The
Knights of TerafosiaWalkthrough
Authorized walkthrough by Phil Lambeth, with lots of
help from Gerty, who played these levels at the same
time, but a little ahead of Phil, and kept feeding him
her notes as she continued to make progress. In a very
real sense this is her walkthrough, as in the case of
Kristina for Mantua's Squares. Sutekh also helped by
translating from French to English Pascal's notes
documenting the secrets.
ALGARA'S MANSION
Begin with an opening flyby where Lara falls out of the
sky and slides down a bank into some water, then the
scene shifts to a pacing
croc
and into an opening where Lara's errant
pistols
are lying on a rock bank. When camera control is
restored you see another
croc
swimming toward you, so quickly swim over to the east
opening near the NW corner. It may take a couple of
tries, but you can stand up on the facing ramp and wade
up to the opening. Go inside and recover your
PISTOLS
from the far left corner. The crocs have probably
followed you inside, so turn quickly and make short work
of them.
Locate the underwater opening in the south wall and swim
down to the lever. Pull it to raise one trapdoor and
lower another one high up in the previous room. Flip
turn and return there. At this point there's no apparent
way of reaching that upper area, so exit this room and
jump back into the lake outside. Locate some
flares
on the lake floor between the west abutments, then pull
up onto a flat area near the NW corner. The way ahead is
blocked by a wooden gate. At the SE corner you can pull
up into a passage that leads to a grated barrier, where
you'll also see a wall switch up to your left that's
blocked by a ceiling grate.
Reverse roll and return to the water. Locate a nearby
ramp in the east wall where you can walk up to a crawl
space. Crawl inside, jump into the water and find the
narrow underwater passage in the south wall. Inside the
small chamber you'll find the
RUSTY KEY.
Go back out to the lake and return to that wooden gate
near the NW corner. Turn to your left and jump up to
grab a crack in the wall. Pull up and back flip into an
upper corridor. Follow the tunnel until you reach a
receptacle for the Rusty Key. Insert it and you'll hear
a door opening in the hallway of the nearby structure
outside.
Go back through the tunnel, and when you reach the
opening you can see a hallway in the structure to the
south that's supported by the abutments. Take a running
jump with a midair swerve to the left so you land inside
the hallway. Go inside the first alcove to your right
and throw the wall switch to open the wooden gate below.
Take a standing jump down there from the edge of the
hallway and go inside. Follow the sandy path and you'll
emerge in a larger open area.
There are some boxes here that you can shoot. One of
them contains a
small medi-pack
(here called Phial of Life). The ramp to your left
triggers a double boulder trap. You can foil it by
climbing the boxes on the right and using the monkey
swing to reach the box nearest the ramp. Drop down onto
it and take a running jump toward the gap in the railing
that runs alongside the ramp. When you land you'll
release the boulders, so quickly scoot to your right to
safety.
At the top of the ramp take a right and note a closed
gate to the south for which you need a key. There's a
crate in the middle of the east cave wall. Push it in as
far as it will go and get the
uzi ammo
in the revealed passage to your right. Now exit this
tunnel, turn right in the main passage and enter the
north passage to be warped to the next level.
BALANCE TOWERS
Continue through the passage and emerge in what looks
like an underground sewer. Jump into the water and swim
to the other side, where you'll find a closed underwater
gate. Pull up there, turn around, jump to the west
walkway and find some more
uzi ammo
in front of a mound of dirt. Return to where you pulled
up out of the water and take a horseshoe turn to the
right through a passage until you reach a scenic outside
temple area. Run to your left past what the author has
named an Algara statue. (There are two of them posted
here and yes, they're both missing trident heads. The
one on the other side is guarded by flames.) Endure a
fixed camera angle as you make your way along the fenced
walkway for a
large medi-pack
(here called Phial of Recovery).
Go the other way past the flame-guarded Poseidon statue
and endure another fixed camera angle as you enter the
gazebo and pick up the
GRIDS KEY.
Return to the courtyard and enter the temple to the
west. There's some amorphous pinkish-red blob inside
(with another fixed camera angle), and to either side of
the entrance is a ramp leading to a closed gate. Nothing
further to do here at the moment, so run east past the
Algara statues and return to the sewer area. Don't jump
into the water, but jump over the railing to the walkway
to your right. Turn left and take a running jump over
the water and grab the walkway on the other side. Pull
up, turn right and run to the other end, then cross to
the walkway on the south side in the same manner. Pull
up, turn left and run to the east entrance. A simple
jump with grab will get you safely past the ramp into
the passage. Follow it back to the first level.
ALGARA'S MANSION
Run to the closed gate to the south and use the Grids
Key in the keyhole to your left to open it. Follow the
tunnel to an opening overlooking an area you've already
explored. Step forward, slide down the slope ever so
slightly and jump off to grab the ceiling. Monkeyswing
your way past an open trapdoor (you'll come that way
later) until you reach the end of the line, and drop in
front of what appears to be a crawl space. However, if
you step off to the right you find yourself on top of
that grated ceiling you saw earlier from below. Step
forward and throw the wall switch to raise the trapdoor
you went past just now.
Go back to where you dropped down and jump back up to
grab the ceiling. (My, isn't that a nice view of Lara's
physical assets?) Monkey swing past the first bend to
your right, then take the second right across the
trapdoor you just raised and drop down when you reach
the end in total darkness. Light a flare, locate the
wall switch to your right and throw it to raise another
trapdoor. Return to the monkey bars and swing forward
and to the left, continuing with a horseshoe turn to the
left past the trapdoor you just raised until you can go
no further. Drop down in front of a crawl space to your
right. Use it, and lower Lara down on the other side.
Reverse roll and step forward to find a pole. Use it to
climb down into a caged area. Throw the nearby wall
switch to open a door just outside the cage and climb
back up the pole.
Back flip into the passage, use the crawl space to get
to the other side, then turn to your right and step
forward to slide down into the water below. Surface,
pull out and use the west crawl space to reach the lake
area. Jump into the water, swim a short distance to your
left and pull up in front of the SE passage. The gate at
the end is open now, so step down into the new area and
draw your pistols to take care of the approaching
croc
while the gate closes behind you.
Run forward, step into the water and swim down into the
opening to your right. Turn right, swim toward the arch
and make a hairpin turn to the left just in front of it.
Locate the underwater lever around the corner at the end
of the trench and pull it for a cut scene of a closed
door. Swim back in the other direction, and when you
reach the arch, swim west past it and enter either of
the two openings ahead. Follow the passage to the right
until you reach another underwater lever. Pull it for
another cut scene showing the same door now opening.
Surface for some air and swim south under the arch. A
strand of music greets you, along with a pair of
crocs,
as you swim into the new area. Quickly cross over to the
SE bank (there's a flat spot near the abutment) and pull
out. Deal with the crocs, then look up to the NW and
note the opening in the wall. Run up there and walk out
to the very edge. Turn halfway to your right and take a
running jump toward the NE bank above the water. Hit and
hold the action key in midair so Lara bounces back from
the bank and grabs the edge. Shimmy to your left until
you can go no further, then pull up and take a rolling
back flip with grab to the opposite bank. Shift to your
right this time, as far as you can go, then pull up,
back flip and keep the jump key depressed so that you
jump off the sloped surface and grab the wooden column.
Shift to the left and around the corner, and drop down
to the ground.
Reverse roll, take one step back from the edge of the
slope ahead, then take a running jump over the slope to
a flat spot in the NW corner. (Or, you can turn with
your back to the water, flip turn to the left, slide
down the slope, grab the edge and shimmy left to the
flat spot.) Turn left and take a running jump with grab
across the water. Shimmy to your left and around the
corner, and pull up when you reach the flat spot. Go
inside the opening ahead and take the
GRIDS KEY
from the pedestal. Reverse roll, run forward and jump
into the water, swim back through the south arch and to
the area where you pulled out earlier to shoot the
crocs. Find the small underwater opening into the
building at the end of the SE trench and swim inside.
