Underworld UB3
- The Plain of Jars Walkthrough
Authorized walkthrough by Sutekh, Jenni and Val
CS = Crawlspace - MS = Monkey Swing - L = Left - R =
Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ =
Running Jump - RJ+G = Running Jump + Grab
-- General Notes --
* Items in Bold are necessary to complete the levels
or get the secrets, either by using them, picking them up or
both.
* You'll find a
Combat
Strategies Section and a Spoilers Section at the end of
this walkthrough and a level summary at the end of each
level.
Story
The Lizard King is dead but the other Dark Souls are
causing trouble - and threatening to send the whole
Underworld into chaos. It is believed that the three
principle Dark Souls have retreated to the lowest reaches of
Lower Hell. Team Anubis were successful in summoning the
Ghost Train and now Lara Croft and Demon Smalls are in
pursuit of the Dark Souls.
The Ghost Train has arrived at the outer shell of
Lower Hell -- an endless desert known as 'The Plain of
Jars'. It is the last resting place of agnostics and
virtuous pagans. Lara Croft and Demon Smalls' mission is to
discover the path that will take them down into The Asylum -
the true Realm of the Damned. In this set of levels Lara
will receive extensive help from the ever-resourceful Demon
Smalls and also from the agnostic souls she releases.
Game Objectives
Find the 4 Elements you need to activate the machinery
in the nearby Asylum Gateway building so you can access The
Asylum. The playable region of the desert is defined by the
Totem Skulls. If you pass beyond them you will end up back
in the middle. However, there is one portal (near the
signpost) you can use to pass to another section of desert.
There are 10 secrets in U-UB3 ...3 of them are the Expert's
Medals.
The Expert's Medals:
These will be in clear view. The expert's challenge
comes in figuring out how to reach them. All will be testing
movement based challenges - but not the sort that relies on
blind luck and the whims of the temperamental level editor
... rather the sort of moves you have to figure out and that
are a genuine test of skill. The medals will be Bronze,
Silver and Gold (depending on difficulty) If you are skilful
enough to get all three you can then collect the Expert's
Certificate. The challenges will be beyond some players and
so these things are not required to complete the game - and
can be easily bypassed.
The remaining 7 secrets will be the usual well-hidden
pickups. There is no bonus level.
Secrets rough locations:
- The Desert levels: 1 secret (The Expert's
Certificate).
- The Tower of Babel: 2 secrets including the Bronze
Medal.
- Hell's Arboretum: 2 secrets including the Silver Medal.
- Realm of the Water Pagan: 3 secrets.
- The Custodians of Hades: 2 secrets including the Gold
Medal.
NOTE: The three levels containing medal secrets cannot
be returned to once the player has left them!
== Prologue: The Plain of Jars ==
The ghost train has arrived in the desert with Lara and
Demon Smalls on board. Demon Smalls looks at his copy of
Virgil's map... "Hmm..." he says, "what's this!?"
He takes a walk... "I wonder what's round here" he
mumbles, and he trundles off into the desert.
Lara can now go and explore the large desert area. There
are two buildings which are redundant for now, but we will
go take a look inside because there are a few pick ups and
also some things to note for later.
Head SW of the train and jump up into the desert sands.
Beware as you travel as the small blue mushrooms release
bugs. Now traveling west, nip
into the left building and take a look around. Ahead there
is a lock, and you will come back with the Palace Key later
to open those two gates either side of the room. That is all
there is to see here, so go back outside and straight ahead
to enter the north building.
First go take the magic elixir
from the NE corner, then run up the slope in front of the
fire emitter and jump to the central ledge for some
PEU ammo. Drop down and go down
stairs to the lower room. At the north wall, there are two
pedestals where you will be placing the Fire and Water
elements later. To the south in the central alcove, is
another pedestal where you will be placing the Earth
element. Now go either left or right of the south plinth and
judge the fire emitter to get into the passage beyond. There
are two ladders back here, but you can use either to lower
Lara into the room below.
Take the shotgun ammo from
the SW corner then look up at the north wall. You see three
symbols; they indicate the three Medals you will have to
collect on your way through the levels in order to get the
final secret, the Expert's Certificate, which is located in
the back north room surrounded by a gold cage. Nip through
and take a look. Once you have all three medals, bring them
back here and place them on the cage to retrieve your final
prize.
Ok, time to move on. Make your way back up top and go
back out to the desert. Head west and you will come to a
sign post. If you look north you will see a windmill, and
that's where you will place the Wind element later on.
But for now, you must head west and under the bridge
behind the signpost, to transport Lara to her next
destination.
Second Desert Area.
Just a short trip now to get into the next level, so make
your way to the SW building and go inside. Go either left or
right to enter the next level.
==== In this part, you should have found...
Enemies: Bugs
== Air: The Tower
Of Babel ==
Watch the cut scene of the beautiful tower room, then
head over to the SW corner of the room. Nip up the steps and
find a floor hatch to open and go down into the
passage. You will have to judge the
spikes and take them on when they are up, I found
this to be the best way, and you lose no health in doing so.
At the end of the passage you come to two rooms, take
note in the first room of the hole in the west wall, this
holds a secret which you can get later, then head through to
the second room and take The Gate
Key. Return to the main room now and make your
way to the small building at the NE corner. Use the Gate Key
in the Gate Keyhole on the south side of the building
and the gate will open to your right. Go through to the
small room and use the lever on the east wall to open
three gates out in the main room. The gates are numbered I,
II and III and are located at the north, west and east
walls.
Return to the main room now and take the
Magic Elixir from the corner
block near to the building, then go to the central structure
and nip down into the dry moat to collect the
Shotgun and
shotgun normal ammo from the
low block. Now it's time to tackle that first room.
Gate I
There is a pool ahead and a sleeping skeleton nearby, he
won't annoy you just yet, so drop into the pool and swim
through to the next room. Climb out and meet your first
skeletal harpy, (you can take
him out with pistols easy enough if you jump around a bit,
that will save your shotgun ammo for later attacks in
smaller rooms) then find the wheel on the west wall
pipe and turn it once. (This is one of three wheels you will
need to use to flood the moat in the main room.) Collect
some more shotgun ammo from the
NW corner before dropping down the ladder at the west wall
to the room below.
There's some more shotgun ammo
on the south side of the room, so grab that then use the
skull lever in the NE corner to open a hatch near the
ladder you just came down. Drop down the hatch and arrive
back at the entrance pool, skeleton
is now awake so shoot him into the pool, (or you can get him
to disintegrate if you shoot him enough with pistols) then
return to the main room.
You will be greeted by a skeletal
harpy and you know what to do. Now head to gate II at
the west wall and go through.
