 iron balls with
knifes fall from the ceiling.
Drop down behind the 2.iron ball to a wall switch. Pulling it opens a door next
to the entrance.
You see a boulder on a rope. Climb up the
wall at the right and far end. Do a back flip.
Stones are falling down and can hurt Lara. Go to the other side and jump in to
the opening. Climb down the ladder. The music is fast now. Kill 2 Ahmets.
At the left and middle column is a climbable wall. Use it and do a back flip.
Pull a switch.
Repeat this on the far middle column and right middle column.
Now is a door at the bottom open. When Lara enters an iron-ball with knifes
drops.
On a pedestal is a torch. Take it with you but drop it again. Climb up the
front middle column. The switch up there opens the other door at the bottom. Go
there with the torch to light it. There is a knife trap on the floor.
Now look up and shoot the lion’s mouth at
the middle column in the middle row.
This opens the exit door. Take the burning torch and use it at the rope.
The dropping boulder opens the door. Behind it is a room with fiery liquid and
sloping walls. Use the monkey bar. On the square before the last one, drop and
jump and grab the next monkey bar. At the end of the monkey bar use the
climbable wall till you reach a switch.
Jump over to the opening. Kill the 3 wild boars from above.
You come to a big lake.
From here you have to find 3 Horseman’s Gem and the exit.
Hint > the different openings are marked with plants.
Start with the opening straight ahead.
Careful there are spikes traps.
The crowbar is on a pedestal and when you get near spikes pop up.
Push the movable block into the next passage. Go through and climb a block.
You enter a room with lava. Trigger 2 boulders and then pull the 2 wall
switches.
This will stop the spikes from popping up.
(The only secret of the level is supposed to be in this room. I didn’t find it)
Go and get the Crowbar.
Pull the movable block back and jump over to the balustrade on pillars. Kill 2
dogs and pick up the Grenade Launcher and some goodies.
Jump back and leave this area avoiding the spikes.
Swim down to the left side to another
opening. Eliminate a skeleton. Pull the switch and a rope will drop. Use it to
pull the high up wall switch. This opens both doors of the two Ahmet’s cages. Actually Lara has only to kill the one where
there is switch in the cage.
Careful! There is a knife trap in front of the switch. This switch opens a
door.
If you kill the other Ahmet you will find a small medi-pack in the cage.
Jump to the side and transverse till a boulder rolls by.
Pull the switch at the end and the boulder will drop down in to the pit.
Go back up to the entrance of this room. Jump up and climb till you reach a
crate. Shoot it and collect the 1. Horseman’s Gem.
Back in the pool go down and behind a
water plant is another opening. Swim in and then climb down. Kill an Ahmet. Go around the corner. Careful there are iron balls
with knifes. Pull a switch. This raises a block. Go up and first to the dark
area and collect goodies.
Do a running jump to the room with lava. Use the blocks. Stand on the middle
block. Shoot the 2 lions mouth. Collect the 2. Horseman’s Gem.
Get back out again.
Look for another opening in the pool. It is on the left side more in the
middle.
You come to garden and a deep pit. Deep down you can see the gem.
Grab the crevice on the left side. On the other side are 2 dogs. Climb down the
climbable wall. Drop and side flip to avoid the 1. boulder.
Trigger the 2. boulder and then take the 3. Horseman’s
Gem.
Go back to the pool and swim down to the
right side and through an open door. You will land in a room with the 3
receptacles for the Horseman’s Gem. Watch out for the swinging chains.
Use the gems and the door below opens. The fire there has gone.
Kill 5 dogs and collect some goodies. There are switches and across the room
doors.
1. door is timed and leads to a wall switch. It moves
a block underneath a Golden Star receptacle.
2. door leads to a wall switch that moves a block
underneath a Golden Star receptacle. A fire and a dog appear.
3. door leads to a wall switch that moves a block
underneath a Golden Star receptacle. A dog appears.
Shoot a lion’s mouth high up. This raises
a block and you can climb up.
On the other side over the bridges are the
3 Golden Stars and they are guarded by fire.
You have to shoot into 3 lion’s mouth to stop the fires. The
2. and 3. from the
left side and the 1. from an opening after having used
a wall switch.
Collect the 3 Golden Stars.
Leave this area through the opening.
When you are in the room with the 3 Golden Star receptacles use them. That will
stop the 3 fires below. Pull a movable block up to where there is a grey tile
on the side with a man on it. This opens the door in the high up pool.
Eliminate a skeleton.
When you go round the corner a fire wraith appears. There is some grenade ammo
on the floor. You may come back later to get it.
Dash along, climb the ladder and jump in to the right pool. This will stop the
fire wraith.
Now you can collect the grenade ammo.
When you swim through the door and climb out of the water the level is
finished.