Pull out onto the east ledge and use the Grids Key in
the keyhole you'll find there.
A trapdoor opens behind you, so reverse roll and take a
running jump with grab to the block underneath the
trapdoor. Pull up through the opening and find yourself
in a room with boxes. Run across the grated ceiling to
the NW corner and throw the wall switch to close the
trapdoor you climbed up through and open a door
elsewhere. Leave this room via the east doorway and turn
left. Follow the balcony until you reach the open
doorway. Go inside and the door will close behind you.
Step up onto a sandy-colored floor to the accompaniment
of foreboding music. Turn right and face a large
sanctuary beyond the fountain. You'll find some
uzi ammo
in the alcove opposite the beautiful stained glass
window on your right.
Go up the stairs toward the sanctuary to alert a couple
of knights. They take quite a long time to kill with
your pistols, so be patient and be nimble. One of them
drops a
RUSTY KEY,
but it doesn't fit the lock to the sanctuary door. Go
into the north passage to enter the vestibule on that
side. Shoot the box for a
Phial of Recovery.
Enter the chapel and insert the Rusty Key in the keyhole
in the west wall. You hear a strange noise, and when you
turn around you see that the candle chandeliers high
overhead are swinging to and fro. Climb up onto the
south block, then onto the ledge over the keyhole.
Go to the middle of the ledge and turn to face the
central beam east. Take a running jump when it's safe to
do so and grab the jumpswitch to raise a ledge on the
south side of the central beam. Climb back onto the
block and take a running jump and grab to this ledge.
Pull up if you wish, or simply shimmy around to your
right until you reach the ledge on the east side. You
get a fixed camera angle when you pull up, so the next
move has to be done on faith. But after all, you're in a
holy place.
When the swinging flame bowls are out of the way, take a
running jump and grab to the east ledge. Pull up, run
past the fourth bowl and pick up the
SOLAR KEY
in the alcove. The flaming bowls mysteriously stop
moving, so safety drop to the floor from here and go
back outside. Turn right and go across into the south
passage. Hop down into the lower passage and turn left.
Go down the ramp and look for the keyhole when you reach
the bottom. Insert the Solar Key to open the door to
your left. Go down the stairs and you'll be taken to the
next level.
THE WATER TANK
Continue down the stairs and you'll come to a wine
cellar with doorways to the north and to the east. You
can shoot the casks in the corner, but they're empty. Go
down the stairs at the north opening to another part of
the wine cellar. Shoot the box against the north wall
for some
flares.
The box against the west wall is empty; however, the
shelves to the right contain the
GRIDS KEY.
If you shoot the box against the south wall, you'll
release a trio of strange
critters
that appear to be a cross between a scorpion and a
spider. Anyway, kill them and go back upstairs.
Go down the stairs to the east and use the Grids Key in
the alcove to your left. Drop down into an extremely
deep room and a fixed blade starts swinging below you.
Face north and take a running jump and grab over the
blade to the far ledge (be sure you aim toward the right
corner, for if you grab any part of the ledge that's
lined with the railing, you'll be stuck) and pull up.
Turn left, run a short distance to the other end of the
ledge and shoot the wall grate. Slide down into the
alcove and push the button to your right.
Jump back up to the ledge and go back to where you
pulled up. A ledge has been raised beside the swinging
blade, so stand with your back to the wall and take a
standing jump down to it. Turn to face SW and from the
SW corner of the raised ledge take a running jump to the
balcony across the room. Turn around, locate the higher
grate in the south wall and jump up and down while
firing your pistols to shatter it. Holster your pistols,
jump straight up and grab the monkey bars. Monkey swing
to the east and turn right at the crawlspace. Release,
immediately grab again and crawl into the space.
Lower Lara down the other side, reverse roll and run
forward to the button on your right. Push it to lower
the nearby cage. Make a horseshoe turn to the right in
the corridor and return to the previous balcony. Take a
running jump back to the raised ledge (note that the
blade is now inert, hopefully in an open position that
allows you to walk to the north edge of the slab; if
not, you'll need to go back and push that last button
until you get the desired result), and jump up into the
east alcove. Push the button to raise a ledge in the
west wall. Slide back down to the raised ledge, step up
onto the ledge below the blade, jump up to grab the
balcony, and pull up. Go to the other end of the balcony
and jump down to the raised ledge below.
Face to the SE and look down. You'll see another raised
ledge on the west face of the central column. Take a
standing jump down to it. The surface on this face of
the column is climbable, but it's tricky getting to it.
You can drop back and grab the edge of the raised ledge
and shimmy around to where it meets the column, then
pull up and carefully sidestep until you're inside the
circular ladder. (But an easier way, pointed out by the
author, is to work your way into the opening on the left
side of the ladder.) When you get there, climb up the
column through the hole in the ceiling and back flip
into the upper room. Draw your pistols in a fixed camera
field and shoot a couple of
bats.
Go south, pull up into the alcove to restore camera
control and vault up into the next room.
Pull the chain once, then turn around and drop down
through the opening to your right into the room below.
Hop over the first hole in the floor and safety drop
from the second hole in the corner down to the balcony
you've already visited. Turn to face south and take a
slightly angled running jump to the right and grab the
balcony on the other side. Pull up, go forward through
the alcove to the stairs in the wine cellar, and the
door down to your left is now open.
Go into the new room of the wine cellar, make a hairpin
turn to the right and shoot the casks in the SW corner
for a
Phial of Recovery.
The two boxes in the room are empty, and when you move
around the door you entered through closes. Nothing to
do but continue forward down the north stairs. The small
casks in this room are empty. Push the central block
away from the middle of the room to reveal a trapdoor.
Open it and drop down inside. Use the south crawlspace
and make sure Lara is at full health before you safety
drop down the other side.
To the west is that deep room you've already seen, so
head east, run around the central obstacle into the next
room and watch the flyby carefully. Shoot the
wolf
when camera control is restored, and keep those pistols
drawn for there's another one lurking out there. After
it's dead, head due east from the entrance and pull the
chain once. You hear a sound like a toilet flushing, but
you've just flooded the area behind you. Wade back
toward the entrance and pick up the
DORIN
in the shallow water.
Go into the dammed-up trench to the north, use the crawl
space when you reach it and run to the far end to pick
up
RYNN'S SWORD.
Uh oh, trouble's coming. As soon as camera control is
restored after the flyby, draw your pistols and kill the
alien lizard
that's charging at you. Then return by using the crawl
space or by pulling up onto the east ledge. Go back to
the entrance and turn left, where you'll find a grate
that you can open with Rynn's Sword. Go inside and
deposit the Dorin in the slot to lower a cage behind
you. Reverse roll, run to the square central structure
and pull up into the opening. Use the monkey bars to
swing west, turn left when you reach the T-intersection,
drop down and shoot the mesh.
Use the crawl space, and when you can stand up, turn
around and pull yourself up into a higher room. Kill the
wolf
and throw the floor lever to open a trapdoor on the
other side of the wire fence. Go back down, monkey swing
to the other side, use the north crawl space and pull up
to the higher room on this side. Locate the open
trapdoor and drop down through the hole.
Follow the passage around the corner until you reach a
deep trench. Jump up to grab the monkey bars and swing
around a couple of corners while a
bat
pesters you. When you near the end you get a fixed
camera angle, so when you can go no further then drop
and grab the edge of the ledge on your way down. Pull up
and deal with the bat, then proceed down the passage to
the zip line. Grab the zip line and take a ride down
over a flame pit. Release when you reach the vertex of
the arch to your right so you'll land on the ledge
instead of overshooting it and falling to your death.