Gate II
Make your way through the passage, taking care at the
corner spike trap hole, and
continue on until you reach a pool room with a broken bridge
type ledge and ladder to the right. (Do not go into the pool
for that ammo as the current will hold Lara under, but you
will be able to get that ammo later.) Jump to the ladder and
head up top. As you climb onto the ledge above another
skeletal harpy shows up to
greet you, so gun him down then jump to the west ledge and
use the wheel on the pipe before dropping back down
to the bridge. You can now return to the main room and enter
gate III
Gate III
Kill the skeletal harpy
that's waiting for you, then take some
shotgun ammo from the corner ledge to your left.
There's a pool in here, so drop into the water and line up
with the hole in the east wall. Now things become tricky.
Through the hole are spike traps
lining the tunnel, it's a touch and go passage through and I
found the best way is to take the high route when the spikes
are up, stop between the spikes makes it an easier view, but
eventually you will get through and arrive in another water
chamber.
Climb out and find the third wheel on the pipe at
the east wall and use it to finally flood the moat outside.
You will get a nice cut scene of this happening, and then
you can return to the main room using the ladders provided
on the "now dry" pool walls.
Back outside, you can go visit room II again and get the
PEU ammo you couldn't before
due to the current. You also have to get both secrets of
this level before you proceed up the central structure, as
you can't return for them once you have left the level.
Secret one - Bronze Medal
Go to the south wall where gate III
is, look left of it for a hole in the wall and climb in. You
will see "Bronze Medal" written on the wall. Go left and
enter the small back room and you will see your prize on a
pedestal, but it's surrounded by
spike traps
so don't think its easy pickings. You
will notice a raised platform with a
collapsible tile
on the top, and also to the left and
right on the ground, there is a flat spot which allows you
to stand quite close to the upper platform. I stood to the
left as I found it easier but either side will do. Now jump
up onto the raised platform and immediately roll,
do a diagonal run jump and grab the ladder above the Bronze
Medal, quickly climb up to avoid the spikes, then when they
retract drop and nip onto the safe tile ahead. Secret #1:
The Bronze Medal is now yours for the taking, so grab
it then nip over the raised spikes and go back out to the
main room.
Secret Two - PEU
Remember the gate key room and that
hole in the wall? Well you can access that now because the
rooms below the hatch are flooded. Simply nip down the hatch
and swim through to get your prize, Secret #2: The
PEU
(Plasma Enhanced Uzi), and then return to the main room.
-- The Central Tower and the Four Horn
Symbols --
It's now time to climb that tower, so drop into the moat
and swim to the sloped block by the ladder walls. Pull up on
the left side of the block so you gain height, and then back
flip with a twist to grab the wall ladder behind you.
Shimmy left and go round the wall onto the second ladder.
Climb up and shimmy left onto the gold bar above the slope,
then Lara will drop, so grab the slope below and pull up,
slide and grab the monkey swing and go left until you are
above another slope. Drop and grab the slope then jump
immediately to grab the next monkey swing. Swing around the
route until you come up against the next wall ladder, then
drop and grab it. Back flip to the ledge behind (do it now
or you will lose the pick up later) and grab the
Manna from Heaven. Jump back to
the ladder you just came from and shimmy left round the wall
twice until you are on the west side of this wall, then keep
on the right side of the ladder and do a back flip with a
twist and left key, so that Lara land on the ledge with the
skull lever.
Use the lever and see the ladder extend on the
manna from heaven ledge. Now jump round the slope to get
back onto the west wall ladder. Shimmy round until the new
extended ladder is behind you, then back flip and twist to
catch the ladder. Now make you way up to the top.
Head east and to the end of the ledge. There is a
floating collapsible tile to
your right, jump to it then quickly turn to the SW and jump
back to the tower so that you land on the ledge to the left
of where you just came from. There is another sleeping
skeleton here, so go use the lever on the north wall
and see a pole appear on the tower elsewhere, and also wake
the skeleton. You will have to
get rid of him as you have a rather hard jump to do now to
get back to where you just jumped from to the collapsible
tile which involves a banana jump from the east ledge. Face
the ledge you have to get back to, and place Lara's right
foot at the edge of the east ledge, jump back once with a
step as well, so that you get a good run at it, then run
jump with a left curve and Lara should land on the ledge.
This does take a few tries and if all else fails you can
drop into the moat and climb up top via the ladder again.)
You can now see the pole by the ladder you came up
earlier, so grab it and make your way to the top, back flip
off to arrive on the upper ledges, and now to get those much
needed items.
First Horn Symbol
From the pole, head east to where you see a pillar to
your left with shotgun ammo on
top. Jump to the pillar and then run jump to the blue
floating platform. Jump again so you arrive at the outer
walls of the room then head east to pick up some
PEU ammo. Return to the first
outer wall ledge then head west and jump into the window
alcove to your right. Now jump to the higher west ledge and
pull up. Run jump to the next two ledges to the west and you
will arrive in the NW corner of the room.
Go left and drop down one step, then grab the wall gap to
your right and shimmy left until you arrive on the central
ledge with a lever. Use the lever and watch as a
block rises in the NW corner you just came from. Grab the
shimmy gap again to get back to the corner and go up the
newly risen block.
Pull up to the higher ledge to your right, and make your
way east to collect the first Horn
Symbol.
Go back to the risen block and nip down to the lower east
ledges, then it's a simple trip back east to the blue
floating platforms to get back to the tower.
Second Horn Symbol
Back on the tower you need to go back to the top of the
pole, then standing at the west edge of the ledge look SE
and onto the tower for an alcove to jump into. From here you
can see the second Horn Symbol to the east. There are slopes
either side so take a running jump up onto either side of
the slopes and bounce you way to the end. Now simply drop
onto the ledge and take the 2nd
Horn Symbol from its resting place
Third Horn Symbol
From the second Horn Symbol ledge, jump back to one of
the slopes and bounce back to the other end, but make sure
Lara is facing south, so that when she arrives at the far
end she can jump onto the corner ledge.
There is a ladder here but don't use it just yet. Face NW
and jump to the outer ledge of the tower, there is a
skeleton waiting for you so
quickly knock him off before he sends you crashing down. See
the ladder now and climb up for the
Third Horn Symbol. Climb
back down the ladder now and return to the corner ledge with
the ladder.
Fourth Horn Symbol
Ignore that ladder again for now and look to the south.
You will see the final Horn Symbol over at the outer wall of
the room, and some more blue floating platforms. Jump the
first floating platform, then drop down east to the lower
one, from here take a running jump down to the steps at the
south side of the room and go to the top.
Note, to the right is the Horn Symbol ledge, but you
can't reach it yet as there's a timed hatch to raise first.