There's another
bat
to kill here, and after that stand on the far edge and
look down to the SW. Take a standing jump with grab so
that you land inside the opening.
You hear that sound of a swinging blade, so it would be
wise to save your game at this point. Also, make sure
Lara is at full health. From the middle of the opening,
take a running jump to the slope ahead and keep the jump
key depressed so that Lara jumps off to grab the facing
ladder. Climb down until Lara's feet are just above the
blade, then time a drop and grab past the blade.
(Another way, which may be even better but requires
exact timing, is not to jump off the slope at all but
allow Lara to slide off and then grab the ladder at a
point beneath the blade.) Continue climbing down until
Lara is dangling, then drop down into the darkness.
The fall didn't kill me because I was at full health.
However, the author suggests using a Phial during the
long drop to the floor. Light a flare and go
exploring. To the SW is a
Phial of Life
for
SECRET #1,
in the NW corner you'll find more
flares,
and near the north wall is some
shotgun ammo.
Continue forward toward the ladder in the NE corner and
you'll hear a trapdoor opening.
Climb up the ladder and you find yourself at the same
point where you jumped to the previous ladder. Do so
again, but this time instead of dropping down to the
floor shift to your right when you're able to clear the
cement obstacle and climb up the other side. Pull up and
note the nearby pole which you don't need to use.
(Although you could have taken a running jump directly
to it, and then back flipped to the ledge you're now
standing on.) Turn to face west and jump up to grab the
wooden surface. Shift to your right and around the
corner, and when you're over the ledge below drop and
grab again to catch it. Pull up and turn the wheel in
the west wall to open a nearby door to the north.
Take a running jump into the north doorway. Turn to your
left and take a standing jump on the first wooden box,
then climb the one ahead, time a running jump to the
flat spot with the flame emitter, then quickly turn back
to your left and take another standing jump onto the
next wooden box up. Note the closed door in the west
wall for later. Take a running jump to the checkered
ledge against the north wall and look for the opening
higher up in the wall. From the back corner of the ledge
take a standing jump and grab the edge of the opening.
Pull up inside and climb the pole at the end of the
passage. Back flip into a higher passage and pull up
into the alcove.
Safety drop from the south side of the ledge to the room
below. Be careful of the holes in the floor as you cross
over to the south side of the room. Throw the floor
lever there and watch the flyby. Two ropes have
descended from the ceiling, but you're unable to use
them at the moment. Safety drop through one of the floor
holes to the room below and take the
Phial of Life
from the SE pedestal. The flames protecting the other
pedestal go out, so go there and take the
SOLAR KEY
from it. Two
knights
come out to attack, so kill them and pick up the
DORIN
dropped by one of them.
Go to the slot in the NE corner and insert the Dorin.
After the cut scene you see that the door to your left
is now open, so vault up into a familiar passage. Turn
to your right and use the monkey bars to return to the
zip line. Ride it down to the ledge as you did before
and jump down into the SW opening. The author did not
intend for the zip line to be used a second time. His
intended route to the secret: Before using the Dorin,
shatter one of the nearby fences with your pistols. Take
a running jump under the zip line and over the pit with
the flame trap. Follow the passage and a door opens upon
your approach. Jump over the pit to find yourself in the
room with the swinging blade. Use the pole or the
ladder (your choice) and return to the ledge in front of
the wheel you turned earlier. Jump back into the north
opening and make your way back up past the flame emitter
to that door in the west wall you noted earlier. It's
now open, so go inside for
SECRET #2
and pick up the
UZIS
and some extra
ammo.
Continue your ascent as you did before and pull up into
the north opening. The door above, that you accessed
earlier via the pole, is now closed, so hop down into
the room where you used the Dorin. Go into the north
opening again and this time continue forward, pull up
into the higher room, drop down through the hole and use
the crawl space to get back to the grated ledge. Safety
drop to the passage below and head east. Pull up into
the opening and hop down on the other side. Turn right,
go over to the south opening and turn right to find the
keyhole. Insert the Solar Key to open the gate to your
left.
Go inside, run along the ledge and the gate will
eventually close behind you. Continue around to the left
and you'll be attacked by a horde of
rats.
You can't shoot them, so try hanging from the edge and
shimmying back and forth, and they'll eventually pour
over the side to the room below. Oops, that's where you
have to go next, so I guess this trick won't work. Go
ahead and safety drop down among the rats and run along
the room below to get your bearings while trying to
avoid the rats. There's a closed door in the SW corner,
three "underwater levers" on the large columns near the
north, south and east walls, a closed door and a key
receptacle down a passage in the NE corner, and several
moveable crates. Locate the button on the column next to
a moveable crate lodged against the south wall. Push the
button to open the adjacent trapdoor above a burner
trap. Hop back, grab the ledge and shimmy back and
forth, and this time you get rid of those rats for good.
Pull back up and run over to the east wall, to the right
of the column with the "underwater lever." Shoot the
grate to reveal a crawl space, but don't use it yet. Go
to the moveable crate near the NE corner and pull it
away to reveal some
crossbow arrows.
Push the crate back where it was and go south past the
crawl space to the moveable crate in the SE corner. Pull
it out as far as you can to get it out of the way, then
go back and pull back the crate behind it in the same
manner. An opening is revealed to a room with more
moveable crates, connected to the passage leading from
the crawl space in the east wall. You need to push and
pull four of the crates onto the large gray tile in the
SE corner, and the crawl space is there to make things
easier for you if you need it. The order of the crates
is important, because the design on top of the crates
must match the floor tile.
Once all four crates are correctly in place, the door
opens in the SW corner. Go there, remembering to avoid
the burner pit in the south wall, and go up the stairs.
Pass by the token receptacle into the alcove on your
left and take the
CROSSBOW
from the pedestal. A cut scene shows a couple of
skeletons
awakening below, and the flames in the burner pit have
gone out to reveal the
LASER SIGHT
ripe for the taking. The crossbow arrows you found
earlier weren't of the explosive variety, so you can't
get rid of them that way. Instead, run downstairs and
safety drop down into the pit. Pick up the laser sight
and combine it with your crossbow. Use the ladder in the
west wall of the pit to climb back out, run forward to
the stairs where the skeletons won't follow, and calmly
use your crossbow to shoot off their heads. They pose no
threat to you after that.
Go to the north side of the central column and look up
to find the grate. Use your crossbow once more to
shatter it. Step up under the opening, sidestep as
necessary to your right until you reach the highest
point, and hit the action key and up arrow to bring Lara
up into the crawl space. Go inside and pick up the
SOLAR KEY,
then lower Lara back outside and drop back to the floor.
Turn left and go to the passage at the NE corner. Use
the Solar Key in the receptacle to open the nearby door.
Go inside, turn left and slide down the slope, and climb
up the other side (again using just the action and up
arrow keys).
Step forward into a new area and two more of those green
alien lizards
come to the attack. After disposing of them, go to your
left past another token receptacle and locate the
jumpswitch behind the NW column. Activate it to open a
door up in the west wall. Go over to the east side of
this room and climb up onto the box with the checkered
top. From the NE corner take a running jump to a flat
spot on the rocks north. The author points out that
you can reach the flat spot by simply standing in front
of it and taking a standing jump to it. He also says
there's some
shotgun ammo
above the monkey bars.
Pull up onto the block ahead and walk forward to the
north wall. Turn to your left and jump up to grab the
monkey bars. Swing across to the NW corner and release.
With Lara's back to the north wall, take a running jump
over the slope. Take a standing jump and grab to the
opening in the west wall and pull up inside.
Run down the ramp to your left, go past the first
opening on your left and enter the second left opening.