(It's in front of the Horn Symbol ledge.) So, heading east
jump to the ladder from the steps and go up, make your way
east until you come to the outer east wall and the lever
to raise the hatch. Save your game and
hit the lever, but immediately hit the look key to cut the
scene and save time. Race back over the ledges and jump to
the hatch, then pull up and nip left to take the
Fourth Horn Symbol.
A skeletal harpy will attack
so be quick and shoot him down before returning to the
bottom of the steps.
-- The Way Out --
Jump back to the lower blue floating platform then use
the pole to go up. This was really tricky for me as you have
to have Lara in exactly the right place for her to back flip
and land on the upper blue platform, so, shimmy up until
Lara can back flip without hitting her head on the upper
platform, then let Lara land on the upper platform.
Now you can jump back to the NW corner of the tower and
head up that ladder at last.
Go to the end of the ledge, and jump left onto the west
side ledge of the tower, then face the west wall and hang
drop off of the ledge. You will see a crawl space in the
west wall of the tower below you, so drop and grab it then
crawl through to the inner room on the tower. Climb the
ladder inside and make your way up to the upper room. Turn
around, run to the E edge and locate the
shotgun ammo to your L on a
block. Do a standing jump to there hitting Action to avoid
hitting the low ceiling and pick it up. Return by the ladder
you came from. Find the hole in the ceiling and pull up to
the top of the tower.
There are four slopes here, one is higher than the
others, so take that one and go stand with Lara's back to
it. Now place Lara as near to it as you can get her and with
her right shoulder against the wall. Take one step forwards
and back flip onto the slope and at the same time hit the
right key without using action so that Lara lands on the
upper wall of the tower.
Up top you will find the four receptacles for the
Horn Symbols, and a hanging central lift. Use the Horn
Symbols to activate the lift, then jump onto it and
watch as it takes Lara up and out of the level.
==== In this level, you should have found...
Enemies: Skeletal Harpies,
Skeletons
Items of note: Gate Key, 4
Horns Symbols
2 Secrets including the Bronze
Medal
some Traps - 1
timed-run
== Interlude 1: The Plain of
Jars ==
You're now back in the Plain of Jars, standing on the
very roof of the Tower of Babel. Run ahead (NW) to the
opposite corner and pick up the Air
Element on the pedestal. Now go toward the NE
corner and notice the ladder beyond. Climb on the roof S
edge, turn 45° R (SW) to face the ladder standing one tile
away from it and do a SJ+G. Climb and pull up.
What you're seeing now is your first Trapped Agnostic
Soul and since part of your job here is to release them,
shoot the glass case and set it free. The soul helps you in
return by raising a platform on the roof below, granting
access to the floating platforms to the N you've probably
already spotted.
Return on the roof by dropping from the N side of the
Soul terrace, pull up on the newly raised platform and turn
N to face the first floating one. Do a RJ+G to pull up on it
(or walk to the edge and do a SJ+G, your call). Turn L (W).
-- To Hell's Arboretum --
Jumping through Fire
The next floating platform looks a bit different for the
very reason that it's collapsible
as is the next one. Do a RJ+G to it, pull up and do another
RJ+G to the edge of the next
collapsible tile. Don't pull up. The next platform is
trapped with an on/off central fire
and you need time to prepare your next jump. So shimmy
around the tile instead until you reach the very corner in
the opposite side. Save. Pull up and immediately backflip to
land on the fire trapped corner, avoiding being burnt
[note: it doesn't work each time, though, and you might end
up burning, hence the "save" advice]. The trick to deal
with the following trapped platform is to stay in the very
corner, so the fire can't burn you (aka "the corner trick").
Turn L (N), wait for the fire to turn off and do a RJ+G
to the next platform. Shimmy to
the L and pull up in the corner. Turn L (W) and do a
straight SJ to land on the next
platform corner. Turn R (N), wait for the fire to
turn off and do a straight RJ. You'll land on the far corner
of the next platform. Now turn
45° L (NW) and do a SJ to the rocks extending from the wall
ahead.
Ladders, Cracks and Monkey Swings
Turn R (NE), run a bit then climb down the stairs to the
N. There's a rectangular hole on the lower level with a
closed portcullis beyond. Don't jump or drop down, the floor
below is riddled with deadly cactus.
Go through the opening to your L (W) instead. There's a
skull button there to your L (S). Push it to open the
nearby portcullis.
Run through it and turn L to reach a large opening.
There's a ladder ahead running up the wall. Do a RJ+G to it
and climb up until Lara's feet are on some sort of frieze on
the wall. Backflip, roll in mid air and hit Action to grab
the edge of a sloping roof. Shimmy to the L to the other end
and pull up, backflip, roll in mid-air and hit Action again
to grab the edge of a hanging platform. Pull up.
Turn L (S), stand up and grab the MS above. Swing to the
other end and let go. Turn around and safety drop down to
the corridor entrance below. Climb down the stairs, reaching
a large terrace with pillars. There's a ladder on the wall
in the distance to you L (S) but ignore it for now. Run
ahead to the edge and turn L (S). Stop at the second pillar
to your R. There are spears going around it, meaning it's
more or less grabable. Turn to face it and hit
Action+Forward: you'll grab the crack marked by the spears.
Shimmy around to reach a ladder and climb down to the gap
below. Let go, climb up a bit until you're at the top of the
ladder, let go, immediately hit Action to grab the lower
edge of the gap and hit Duck to pull up through it.
Run to the other end of the red-lit corridor and climb up
the ladder there. Pull up at the top. Jump up and grab the
MS above, swing over the lava to the other end. Let go
before the last turn and go push the skull button
ahead (S), extending a ladder in another part of the castle.
Turn around and return under the MS. It's too high to be
grabbed from where you stand. Notice the slope on your L
(E), turn R (W) so Lara turns her back to it, standing
against the opposite wall. Backflip, jump and hit Action to
grab the MS. Make your way back to the other side of the
lava pit.
Once there, turn 45° L (SW), SJ over the hole you came
from and go to the opening ahead. Drop down from it to the
Pillars Terrace. Turn R (S), and run to the edge toward the
ladder against the E wall. Turn 45° L (SE) and do a SJ+G to
the ladder, taking off one tile away from it.
Hurrying Over the Void and Bouncing Over Lava
Climb up and pull up on the newly extended platform. Turn
R (S), walk to the edge and do a SJ+G to the ledge above.
Pull up. Run to the other end and climb up the ladder there
and pull up. There's another Trapped Agnostic Soul
here so free it by shooting the glass case [note: in some
cases, the glass won't break. In this case try reloading a
previous savegame]. This one opens a neaby grate door in
return. Go through it by turning L (N) after the now broken
glass case. Run off to the small alcove below and go to the
switch to your L (W). Save: you're now in for a
timed-run.
Activate the switch and immediately
hit "Look" to interrupt the camera (which shows you two
platforms raising nearby). Turn 90° L, make one single
running step and SJ to the terrace above the opening. Run
with a R hard curve to the edge of the terrace you came from
and jump to the first temporarily raised platform. Keep
running and do a long RJ+G to the next platform, hitting
Action at the very last moment. Pull up, run with a R curve
then jump to the opening in the roof with a R mid-air curve.
Congrats, you've done it!
Run through the passage until you reach a lava pit lined
with slopes. Don't try to shimmy along the slopes to the
other side: you'll soon meet harmful
sliding blades. SJ on either slope instead and keep
bouncing from one to the other while keeping Left or Right
pressed. You'll eventually reach the other side safely.
Release Jump there to slide to a safe tile.
Safety drop down to a small balcony and turn around (E).
In front of you is another Trapped Agnostic Soul.
Shoot the glass case to free it. It will lower some cactus
elsewhere in the desert. Watch the fly-by with attention:
Demon Smalls comes and places a Torch where the cactus were,
under a lit lamp and a sandglass, then the camera shows you
a forest of cactus barring the access to an entrance in the
castle. You now have to go fetch the torch, meaning finding
your way back down.
Fried Cactus
Don't try to jump on the nearby sloping roofs, they're
very much fire trapped. Climb
the ladder to return by the lava pit above, go to the other
side (you can shimmy this time, the blades won't reappear)
and return to the opening in the roof overlooking the
desert. Turn around (E) and sidejump on either nearby slope.
Slide backward, grab the edge and let go (you'll lose a bit
of health in the process). Slide backward again until you
reach the flat top of a pillar (or more precisely a flying
buttress)
Turn R (S) and do a series of SJ from pillar to pillar
until you reach the last one. You're near the ladder you
extended a while ago. Go to the left side of the pillar,
turn L (SEE) to face the ladder and do a SJ to grab it.
Climb a bit then let go. Slide down the slope, grab the edge
and let go again to eventually be safely back on ground
level. Now time to find this torch.
Turn R (S) and run ahead, then around the corner of the
castle: you'll soon spot the sandglass to your R (SE). Run
to it around the pool of poisonous
water and pick up the Torch.
Light it on Lit Lamp nearby. Turn R (N) to face the
castle, and run to its R (NE) corner then around it. Run
ahead, you'll eventually find the
cactus to your L (W). Stand on the green patch close
to them (but not too close, they're deadly) and toss
the Torch. Most of them will catch fire and disappear after
a while, granting access to the opening beyond. [note:
you have to stand precisely on that green tile before
tossing the Torch or else the cactus will burn alright but
won't disappear, and you'll have to reload].
Go there and turn a bit, passing through an opened
portcullis on your way and very soon entering Hell's
Arboretum.
==== In this part, you should have found...
Items of note: Air Element,
Torch
Lots of Traps - 1
Timed-Run
== Earth: Hell's Arboretum ==
Run ahead a bit and behold! Some arboretum it is, indeed.
Here you'll meet the weirdest specimens of plants you've
ever seen, and some of them are very much capable to move
and attack, mind you. You can also see some strange little
fellows bustling about gardening. There are many other
interesting things here, and you'll be back more than once.
For future reference, we'll call this place the Garden.
Take a good look around: there are openings to your L (S)
and R (N), deadly pools of poisonous
water ahead (W), and if you look up you can spot a
bridge with cactus on it. There
are also 3 little gardeners
buzzing about. You don't really have to shoot them down, but
they'll attack if you come too close and they're poisonous
(probably from the sap on their hands). Another danger
awaits you in the form of swarms of
mosquitoes hidden in some of the giant sunflowers.
Noticeably for now the fourth one on your L (NW).
Once you've cleared all this, run to the opening R of the
entrance, beyond the mosquitoes sunflower. Serious business
starts here.
-- Hormones are Good for You: The Pheromones --
Attack of the Killer Dionea
Pick up the Magic Elixir on
the pedestal to your L (NW) then cautiously go through the
corridor R of the entrance (E) to enter a room with a
Killer Dionea casting lighting
bolts at you (granted, it might not be a dionea, but it
looks very carnivorous anyway). Don't try to shoot it, your
bullets won't even scratch it. What you need to do is go to
the other side of the room as quickly as possible to avoid
being hit too many times. Considering said other side is
beyond a pool of poisonous water,
it won't be that easy.
Look up and notice some lit square lamps on the ceiling.
They mark safe platforms under, meaning the other ones are
deadly (fire trapped, as a
matter of fact). Do a diagonal RJ from the ledge to the
first safe platform (NE) then a SJ to the next one. Quickly
turn L (NW) and do another SJ to the last platform and from
there a RJ to the ledge. Run to the L (W) in a new room
where the Dionea can't reach you.
Fire and Cactus
Climb on the giant stem there and backflip at the top to
land in a small square room. There's a closed door ahead
(W), a little garden to your R (N) and an opening to your L
(S). Go there and run to the other end of the corridor. Turn
L (E).
Ahead of you is a lava corridor with
on/off flamethrowers to the L
and a recess to the R between them. Above you is a MS. Jump
up, grab it and cautiously swing as close to the first
flamethrower as you can. Wait for it to turn off and swing
past it then to the recess to the R (W). Pick up the
Manna from Heaven there on a
pedestal. Grab the MS back and deal with the second
flamethrower like you did with the first. Let go to land on
safe floor at the end of the MS.
Go down the stairs to reach a ledge overlooking the
Garden. Ahead of you in the opposite side (S) you can spot a
pedestal with something on it (but you'll get this later).
To your R (SW) is the bridge with cactus you've spotted from
below. Go R (W) and run along the ledge (noticing on your
way there are in fact two cactus bridges) until you
find a pedestal with PEU ammo
on it. Pick it up (notice the skull button ahead in the
opposite side of the room). Now return by the cactus
bridges.
You need to reach the other side, which means you have to
cross the cactus bridges (lucky
you!). There's a safe tile between each cactus so you'll do
this by doing zigzag RJ from one bridge to the other. It's
possible to do so without losing any health provided Lara's
position and angle before hopping back and jumping are
perfect and you never touch the cactus. Generally, walk to
the edge, stand in the middle and turn to aim at the middle
of the next safe tile. Hop back and do a straight RJ. If at
some point you can't manage to do this without losing
health, try a SJ+G instead, carefully pulling up on the very
middle of the tile.
Once you've made it and reached the southern ledge, go R
(W - SJ over the holes when necessary) to the skull
button and push it to open the door in the room above
the giant stem. Return to the cactus bridges.