Hop down and pick up the
DORIN,
then turn around and jump back up into the opening. Go
back down the passage and enter that first opening you
bypassed just now. Hop to the rocks on your left, turn
around and jump up to grab the ledge above. Climb up
onto it, turn around and take a running jump and grab to
the next ledge north. Pull up, turn to your right and
take another running jump and grab to the roof of the
central structure. Pull up, run over to the SE corner
and look down to see something blue glinting in an
alcove in the east wall. Take a standing jump down and
pick up the
AMELECT.
Slide down to the floor and run over to the block near
the NW corner. Insert the Dorin in the token receptacle
to raise a cage on the block. Climb to the top of the
cage and take a running jump NE to the top of the next
column. When you land, the flames on the next column go
out, so take a running jump and grab to it, pull up and
collect the second
AMELECT.
A cage has arisen on the east block, so take a running
jump there. Turn to face west, jump up to grab the edge
of the central structure and pull up to the top. Run
forward and take the
SHOTGUN
from the first pedestal as two
skeletons
are awakened, then quickly arm yourself with it and
blast them over the edge. Then go to the other pedestal
and take the
Phial of Recovery.
Now go to the strange device near the south end and use
your Amelects in the two receptacles to initiate a
charge of blue electricity running from north to south.
At the same time the door to the north opens.
Take a running jump north across the gap and approach
the wall switch. Throwing the switch opens the south
door, but only for a limited time (which is plenty,
however), so reverse roll immediately and rush to the
other side before the south doors close. Once inside, go
around the central column and take the first right into
a storage area. The box in the back corner in empty, but
one of the shelves has some
uzi ammo
and the other a
DORIN.
Now go down the steps into a sun-splashed room. The
casks in the SE corner are empty, so go into the west
opening and following the passage to an opening
overlooking the block puzzle room.
Safety drop to the floor, making sure Lara is at full
health, and go to the opening in the SW corner. Go up
the stairs and place the Dorin in the receptacle you saw
earlier to open the trapdoor to your right. Climb the
ladder in the east wall and pull up into the room above.
A wolf is waiting for you, so kill it with the weapon of
your choice. Climb the boxes in the SE corner and pick
up the
GRIDS KEY.
Get back down to the floor and throw the wall switch at
the SW corner to open a trap door beyond the grate to
Lara's right.
Use the ladder to go back down through the hole in the
floor, and go over to the other alcove where you picked
up the crossbow earlier. There's another ladder here,
and the trapdoor above is now open. Climb up into the
passage, turn to your right and jump into the south
alcove, turn around and take a standing jump to the box
ahead. Crawl over it and use your Grids Key in the
keyhole to open a trapdoor elsewhere as you hear ominous
scurrying sounds. Go back the way you came and return to
the floor below. Run back across to the SE alcove and
use the ladder there a second time.
Pull back up into the upper room and go around the
crates into the NW corner. The trapdoor there is now
open, so climb up onto the crate underneath and pull up
into the next higher room. A couple of those
spider/scorpions
are waiting for you, so take the time to deal with them.
Then take a running jump east to the central wooden
plank, then take another running jump over the next gap
and run forward into an outdoor area. Note the
jumpswitch high up on the wall of the building straight
ahead. See that palm tree over to your left? Believe it
or not, you can climb it, so do so and back flip into
the east window sill. From there, angle Lara to the
right and take a running jump with grab to the roof's
edge. Shimmy right and around the corner, past the
window you jumped from, and release over the jumpswitch
and activate it on your way down to open the door in the
east wall.
Go inside and push the block ahead once to reveal a wall
switch. Throw the switch to open a door elsewhere, then
reverse roll and return to the outside area. Locate the
open doorway to the south and go inside. Turn right and
take a running jump west over the water (which is
deadly, by the way) and grab the wooden ladder. Climb up
a couple of rungs and shift to your right and around the
corner and drop down into the alcove. Turn the wheel
there to open a door on the opposite side of the room
and return to where you jumped over the water. Simply
take a running jump back down to the ledge without
attempting to grab.
Return to the entrance and face south. Take a standing
jump and grab to the next wooden ladder. Shift right and
around the corner, then back flip with a roll to the
ladder behind you and grab it. Shift left until Lara can
go no further, then back flip into the SW corner. Face
east, jump up to grab the monkey bars and swing along
the designated path to the left until you reach a wall.
Drop and go into the opening on your right. Follow the
rail-lined path and enter another building to the north.
Go past the crates and down the stairs. The author
says to push the crate first, then jump over the wooden
crate on your left to keep going. Use the crawl
space at the end for some
uzi ammo.
Go back out, locate the higher crawl space in the north
wall at the bottom of the stairs, pull up inside and
lower Lara down the other side. Use the floor crawl
space there to access a small room. Pull the crate out
from the north wall and pull it aside to note the
octagonal design on the floor of the alcove. Push and
pull the crate onto the dissimilar tile in the opposite
corner at the south wall. You hear the sound of a door
opening nearby, so return through the crawl spaces to
the floor below. Go back up the stairs, vault up onto
the rail-lined path and return to the previous building.
Use the monkey bars to return to the SW corner of the
room with the deadly water. Take a standing jump and
grab to the wooden ladder north, shift to your right
around three corners, take a rolling back flip and grab
the ladder behind you, shift left around one corner and
back flip to the ledge. Turn around and go outside.
The author says that much of the previous activity is
not necessary. Simply jump over the wooden crate on your
right, then down past the moveable crate. Then turn
right to go outside, near the palm tree, and now
straight away in the structure. The door inside the
structure, accessed via the NW doorway to the left of
the climbable palm tree, is now open. Go inside, turn
right into the opening, hop down into the next room,
turn left and run west past the opening overlooking the
water. Follow until you reach an intersection with a
fixed camera angle.
Two
dogs
rush out from your right, followed by a
Knight.
Kill them all, then continue and go up the stairs to a
small room where you'll find a small chest with the
RUSTY KEY.
A cut scene shows the receptacle for the key. Go back
the other way, go around the central column and look to
your right for an opening beyond the row of octagonal
tiles. Go inside and follow to a ledge overlooking a
familiar room. Turn to face SW, jump to grab the first
rope, and from there to the second rope, and finally to
the right hand side of the south ledge. Run forward to
the SW corner and use the climbable wall to shift all
the way to the left, then climb up, shift to the right
and around two corners, and back flip into an upper
room. Turn around to see a central cage protected by
three flame emitters.
Each of the flame emitters also has a wall switch, so
wait until the flames go out and go around and throw all
three. When you throw the third one the cage lowers, so
approach the chest from the north side and open it for
the first
AQUIRIS.
From the south opening, take a standing jump and grab to
the climbable wall. Climb down and continue your
climbing motion even after Lara reaches the bottom and
starts to dangle. She'll continue to glide gracefully
along the concrete until she reaches the next section of
climbable wall. Shift to the far right and drop down to
the checkered floor.
Safety drop from the north edge of the ledge (and not
into the burner pit!) to the room below. Hop over the
holes in the floor as you make your way over to the NW
corner. Use the raised cage there to access the higher
checkered corner ledge with a standing jump and grab.
Pull up, jump to the first rope SE and rotate around to
face the opposite ledge NE and swing over there. The
author says this is unnecessary, as a simple running
jump with grab from the first ledge to the second will
do the trick. Go back through the octagonal-tiled
passage to the main hall. Turn right and follow until
you reach that north opening overlooking the water.
Jump up to grab the monkey bars and follow them until
you reach the end. Drop down to the ledge in front of a
cage and jump into the water to your right. Pull the
underwater lever and climb back out. The cages have
disappeared, Go to the SE corner, where there's a break
in the railing, and take a running jump with grab
(because of the low ceiling) down to the flat block
beneath the concrete ledge. Turn to face east and angled
slightly to the left. From the back corner take a
standing jump and grab to the block above. Pull up and
face NE. Take a long running jump (try keeping the up
arrow key depressed) to the triangular flat surface.