[note: Now you have the choice: you can either make a
detour for secret #3 right now but you'll have to face the
Killer Dionea again, or you decide to save it for later,
knowing that you'll then have to deal with the cactus
bridges at least once, and that it'll make a larger detour.
For health reasons, I've chosen the second solution. Go to
"A Small Detour for Secret #3" if you want to get it at
once. If so, once the secret is found, make your way back to
the room above the giant stem after the Killer Dionea (see
"Attack of the Killer Dionea") ]
Proceed across the bridges like you did the first time,
then through the flamethrowers corridor using the MS. Follow
the corridor to be back to the room above the giant stem.
The newly opened door is on your L (W).
Mushrooms Bouncing
Pass the doorway then go through the opening to your R
(N). Follow the short corridor to enter a small room with a
giant stem going down. Use it to reach the room below.
You're now in a small room with two closed doors on each
side. The room gives onto a large pool of
deadly poisonous water, with
giant tilted mushrooms scattered all over. Most of them are
yellow, but there are four red ones among them. Ahead in the
distance (W) you can spot a pedestal with something on it:
that's your goal. But don't you think you can go there
directly. You'll first have to activate 4 levers in order to
change the red mushrooms orientation and be able to reach
your current personal Holy Grail. Needless to say, it's not
going to be easy. At all.
Look through the door on your L (S). The 1st lever
is beyond it. Position Lara in the middle of the edge facing
the L side of the closest mushroom. Do a RJ over it to land
on the very next one. SJ to the red mushroom ahead then to
the yellow one, slide. Jump with a hard R curve to the next
mushroom (this is the trickiest part), jump to the last then
bounce once or twice pressing Right to reorient Lara until
she eventually reaches the safe ledge. Use the lever to
shift the first red mushroom direction.
The nearby door opens, allowing you to get back in the
starting room. The 2nd lever is visible through the
other closed door there (N). Return to the edge, but this
time stand R of it, facing the R side of the closest
mushroom. Do a RJ with a slight R mid-air curve, slide a bit
then jump to the red mushroom with a hard R mid-air curve.
Slide and jump to the next mushroom. Slide and jump to the
red mushroom ahead then repeat to the next yellow one. This
time, jump directly to the next mushroom, slide a bit, jump
to the last one with a hard R mid-air curve and finally jump
to the safe lever room. Activate the lever to shift the
direction of the second red mushroom. Return to the starting
room through the now opened doors.
Walk to the edge, positioning Lara like you did for the
2nd lever. The 3rd lever is to your R in the northern
part of the room. Jump your way to the first red mushroom
like you did for the 2nd lever. Slide a bit and jump to the
next yellow one with a hard L mid-air curve. Repeat to land
on the top of the second red mushroom. Slide and jump then
do a series of direct jumps until you reach the last
mushroom. Slide a bit then jump on the safe ledge. Activate
the lever to shift the orientation of the third red
mushroom. Return to the edge.
The 4th and last lever is on the southern ledge in
the opposite side of the room. You can now try to reach the
third red mushroom by doing a long RJ to the yellow mushroom
ahead, but it's extremely hard. An easier but longer way is
to return to the 2nd lever room by going to the very L of
the edge, turning 45° L (SE) to aim at the closest yellow
mushroom and do a SJ to it. Continue bouncing from mushroom
to mushroom without sliding and with a hard R mid-air curve
to the last one, like for the 2nd lever. Return to the
starting room and make your way to the second red mushroom
like you did for the previous lever.
Slide and jump with a R mid-air curve. Slide a bit then
jump to the third red mushroom with a slight L mid-air curve
to avoid landing backward. Immediately jump to the next
yellow mushroom with a hard L mid-air curve. Slide then jump
again with a hard L mid-air curve then immediately jump. Now
simply do a series of jumps on the three last mushrooms to
eventually land on the southern ledge. Activate the lever to
shift the orientation of the fourth and last red mushroom,
which is now turned to the western ledge, granting access to
the coveted thing on the pedestal there. Return to the edge.
To reach the fourth red mushroom, you first need to
return to the starting room via the 1st lever room. Go to
the R side of the edge, standing two steps away from the
wall and turn L (NEE) to face the yellow mushroom ahead and
do a RJ. Bounce from one mushroom to the other with the
Right key pressed until you land on the ledge. Return to the
starting room and from there jump your way to the third red
mushroom like you just did for the fourth lever.
This time, jump with a hard R mid-air curve to the next
yellow mushroom then repeat to the following one. From
there, simply jump to the last red mushroom ahead then the
western ledge with the pedestal. You've made it!!!
Go to the pedestal and pick up the
Plant Pheromones. A fly-by
shows you the Killer Dionea which seems to have calm down
considerably, as well as some weird sunflowers in another
room (we'll get to them later).
-- Three Precious Ingredients --
Locate the opening up ahead (N) and pull up into it.
Climb the giant stem and backflip in the room above. Turn
around (S) and follow the corridor to a door which will open
as you approach. Go through the opening to the R (S), run
into the corridor then past the giant stem. Continue to
cross the next room then through the doorway to the L (E) to
be back in the room above the first giant stem.
Before going any further, let's do a bit of backtracking
for a secret.
[note: If you've already found the secret, return to
the garden via the giant stem and the Killer Dionea Room,
crossing the deadly pool like you did before. Thanks to the
Pheromones, the Dionea is now perfectly harmless.]
A Small Detour for Secret #3
Go through the opening to your R (S) which will lead you
back to the flamethrowers corridor. Proceed through it like
you did the first time, then go cross the cactus bridges to
get back on the southern ledge (see "Fire and Cactus"
above). Turn R (E) to the pedestal to pick up some
shotgun normal ammo. Now the
real Secret begins.
Go E past the pedestal and stop one
step away from the wall. Turn 45° L (NE). There's a crack
running through the wall there. Do a SJ+G with a R mid-air
curve to it and shimmy to the L until you can pull up on the
eastern ledge. Look at the wall. There's a hard to spot
opening up in the middle, hidden behind some foliage. Pull
up through it. Run ahead and off the blocks then pick up
Secret #3 on the pedestal:
PEU ammo and
flares.
Now you need to find your way back.
Return to the ledge, turn around
and drop, hitting Action to grab the edge. Shimmy to the L
and along the crack until you're right above a slightly
raised floor in the Garden below (see
screenshot).
You've probably also noticed that there are
4 new little gardeners
down there. Drop down to safely land
on the ground below.
An Interesting Discovery
Immediately backflip to avoid being poisoned by the
little gardener who was waiting for you and shoot him down.