From here step forward down to a slightly lower flat
spot and turn to face NW. Take a standing jump down to a
flat spot just to this side of that yellowish surface
below. (The flat spot is even with that concrete
abutment directly in front of you.) When you reach it
safely, turn back to face NE and take a running jump
over the yellowish area to another flat spot. Go to the
east wall to the left of the concrete abutment, climb up
onto the block to your left, and step forward and take a
standing jump over the slope to the next flat spot. You
now have a clear path to the second
AQUIRIS
near the north wall.
Look up to see the monkey bars overhead, and jump back
up to a flat spot underneath them near the NE corner.
Jump up to grab them, and swing until you reach the
ceiling ledge. Drop down to the ledge near the water.
Locate two breaks in the railing on the west side of the
pool where you dropped down, and stand at the one on
your left. It looks suicidal, but you can really take a
long running jump, with grab, to land on the ledge above
the west portal. Place an Aquiris in the receptacle,
drop down off the south side (so you won't lose any
health) and note that the nearby sluice has been raised
to flood the block puzzle room.
Hop over the ledge into the south opening and follow
until you reach more water. The author says there’s a
breakable fence in the water that you can shatter with
your combined crossbow and laser sight. This fence faces
the fence where you picked up the crossbow. After you
shatter it, swim in for a
Phial of Recovery.
Jump in and swim east into the puzzle block room. Go
around to the back side of the south column and pull
that lever that's now underwater. You get a cut scene
showing a cage lowering on the central pillar, so swim
up, surface, pull up and take some
uzi ammo.
Jump back into the water and throw the underwater levers
on the north column and the east column (neither of
which gets you any goodies), then throw the south lever
again and go back up for a
Phial of Life.
Now pull the north lever a second time and return for
some
shotgun ammo.
Finally, pull the east lever a second time and return to
claim the best prize of all, a
VALVE.
A cut scene shows you where to place it.
Jump back into the water and swim into that SW stairway.
This area is only partially flooded, so go up and turn
to your right and use the ladder in the east wall. Pull
up into the higher room and go over to that open ceiling
trapdoor near the NW corner. Climb up onto the crate,
pull up into the yet higher room and jump the floorings
to the east to get you back to the outside area. Make a
hairpin turn to the left and follow until you reach the
opening overlooking the water. Use the monkey bars to
return to the pool ledge, then run forward to the rail
opening on the right side of the west ledge. Take a long
running jump with grab down to the ledge and place your
second Aquiris in the receptacle.
You hear the sound of the other sluice being raised, so
hop back and return to the floor of this room. Jump to
the north opening and follow until you reach more water.
Jump in and swim across to the other side. Pull up and
use the Rusty Key in the nearby keyhole to open the door
to your left. Go inside, run around to your left and
turn to your right when you round the corner. Place the
valve in the receptacle on the horizontal pipe for
another flushing sound.
Go back to the door you opened with the Rusty Key and
look for the ladder on the west wall behind it. Climb
the ladder, shift to the left when you get to the top
and drop down into the passage. Follow the passage until
you reach a door that opens upon your approach. Go
inside a room that's part of the wine cellar and make a
hairpin turn to the right as the door closes behind you.
Use your Rynn's Sword on the grate to open it and go
inside. Enter the alcove to your left and push in the
block to your right. Reverse roll and pull the other
block out twice. This brings you inside the first block,
but that doesn't prevent you from going out into the
passage. Go to the wine cask and pull it out once into
the alcove. Return to the wine cellar room and throw the
revealed wall switch to open a nearby door.
Return to the alcove and push the wine cask back where
it was. Reverse roll and pull the block back twice.
Squeeze past the wine cask and go back to the alcove.
Pull the next block back once and go around it into a
revealed passage for
SECRET #3.
Pick up the
REVOLVER,
reverse roll and return to the wine cellar room. Drop
down into the hole in the floor, use the crawlspace and
lower Lara down the other side. Safety drop to the floor
below, turn left and find yourself at the entrance to
the deep room that you navigated much earlier.
The author suggests a less complicated way of getting
the previous secret. First, open the grate on the left,
go around the pillar and shoot the wooden crate for some
revolver ammo. Second, open the grate on the right. Go
to the far end of the corridor and turn left, in front
of a closed wooden door. Push the crate on your left
once. Reverse roll and turn right around the pillar.
Push that crate once into the alcove. Now pull the other
crate on your left twice. Reverse roll and turn right
around the pillar again. Go in front of the cask and
pull it once. Now go to the wine cellar room and throw
the revealed wall switch to open the wooden door. Go
back to that door into a revealed passage for the secret
and the revolver.
The room is partially flooded, so jump down into the
water, pick up the
Phial of Recovery
on the floor on the west side of the central column, and
locate the lever on the south side of the central
column. Pull it to open an underwater door in the west
wall. Swim inside and locate the opening just inside and
to your right. Follow this side passage into
SECRET #4.
Pick up the
shotgun ammo
in the far left corner and the
revolver ammo
in the far right corner. Don't throw the underwater
lever, as this will close the door and bar your retreat.
The author thought this strange, as the door is
supposed to close automatically when you swim inside,
forcing you to use the underwater lever(s) to re-open
it. For this reason, he suggests that you use the
vertical shaft to replenish your air supply before
entering.
Go back into the passage and swim up a nearby vertical
shaft for some air. Then continue along the passage,
turn right when you reach the main rocky tunnel and
follow it until you're warped to the next level.
ALGARA'S MANSION
Swim forward through the tunnel into a pool and pull out
onto the NE corner ledge just inside the entrance. Jump
to the climbable wall to the south, shift around the
corner to the right and black flip onto the SW ledge.
Turn around and throw the wall switch to open a door and
release two
crocs.
Kill them from the ledge, then jump into the water and
swim through the open door south. Bear to your right and
swim to the SW until you reach a place where you can
wade out of the water onto dry land.
Tip from Jose Boo: Before killing the two spiders and
getting the key, take a swim to explore the lake. Near
the wooden walls at the south side there is an
underwater crawlspace where you can get
shotgun shells
and
revolver ammo.
There's a closed gate to the south and an opening on
either side to the west and the east. Draw weapons and
go inside each of the side openings to lure out a huge
colorful
spider.
After disposing of them, go into the west opening and
turn left to find a small room with a couple of boxes
and a pedestal. The boxes are empty, but on the pedestal
is the
KEY OF DARKNESS,
which a cut scene indicates opens the door to the
sanctuary you saw much earlier. In the dark alcove just
outside is another box, and this one contains a
Phial of Life.
Now go across to the east opening and make your way
around to the right where you'll find a box on the other
side of the gate you saw earlier. Shoot it for some
revolver ammo,
then find the NE passage and follow it until you reach
an outside area.
Step out to the corner and angle Lara to the NW. Take a
running jump down to the ledge at the water's edge, then
turn to the NE and take successive running jumps to the
next two ledges on the north bank. Then turn to face
south, take a running jump and grab to the sloped block
against the opposite bank, shimmy to the left and around
the corner, and pull up near the wall to back flip to a
flat surface. Turn to face north and use the monkey bars
overhead to swing to the opening on the other side. Run
forward into the opening and onto the ledge hanging out
into the water. Turn to your left and take a running
jump to the ledge against the west wall. Turn to your
right and take a running jump with grab to the ledge
against the east wall. Pull up and turn to your right.
Save here. Jump up and grab the monkey bars, and swing
over to the tall wooden column.
This is rather tricky and may take a few tries. Lara
needs to approach the wooden column on the right side,
as this is the only place she will grab, and even then
she doesn't grab until she's about to drop back into the
water. Climb up a couple of rungs and shift to the right
around two corners, then climb back down a bit and take
a rolling back flip to the climbable surface behind you.
Shift to the right and around the corner, and drop down
onto the ledge. Immediately draw weapons to deal with
the huge colorful
spider
that comes out from the south tunnel.
Go through the tunnel and follow until you reach another
outdoor ledge. Turn left and pull up onto the natural
bridge. Follow the path, through two crawl spaces, and
stand up when you get to a fixed camera angle. There's
an opening in the wall to your left. Stand facing it and
take a back flip to clear the wall of the stone trench.
Slide down and grab the edge, then shimmy to your left
and around the corner. When you're directly over the
ledge jutting out into the water below, pull up onto a
flat spot. Step forward and use the crawl space to
access
SECRET #5.
Take the
revolver ammo
and the
Phial of Life,
then back out of the crawl space, stand up and turn
around. Take a running jump and grab to the ladder and
repeat the steps described above to return to the
natural bridge.
When you reach the opening in the wall to your left,
take a running jump north to the wooden loft and shoot
another one of those huge colorful
spiders.
The nearby boxes are empty, so after noting the closed
west opening jump into the large hole in the floor to
the water below. Swim through the east tunnel for a
brief return to the previous level.
WATER TANK
Swim to the partially flooded deep chamber and climb out
at the SE ledge. Work your way under the circular ladder
and climb to nearly the very top. When you've cleared
the railing, shift to your right and drop down onto the
walkway. Go into the south doorway, pull up into the
opening and hop down to the stairs. Turn right, go up
the stairs through the wine cellar and enter the SW
passage. Turn left and continue up the stairs to return
to the first level.
ALGARA'S MANSION
Continue up the stairs and the ramp to your left, vault
into the opening to your right and you're back at that
south passage in front of the sanctuary. Run forward and
use the Key of Darkness in the keyhole to open the
sanctuary doors. The doors close behind you as you
descend the ramp, but ignore that and continue until you
reach a colorful outdoor courtyard. Admire your
surroundings as a haunting theme plays and then builds
in intensity. After your brief rest, go to the south
wall and enter the opening on your right. Crawl in at
the end for a
Phial of Life.
The opposite opening to the north is empty, so go to the
west wall and throw the switch on the SW column to close
a trapdoor above you.
Return to the south wall and enter the opening on your
left. Follow the ramp up, turn right when you enter the
room at the top and locate the flares in the SE corner.
Note the nearby keyhole and closed grate. Go to the west
side of the room and pull and push the crate along the
shallow trench onto the trapdoor you raised just now. Go
back down the ramp and throw the switch on the SW column
a second time to bring the moveable crate down beside
you.
Push the crate all the way into the SW corner, causing a
block to rise two squares away. Climb up onto the raised
block and use the crawl space in the west wall to get
the
GRIDS KEY.
Back out of the crawl space, run across to the north
wall and find a corresponding opening with a ramp.
Follow it to the upper room, turn right and find the
revolver ammo
in the NE corner. Reverse roll and go to the SW corner
to the right of the closed grate. Locate the opening in
the railing, hop back and grab the edge, and use the
crack in the wall to shimmy right around two corners
until you're over a jumpswitch.
Release and activate the jumpswitch on your way down,
which brings two huge colorful
spiders
running. Back flip the instant camera control is
restored and use that revolver to kill them. A rope has
descended from the east ledge over the fountain, so use
the ramp in the south wall opening to return to the
upper room. Use the Grids Key in the lock in the NE
corner and go inside the open doorway to your left. Turn
left, walk out to the edge of the opening, line yourself
up with the rope and take a running jump and grab to it.
Swing forward and jump off to the upper west opening and
step forward to pull the chain once.
Safety drop to the ground, where you find that the lower
west doors are now open. Enter and run past the grate to
your left and up the stairs. You'll emerge in a
graveyard. Explore the north flower bed for some
uzi ammo.
The author says there are also some
crossbow arrows
near the tree behind the railing.
Up the hill to the west are two closed doors that
require keys. There's a doorway to the east. Go inside
and run down the passage until you reach a reach where
two
Knights
come out to challenge you. Kill them and take the
Phial of Recovery
dropped by one of them. There are a number of areas to
explore here. If you continue around the NE hallway, for
example, you'll come to a wall switch that brings you to
a building overlooking the lake where you began this
adventure so long ago. For now, though, head south and
go up the stairs and follow until you reach a door that
opens upon your approach.
You're on the north balcony overlooking the courtyard
with the central fountain. Turn left, run past the first
opening to your left and enter the second open doorway
to your left. Go up the ramp and cross a wooden bridge
to a central area with five lever devices and a north
wall switch which cannot be thrown at present. The
author says that you can crawl into a space in the hole
in front of the wall switch for some
uzi ammo.
Throw all five levers (in no particular order,
apparently) and a block is raised in front of the wall
switch. Flames will shoot forth and then turn off in
seemingly random fashion as you make your circuit.
The author says the pattern is not random, although in
this case the pattern has no impact on gameplay. When
one flame is lit, the two others in the same triangular
pattern will also be lit. If one was already lit, it
will be extinguished. When you've thrown all five
levers, go over and throw the wall switch to open a door
shown in a cut scene.
Go back across the bridge to the south and return to the
wooden north balcony. Turn right, run past the passage
leading back down to the courtyard and go into the next
doorway to your right. Run down the stairs to the north
wall and turn right. Turn right into the opening before
you reach the wall switch referred to earlier, and
continue to the south wall. Turn left and run up the
ramp, make a horseshoe turn to the left and continue up
the next ramp west. The author says that before
making this turn you can go to the far end and turn left
for some
uzi ammo.
Go through the doorway you opened with the wall switch
and find yourself in a small room with a chain to your
left and a nearby moveable crate.
The plain red tile in the center of this room is the
trigger tile that lowers the crate to the area below
with the five lever devices. However, to get the next
secret you should first move the crate over the two
similar plain red tiles on the west and east ends of
this room. Each time you do so, Lara will let out a
tell-tale "aha." Now, before doing anything else, leave
this room and run down the ramp, make a horseshoe turn
to the right and continue down the next ramp, and when
you reach the bottom make an immediate right turn and
run north to the cage you've raised. Climb up the cage
until you reach the climbable wall, then continue
climbing and pull up into the alcove for
SECRET #6.
Step forward and pick up the
Phial of Life.
Safety drop back down to the floor and return to the
upper room with the moveable crate and the chain.
Push the block onto the central plain red tile and go
over to pull the chain once. A trapdoor opens and the
crate is deposited onto the platform below with the five
lever devices. You can simply safety drop from here to
land beside the crate. You need to get the crate across
the bridge west, so push and pull it around the lever
device that's in your way, and across the bridge (the
flames in the lever devices go out) until it will go no
further. Then pull the nearby chain once to unleash a
huge hammer that smashes the crate into many tiny
pieces. Step down where the crate was and pick up the
SOLAR KEY.
Go back across the bridge, turn right and cross the
south bridge, go down to the wooden balcony and make a
hairpin turn to the right. Go down the ramp and back
outside to the courtyard. Enter the west doorway and go
back up the stairs to the graveyard. Turn left and go up
the slight hill. Make a hairpin turn to the left and use
the Solar Key in the receptacle beside the red flowers.
Go inside the open doorway and climb down the ladder at
the end of the short passage. Shoot the boxes ahead and
pick up the
TORCH
in the alcove. (There's a spare that's presumably
intended for you to use in case you lose the first one,
but save here just to be on the safe side.)
Turn around, go back to the ladder, and on the way throw
the torch through the slit opening to your right. You
can hear a croc scurrying around on the other side.
Climb back out and run across the graveyard to the NE
corner. You'll find a hole in the ground there, so jump
down and shoot that croc that comes out to greet you.