You can also take care of the three other ones if you so
wish. Whatever you choose and once you're done, climb up the
stairway to the L (S) of the first deadly
poisonous water pool from the
entrance of the level.
Climb up the giant stem at the top of the stairs and turn
90° L or R before backflipping into a new room. There are
two openings there to the S, with a sign between them
reading "Plant pheromones mask the smell of enemies".
What this means is that would you have come here without
getting the Pheromones first, you would have been in big
trouble in the next room. Go there.
You see those lovely sunflowers which follow you with
their err... stamens? They're harmless now, thanks to the
Pheromones. Without them, though, they would have
mercilessly fried you and/or shoot you to death, charming
plants as they are. By the way, don't go too close to them.
They grow on deadly lava soil.
Apart from them, there are also three openings here, each
topped by a carved stone sign. You'll now have to visit all
three areas beyond them in turn. Let's arbitrarily start
with the L (E) one.
The Manure Ordeal
[note: in order to solve the upcoming puzzle, make
sure SFX is enabled and that the volume is loud enough ("P"
- Options - SFX volume)]
Go through the L opening, run through the corridor then
across the passage with small flowers growing on
lava soil. You'll eventually
find a pedestal to your L (NW). Pick up the scroll on it,
which will allow you to Summon
Demon Smalls later. Run into the next room.
Notice the closed door to your R (SE) then turn L (N) and
pass the first turquoise platform. There are nine golden
ones before you. Ignore them for the moment: you must step
on some of them to open the closed portcullis beyond, and
you have currently no way to know which ones. There's a
skull button in the far L corner (NW). Go there by running
along the R (E) wall then L (W) past the portcullis: the
first sunflower L of the entrance (NW) is infested with
mosquitoes. Push the skull
button to open the small door in the opposite side of
the room and go there, again running along the E wall.
Run along the corridor and use the summon scroll on the
stand at the other end, de facto summoning Demon
Smalls. Watch the fly-by: Demons Smalls appears, mumbling
"there sure is some crazy s**t going down here" then
auscultates the turquoise platform, with a very professional
"Okay". Looks like he now knows which of the golden
platforms are the good ones.
You can try to solve that platform puzzle by yourself, or
look at the Spoiler Section for a detailed solution. Once
the puzzle is solved, the portcullis in the N side of the
room will be opened.
Go through the newly opened door and pick up the
Manure Crystal on the
pedestal. Your task here is now done. Return to the Moving
Sunflowers Room.
The Seed Ordeal
Enter the next opening: the one topped by a sun-like sign
on your L (S). Run along the corridor until you reach a
place riddled with flamethrowing
flowers growing on lava soil.
They're the on/off type, so dealing with them is mainly a
matter of timing. Proceed to the other side of the red
ledge. Don't go R (W), it's currently a dead end. Locate the
ladder against the wall ahead and SJ over the lava to grab
it. Climb a bit to pull up in a hidden opening covered with
foliage.
Run along the corridor then climb up/pull up onto the
blocks to eventually reach a new room. You're in fact
standing above it. There's a transparent floor you
can walk on, but what you really need to do is go to the
room below. Make sure Lara's healthy enough, turn around
after the entrance and drop down from here into the room
below, losing about 1/4 health in the process. You're now in
the Small Garden.
Turn around (W) and take a look around. There's a closed
portcullis to your R (N), two diamond doors (one blue, one
yellow) near the far R corner (NW) and an opening in the far
L corner (SW). If you look up and R, you'll notice a couple
of sprinklers on the ceiling.
Go to the far L opening and run along the corridor to
reach a small room with a small
poisonous water pool and a skull button to
your R (S). Push the latter. A fly-by starts, showing you
the sprinklers turning on in the Small Garden room. Soon,
two baby sunflowers grow, quickly running through the
diamond doors (Weird indeed... But you do realize that
you're not in just another arboretum, don't you?).
Turn around and return in the corridor. Draw your gun to
welcome 2 little gardeners
running right at you (probably the sunflowers nannies) and
return to the Small Garden.
Pass through either diamond door. The newly born
sunflowers are here, and they have grown up a lot. Take a
look around: there's a large portcullis here to your L (S).
You can also see a blue square tile on its L and a
yellow square tile on its R. Now take a closer look at
the sunflowers. One has blue stamens, and the other yellow
ones. I suppose that by now you know what to do. Both
sunflowers are moveable. Simply push/pull them on
their respective tile to open the large portcullis.
Pass through it and pick up the
Seedpod on the pedestal. Return to the Small
Garden. The portcullis in the far L corner (NE) is now
opened. Pass through it and run through the short corridor
to be back in the flamethrower flowers
passage. Deal with them like you did the first time and
return to the Moving Sunflowers Room.
The Water Ordeal
Let's now go for the third and last ingredient. Go
through the opening to your L (W), topped by a water sign.
Run through the corridor, soon entering a large pool room
with a bridge extending across. Either do some RJ+G from
ledge to bridge to ledge, or jump in the water and swim to
reach the other side, it doesn't matter for now. Run along
the corridor to enter a new room.
Alright. This one's quite different and not that
inviting. First the water here is
deadly and poisonous. Second, there are four
swinging prickly pears, which
won't help to easily reach the other side. Notice the alcove
in the wall to your L (SW) beyond the second prickly pear:
it's your first destination.
SJ on the platform with the 1st prickly pear and walk
ahead a bit, turning slightly L to aim at the very corner of
the low platform ahead. Wait for the sprickly pear to swing
back and do a straight RJ. Turn around (E) to face the
higher ledge with the 2nd prickly pear and do a RJ+G to it.
Don't pull up. Shimmy to the R to the corner before, then
pull up on the "safe", spikeless side of the prickly pear.
Turn 135° R (SW) to face the alcove (you can now spot the
skull button inside) and do a SJ to it, holding Action to
avoid hitting the wall. Push the button to raise the nearby
platform.
Turn around and walk to the edge. Turn 45° L (NW) to aim
at the newly raised platform and do a SJ to it with a L
mid-air curve. Turn R (N) to face the 3rd prickly pear
platform and do a RJ+G to it. Again, don't pull up yet but
shimmy to the R and around the corner until you reach the
wall. Pull up and do a RJ to the safe platform ahead (W).
Notice the closed portcullis beyond the fourth sprickly pear
ahead as well as the ladder on your R (N) topped by a CS.
Turn to it, walk to the edge and do a SJ to grab the top
edge. Immediately hit Duck to pull up in the CS.
Crawl a bit then stand up and turn R (E). There's a lava
pit ahead and a MS on the ceiling. Stand up, grab the MS and
swing to the other side of the pit. Let go and crawl through
the low CS on your R. Drop down at the other side and run
through the corridor until you find a skull button.
Push it to open the portcullis in the Sprickly Pears Room.
Run/Crawl/Swing to the other side of the lava pit.
Crawl through the CS and drop down to be back on the
ladder. Climb down as much as possible then backflip to the
safe platform behind. Turn L (W) to face a block with a
slope on its L and do a RJ to it. Walk to the wall, turn L
(S) and slide down the slope to the other side of the 4th
sprickly pear.
Pass the new opened portcullis, go either R or L and
eventually enter a vegetation covered room. There's a
pedestal to your L (S). Pick up the
Water Crystal on it. You
hear a watery sound in the distance. Return to the Sprickly
Pears Room, stopping before the 4th sprickly pear.
The very good news is that the water is now pure and
safe. Turn L or R to face either slope and SJ over it. Turn
to face the pool and jump in the water. Swim E to the other
side of the pool, pull up on the low immersed block then on
the one ahead to exit the water and follow the corridor to
the R to get back to the large pool room.
Well, all that poison needed
to go somewhere, didn't it? Obviously you can't just swim to
the other side now. Do a RJ+G to the bridge ahead (E) then
another to the ledge. Return to the Moving Sunflowers Room.
-- Lara and The Beanstalk --
Okay. Now you have manure, water and a seedpod. All you
need to grow a plant. And the best place to grow is a
Garden. Return there by running through the closest opening
to your L (N). Stop by the giant stem, turn R (E), walk to
the edge and do a SJ+G to the stem. Slide down and run down
the stairs to your L (N) to be back in the Garden.
Turn L (W) and run to the other side of the Garden.
You'll find two dispensers there: one for water on your L
(S) and one for manure on your R (N), as well as a square
patch of earth in the center.
Go there, standing before the central tile and place the
Seedpod here (hit Action). Now go to the Water Dispenser
to use the Water Crystal (mind the sunflowers beyond the SW
corner of the patch, one of them hides
mosquitoes). Water now flows to the patch. Cross the
room and go place the Manure Crystal on the Manure
Dispenser: manure now flows into the patch as well and
the seed starts to grow.
And grow... and grow... and grow. That's one beanstalk
you've got now! It's climbable, as all giant beanstalks go,
so climb it up. Pass the second floor and continue up until
you're on the third floor level. Backflip, roll in mid-air
and hit Action to grab the liana ahead. Swing and jump to
the ledge.
There's an opening in the opposite side of the room (W),
but ignore it for now. Time to collect the Silver Medal.
The Silver Medal
[The whole section is dedicated to a secret, so I
won't use green here except for the secret itself. If you
want to find it by yourself, skip directly to the "Leaving
the Arboretum" section below.]
Run ahead (E) then around the corner and along a short
corridor to enter a room with a giant dionea (Impressive,
isn't it? Not the same species as its Killer cousin, though,
and perfectly harmless). There's a closed portcullis to your
L (W) topped by a sign reading "Silver Medal". Cross the
room minding the lava soil in
the center and go to the high CS opposite the entrance (N).
Pull up in it.
Crawl a bit, drop down, turn around and go push the
skull button ahead (W), opening the nearby portcullis.
Go there via the CS and pass through the doorway.
You find yourself in a room bathed in
poisonous water. There are some
mushrooms ahead of you, a MS running under
collapsible platforms and a
patch of deadly cactus. Ignore
the mushrooms and run R (N) then W after the corner. You'll
soon see two openings in the opposite wall (your
destination) and a crack running along the L wall (S).
Your first task will be to reach the MS and,
unfortunately, you'll have to go through the cactus to do
so, so make sure Lara's healthy enough (you should now be at
full health, anyway). Run through the cactus, stop at the
very edge, jump up, grab the MS and quickly go forward to
avoid losing anymore health.
Swing to the end of the MS and turn around. Let go,
backflip from the mushroom to the slope then immediately
jump while holding Action to grab the edge of the first
collapsible platform. Don't pull up. Shimmy to the R until
you reach the fourth and last platform. Pull up and
immediately jump up to grab another MS above.
Turn L and swing a bit until Lara's hands are exactly
above the edge of the collapsible platform below. Let go and
immediately hit Action again to grab the edge. Again, don't
pull up. Shimmy to the R along the edge then the crack in
the wall, and eventually pull up into the opening.
Pick up the Manna from Heaven
ahead then run along the passage to collect your reward:
Secret #4: The Silver Medal.
Drop down from the opening into the poison bathed room
below and return to the ledge you landed from the liana via
the giant dionea room and the corridor.
Leaving the Arboretum
Go R (S), do a 45° L SJ to the next ledge, a RJ+G to the
following one and eventually a 45° R SJ do the last ledge
against the W wall near the opening. Walk to the edge, turn
L to face the opening (NW) and do a SJ with a slight L
mid-air curve to it.
Run into the next room and go on the central white
platform which turns out to be an elevator [be
careful to stay on it, or you'll be stuck forever in the
Arboretum and have to reload]. Watch the fly-by as you
go up and soon find yourself back in the Plain of Jars.
==== In this level, you should have found...
Enemies: Little Gardeners,
Mosquitoes, Killer Dionea
Items of note: Plant
Pheromones, Summon Demon Smalls scroll, Manure Crystal,
Seedpod, Water Crystal
2 Secrets including the Silver
Medal
some Traps
== Interlude 2: The Plain of
Jars ==
First off, turn around (E) and go pick up the
Palace Key on the pedestal,
opening a nearby portcullis as you do so. Turn around (W)
then run R (N) to go through the newly opened portcullis.
There's a Trapped Agnostic Soul ahead. Free it by
shooting the glass case. It opens another portcullis in
return.
Go back to the previous room, run ahead (S) and around
the corner to go through the other portcullis. The
Earth Element is waiting
for you on a pedestal to your L (N). Pick it up, opening a
third portcullis in the process.
Turn around (S) and walk to the edge through the opened
portcullis. Turn 45° R (SW) and run off to the ledge below.
Turn R (W) and hop back while holding Action to safely drop
down to the terrace. Turn around (E) and run across the
terrace then down the stairs to the L (N). Continue past the
hole through the portcullis then around the corner (W) until
you reach the edge.
Turn around and hop back while holding Action to safely
drop on a flat triangular ledge below. Slide down the slope
to reach ground level. Now you need to find the Palace of
Elements.
Turn R (E) at the corner then R again (S) at the next
one. You can spot the Arboretum entrance to your R but
that's not where you're going. Turn L (SE) instead and head
for the arch now visible in the distance. Run through it to
be teleported in another part of the Plain of Jars, near a
sign post.