Follow the passage to an underground lake where a
bonfire is lighting up a small central island. Go over
to the south side of this confined space and retrieve
your torch. (If it's suspended in midair, as mine was,
you won't be able to pick it up and you'll need to go
back and get that spare torch and throw it into the slit
opening, hoping for a better result. It may be a good
idea to save and reload until you get it right. The only
trouble with this is that, in my case at least, the
second torch simply disappeared when I threw it into the
narrow opening. That's why your best option is to save
before throwing the first torch.) The author says
that the torch is really there, but because the ground
isn’t perfectly level only a portion of the torch may be
visible and therefore very difficult to find.
When you have a torch in hand, go over to the central
island and light the torch by standing close (but not
too close) to the fire and pressing the action key. Now
go into the north passage and light the wall sconce to
open the door to your left. Before doing anything else,
turn around and toss your lighted torch down the passage
for later use, or otherwise you risk losing it in the
next sequence. Now step forward into the opening and
stand at the edge of a slope leading down into a pool of
water. You might want to save your game here.
Slide down the slope toward the water and you'll trigger
a flyby that reveals two boulders poised to create much
mischief. As soon as camera control is restored, swim
slightly forward and flip turn to grab the
RUSTY KEY
from the underwater block. Immediately swim forward to
avoid being crushed by the first boulder, then flip turn
again and swim quickly to the west ledge and pull up
before the second boulder causes a chemical change that
makes the water deadly. Step forward and throw the wall
switch to raise a cage in the poisonous water behind
you.
Reverse roll and take a standing jump onto the cage.
Turn to face NW and take a running jump to the ledge
beside the red-hot trough. Turn to face south and take a
standing jump over the trough and grab the wall. Shift
to your right and around two corners. When you reach the
end in the darkness, drop down into
SECRET #7.
Light a flare and step into the alcove for some
shotgun ammo
and
revolver ammo.
Jump back to the wall and return to your starting point.
Back flip to safety, but don't attempt a direct running
jump back to the cage (the railing will impede you and
cause you to fall back and burn up in the trough).
Instead, face north, and from well back take a running
jump to the slope and keep the jump key depressed so
that you bounce off onto the cage.
From there, take a running jump into the dark NE corner
and pick up a
Phial of Recovery.
Jump back to the cage and take another running jump into
the SE corner. Pick up the shotgun ammo, then slide down
the nearby slope and follow the passage back to the
underground lake. Retrieve your lighted torch in the
north passage where you left it and take it with you
into the SE passage and toss it aside temporarily so you
can use the Rusty Key in the receptacle. Pick up the
torch and go down through the open doorway into the
crypt. The spooky music and sounds make your flesh
crawl, but compose yourself and step forward to enter
the room to your right. Light the two wall torches in
this room and crawl into the alcove to the left for some
crossbow arrows.
Crawl back out and go across the room. Search under the
skeleton to your left and pick up
NOTES FROM DR. JONES.
When you examine it you find this clue:
According to my research
it seems that colors
and symbols are linked together
in a logical and arithmetic way.
Two colors are combined
to make a third one.
So, I guess I'll try the path
that carries out to the orange color.
Take your torch and go back to the entrance and turn
right just in front of the stairs. Locate and light the
third wall torch, then search the NW alcove for a
Phial of Recovery.
Go back to the previous room where you found Dr. Jones'
notes, and locate the SE passage. Light the fourth wall
torch on the way down some steps to the next room. Pick
up the
flares
in the SE alcove while noting the sleeping skeleton on
the floor. Then light the fifth and final wall torch. A
door opens in the NW alcove, so crawl inside and pick up
the
GRIDS KEY.
This causes the
skeleton
to awaken, together with a
companion
that must have been hiding elsewhere. Pick up the torch
to give yourself some light and run past the skeletons
to the entrance to the crypt and up the stairs. They
won't follow you into the underground lake area.
You don't need the torch any longer, so you can toss it
into a corner somewhere. Go to the SW passage and use
the Grids Key in front of the grated door. As you enter
the new passage you hear the sound of a door thudding
shut somewhere. Turn either right or left at the
intersection and go around to enter a sanctuary with
blue flames sputtering on either side of a grated water
hole. Go around to the NW corner and locate the ladder.
Climb up to the upper room and pull one time the chain
in the east fenced-in area. This opens a door in the
sanctuary, so climb back down and locate the north
doorway between the two stone crosses directly opposite
the blue flames.
The diagram below the jumpswitch inside is your clue,
along with Dr. Jones' notes, to the next task awaiting
you. You would do well to memorize or make a drawing of
the diagram. Take special note that the blue outer
circle is accompanied by a symbol with one dot, the red
circle with two and the yellow circle with three. The
inner circle has colors that correspond to the color
that results when you mix together the two colors at
each corner.
While you're pondering all of this, activate the
jumpswitch to lower the trapdoor in the water hole
behind you. Reverse roll, jump into the water and swim
through the south opening over to find three closed
grates ahead that are tinged blue, yellow and red. You
can make no further progression at this time, so pull
back out of the water hole and go to the SE corner of
the sanctuary to find a larger water hole. The author
says there’s a
Phial of Recovery
on the floor to the left.
Jump in and swim to the north (the way south is
presently closed off) and along the passage until you
come to a ceiling switch in an alcove near the grate.
Pull down the switch for a cut scene in the underwater
area to the south. Swim there now, stopping for air
along the way, and make a horseshoe turn to the right
past the cage until you reach the companion ceiling
switch in the same relative position as the previous
one. Pull down the switch to lower the cage and release
two ravenous
crocs.
Lure them back to the air hole, where you can pull out
and shoot them with ease.
Jump back into the water and swim back south to where
the cage has lowered. Throw the underwater lever there
to open the doors to the three colored passages directly
above you; however, you can't access them from here.
Swim back to the water hole and pull out, then go back
to the smaller water hole between the blue flames. It's
important that you save your game here, as the next
series of moves must be performed with precision or you
get no second chance. (The clues in Dr. Jones’ notes and
the color map dictate what you do here, but I won’t slow
things down in the next paragraph by spelling everything
out.)
Jump into the water, swim through the south opening and
continue through the open blue doorway on your left.
Swim around the obstruction ahead and enter the red (or
middle) opening on the other side. Surface and pull out
onto the wooden flooring ahead. Note the key on a
pedestal that's protected by a wire cage, and jump into
the water and continue swimming south. When you get to
the south wall, look down and enter the central tower
through the opening there that has a purple tinge to it.
Inside the tower, swim up and pull the lever on the east
wall that's just below the closed ceiling trapdoor. Then
turn to your left and throw the lever on the north wall
(there's only one). Finally, turn to your left again,
swim down and throw the lower lever on the west wall.
The ceiling trapdoor is now open, so swim up for air and
pull out to take the
GRIDS KEY
from the pedestal.
Exit through the south gate, go around the wire cage and
locate the three water holes on the north side of the
room. Jump into any one you choose and swim all the way
to the north and pull up through the open trapdoor
between the two blue flames. Go to the NE corner of the
sanctuary and use the Grids Key in the receptacle to the
left of the ladder. Use the ladder to climb up to the
loft above. Locate the opening near the SW corner and
pull up inside. Take a running jump and grab to the rope
dangling from the ceiling, and turn Lara slightly to the
left. Swing forward and jump off the rope so that Lara
lands on the east face of the roof and starts to slide
down facing forward. Jump off the roof to the slope
under the stained glass window and grab the edge when
Lara slides back. Shimmy to the right and around the
corner, and pull up onto the raised tile. The author
feels this is needlessly complicated. He suggests that
you simply swing to the roof. Use the up arrow and jump
keys to land safely on the roof over the central
sanctuary.
Run forward into the next room. Locate the
shotgun ammo
in the south alcove, then reverse roll and find the
opening in the ceiling to the NW. Pull up into the room
above and note the wall switch that's protected by a
flame emitter. There are two moveable crosses up here,
one in the middle west alcove and the other in the right
east alcove. There are two unoccupied red tiles on the
west side and four on the east side. When I pulled out
the cross from the east alcove, placed it onto the two
red tiles nearest the east wall, and then onto the tile
nearest the north opening, the flames went out. Don't
throw the switch yet, though. First, push the same cross
forward two squares onto the fourth red tile, and then
pull the switch. A trapdoor opens underneath the cross
and deposits it in the room below.
The opening by which you gained entrance to this room is
now closed, so go to the cross in the middle west alcove
and pull/push it two squares to the east onto that tile.
Pull the wall switch a second time to send this cross
down to its mate.
You need to get these crosses down to the main floor
below, so push and pull the east cross over to the
raised tile at the NE corner of this room. Reverse roll,
go back to the ceiling hole and pull up to the room
above. Throw the wall switch again to lower the NE
raised tile, depositing the cross onto the main floor
level while raising the NW tile. Go across the room and
pull/push the other cross onto the raised NW tile. Pull
back through the ceiling hole to the upper room and
throw the switch yet another time to bring the second
cross down to the main floor level. Drop down through
the ceiling hole and then safety drop to the main floor
level.
You're almost done with these crosses. Push and pull
them onto the blue flames. When the first one is placed,
a cut scene shows a
skeleton
being awakened, so use your shotgun to blast it into the
nearby water hole. The same thing happens when you place
the second cross, so repeat the procedure. The south
door into the central sanctuary structure is now open,
so go inside and take the
KEY OF DARKNESS
from the pedestal.
Reverse roll, go outside and run up the ramp on either
side of the color map, continue up the north passage,
back to the underground lake with the central bonfire,
and exit via the NE passage. Pull out of the hole into
the graveyard and go up the west hill near the SW
corner. Use the Key of Darkness in the receptacle to
your right to raise the door to your left. Go inside and
follow the passage until you're warped to the next
level.
BALANCE TOWERS
Continue forward down the passage, turn right and go
into the next room and drop down into the water. Swim
west, turn left at the crossing and follow the passage
to a grate that opens as you approach. There's a
giant spider
on the central platform, but for some reason Lara is
petrified (perhaps with fear) and refuses to draw a
weapon. Surface for air near the central structure where
the spider's deadly blue bolts can't reach you. Swim
around the structure to the left and locate the
underwater lever in the south wall. Quickly pull it and
swim back to safety before the spider can draw a bead on
you.
Swim back to the east side where you entered this
partially flooded chamber and pull out onto one of the
ledges. Quickly run behind the pillar for protection and
note that Lara is carrying a sidearm of some kind. Push
the button on the east face of the pillar. Some blocks
have been raised in the water on the north side, so take
a running jump to the first one and a running jump with
grab to the second one west. Pull up and take a running
jump SW to the balcony at the west wall and push the
button there.
More blocks have been raised in the water on the south
side, so jump to them and take a standing jump and grab
south from the second one. (Aren't you glad you stopped
to pick up all those Phials along the way?) Pull up and
run forward to safety on the other side of the block.
The button above you is inaccessible at present, so step
out into the open to pick up the nearby
Phial of Recovery.
Take a deep breath and climb up onto the block. Take a
running jump and grab north toward the spider and pull
up onto the ledge above it. Run left along the bridge to
the west wall and push the button there. A cut scene
shows a row of poised spike balls.
Reverse roll, run over to the east wall and push the
companion button there. The same cut scene now shows a
door opening beyond the spike balls. Now turn around and
look for the ladder to your left on the central
structure. Take a running jump and grab (aim for the
right side, it's easier) to the ladder and climb to the
top. Pull up into the upper level with all those spike
balls and locate the chain in the south alcove. Pull it
once to release the spike balls (all but one) onto the
spider, which expires with horrible cries and squishing
sounds.
Go to the opening in the railing at the SE corner and
take a swan dive into the water far below. Pull up onto
the ledge near the middle of the south wall and pull up
to the higher block in front of the stained glass
window. Step forward and push the button, and the final
spike ball drops down from above. Jump back into the
water and locate the purplish
FRAGMENT 1
near the SE corner and
FRAGMENT 2
near the SW corner.
Exit this area by swimming back through the east
passage. Continue swimming forward when you reach the
fixed camera angle, and go around the corner to your
left for some revolver ammo. Swim back the other way and
turn left into the east passage. Don't bother going into
the passage to your left, because there's a grate at the
other end. Instead, pull out at the east bank and run
forward into the next room. Turn left and run down the
passage to the warp trigger.
ALGARA'S MANSION
Run forward into the graveyard, turn left and run east
under the arch and up the high to the opening in the far
wall. Go inside and down the ramp to a previously
explored area. Turn left, then right and follow the wide
hallway until you reach the wall switch that you noted
and ignored much earlier. Throw it now to open the
nearby door that brings you to the balcony overlooking
the area where you began this adventure. When you reach
the end, take a standing jump with grab to land in the
north passage below. Follow the sandy-colored path until
you reach the ramp where you triggered a boulder trap
longer ago than you can remember. Continue up the ramp
as you get a fixed camera angle, and turn left at the
top into another familiar passage. You soon run into the
warp trigger.
BALANCE TOWERS
You're on the last leg of your mission. Continue through
the dark passage, jump into the water at the end and
swim through the short canal to the other side. Pull up
and follow until you reach the open area with the two
Argara statues. Combine the two fragments in your
inventory to form the
ALGARA'S STONE,
and use it on the non-burning statue. A cut scene shows
an open doorway. Step down from the statue, turn around,
and run toward the building with the amorphous pink blob
inside. Turn left just before you reach it and run up
the south ramp into the open doorway. Vault up into the
passage and follow it until you reach a caged balcony.
Turn around and push the button on the right wall. The
elevator you're on ascends. Admire the stained glass
window on the way up. When the elevator reaches the top,
step forward, turn to the right and climb up into the
alcove. Step forward and pull up to the zip line where
you lose camera control once again. Ride the zip line
down and release at the other end. There's no escape
back up the ramp behind you, so pull up into the west
alcove and pick up the
shotgun ammo.
Turn to your right and pull up into the higher passage.
Follow the passage, and a gate opens above you to the
right. Pull up into the opening and look out into a room
featuring purple slope blocks.
Get ready for a battle royal. Slide down into the room
(the gate closes behind you) to trigger an explosion
that releases three
wolves.
Kill them quickly and roam about at random until you
step on something that triggers another explosion and
rouses three
alien lizards.
Kill them as well, then locate the moveable cross in the
NW corner. Locate and push the buttons on the west face
of the SW block and the east face of the NE block. (It's
essential that you push them in that order.) The central
pillar lowers, so pull and push the cross onto the
center tile.
The door to the north opens, so vault up inside and
follow the short passage to the slope at the end.
There's a burner pit below, so slide down backwards,
grab the edge, pull up and take a rolling back flip with
grab to land on the slope on the other side. Follow the
passage at the bottom and raid the pedestals to your
left on the way for some
uzi ammo,
another
revolver,
some
shotgun ammo,
and a
Phial of Life
at the opening.
Slide down into the next room with weapons at the ready.
A
knight
and an
alien lizard
come to the attack. When you've disposed of them, step
forward to alert a second
knight.
Go across the room to the moveable cross against the
east wall. Squeeze between the wall and the cross so you
can push it toward the central tile. As you do so you'll
trigger another explosion which brings three huge
colorful
spiders
to attack you en masse. Pause for whatever time it takes
to eliminate them, then continue pushing the cross
forward.
When the cross comes to rest on the central tile you
hear the sound of a trapdoor falling down somewhere. Go
forward to the west opening where you entered this room,
and take a standing jump up the slope. Drop down through
the opening on the other side and run north down the
tunnel. Stop to pick up the
Phial of Life,
then turn to your right and raid more pedestals for some
shotgun ammo,
two batches of
crossbow arrows