Run ahead (E) past the pool of poisonous water until you
reach the entrance of a large structure to your R (S): the
Palace of Elements. Enter and run to the opposite wall. Use
the Palace Key on the Palace Keyhole there to open
two large portcullis on each side of the room. Turn around
(N). The L (W) one leads to Hades, the R (E) one to the
Realm of the Water Pagan. Pass either door and go on the
yellow teleporter there to be immediately sent to
your destination of choice. If you choose the Hades way,
please refer to the "Custodians of Hades" chapter below. If
you choose the Pagan way, read on!
==== In this part, you should have found...
Items of note: Palace Key,
Earth Element
== Water: Realm of the Water
Pagan ==
After the flyby, lightning appears in front of Lara. It
explodes, and two objects appear which Demon Smalls has left
for Lara: Demon Smalls explosive
pee and a note of
instruction: "Lara, place the flask of 'Home Brew'
behind the big statue then clear out of the way. I will
handle the rest. D Smalls".
The objective being to send the big statue plummeting
into the pool so the volume of it displaces the water level
causing it to rise slightly so Lara can swim up the water
chute in the middle of the pool to access and free another
spirit. But first, you'll need to gain access to the statue
by collecting 4 Pagan Gems.
-- Preliminary Explorations --
Note the pools left and right of
you (N and S), head to the S pool and jump in, swim over all
four chequered tiles in the corners of the pool to
lower a block in the N pool. Now swim to the fountain in the
middle of this pool and climb out on to it, press action for
Lara to take the hidden secret from the fountain for
Secret #5: a magic elixir.
Climb out and head over to the N pool and swim through the
opening for Secret #6:
manna from heaven.
Climb out of pool and look through the large, long window
on the N side - note the large gem on the golden sceptre,
you'll be back to collect it later.
Now look through the window on the W side the note the
skull button at the bottom of the pit and the slopes leading
down to it.
Head in to the next area (W) with the large pool and a
chute of water in the middle of it. Note the large statue up
above behind the water chute on the W wall.
Hop into the pool, climb out on the W side and go into
the next area (yet another pool area) (note the skull button
behind the gate on the left and the window on the right
showing another view of the pit with slopes, of the passage
to this area).
Head to SE corner of the pool area to be at the opening
of the slopes and the pit and make your way to the ground
using the slopes (run-jump to the smaller slope on the
right, then slide to jump to lower opposite slope, grab as
you slide back and drop to the ground). Push the skull
button to see a pole appear in the window above you. Use
the slopes to make your way back to the top (stand with back
to bottom slope, jump back and then forward to slope above,
then jump back and forward again to the top, long slope.
Slide and grab the edge as you fall then shimmy around to
the right to the opening and pull up).
Head to the passage intersecting the two pool areas and
climb up the pole. Backflip to emerge on to ledge
overlooking the pool.
(note: on the other side of the pool in the NW corner,
you can spot a manna from heaven on the ledge, this is
secret #7).
Note the inflated lolly floating just in front of the
ledge, the two deflated lollies beyond it and the ladder
monkey swing above it. You must move the monkey swing out
further in order to reach it when you jump to it from the
lolly, so flick the switch on the wall behind you (S)
to move the monkey swing out further.
Jump to the lolly, then immediately jump again and grab
the monkey swing. Turn around 180° to face the S wall and
swing to the jumpswitch. Pull it on your way down to
the ground (to open the gate to gain access to the button in
the passage intersecting the two pool areas) sustaining a
small loss of health as you fall.
Go push the skull button beyond the newly opened
gate to inflate the last two lollies and use the pole to
climb back to overlook the pool again. Flick the switch
up which moved the monkey swing out, to move it back so it
doesn't get in the way when you jump to the lollies.
Jump from lolly to lolly, jumping on the right side of
them. From the last lolly, jump to the slope (W) forward and
to the right curving Lara in the air as you jump, slide a
little and jump to the slope on the right (S) curving Lara
right in the air again. Slide backwards down the slope,
grabbing the edge as you go. Pull up and backflip with a
twist to grab the block behind you.
Now you have the choice: either use the zip line to get
to the other side of the pool, or ignore the zip line and
find another way, which will allow you to get Secret #7:
Jump towards the long window ledge
on the N wall. Run along it and RJ to the ledge separating
the two pools (to where the zip line ends) - be careful to
avoid the checquered tile as that will cause a block to rise
around the secret preventing Lara from getting it. Try to
curve in the air to land on the flat part of the ledge with
the checquered tile on the left of Lara. Collect the
manna from heaven
for Secret #7.
Face the area with fountains going in both S and W
directions. If you go S, you will find a large, closed gate
at the end with an alcove either side of it requiring 2 gems
in each alcove (4 are needed in total).
-- The First Pagan Gem --
Head in the W direction of fountains and turn left at the
corner and follow the pool all the way to the end. Climb out
of the pool and go in to a smaller room with a small pool
with a large fountain in the middle.
Hop into the pool and swim into a tunnel on the W side to
collect a magic elixir (note
the 2nd pagan gem on the golden sceptre through the window).
Swim back out to the pool and climb out on the W side. Pull
the moveable block out in the alcove and go behind it
into a short tunnel to push a skull button there. The
button lowers a block on the opposite side of the pool. So
head over there (E) and take the
1st Pagan Gem from the golden sceptre.
-- The Second Pagan Gem --
Now head back out to the previous large pool area with
fountains and swim back along the left side (W). Halfway
along before turning right, note the pair of grey squares at
the bottom of the large pool. At the 3rd set heading N (past
the 2nd fountain) is a tunnel. Swim down it and follow it to
emerge into a room with a stone block structure in the
middle.
Head N and take the first right turn (E). Note the block
that needs to be raised to gain access to the upper area of
the block structure. Crawl under the CS opposite on the S
side to emerge into the middle of the block structure. Climb
the block there and jump to the next level up on the SE
side. At the edge, face E and jump to the next block. The
next one is topped by a bronze trigger tile which
will raise the block you saw on the ground to gain access to
the higher area - but only for a short time, it's a timed
run. So jump to the trigger tile block facing E.
A cutscene
shows the block raising, so immediately press Look to get
Lara's perspective back and run forward and left (E) off the
side. Immediately sprint around the corner to the left of
the outside of the block structure and jump up to the the
still raised block. Quickly jump up to the E side before the
block goes back down again.
Crawl through the CS then jump across to the next block
on the E side. Face S and jump up to the shimmy ledge above
and shimmy left around to the other side of the block. Let
go then jump up to grab the ladder and climb to the top, go
left at the top and let go to land on the block. Face S and
jump to the block there.
Stand at the edge, and turn around to face N and hop back
grabbing the edge on the way down, shimmy left and pull up.
Face SW and jump to the the block curving Lara around to the
right to avoid the corner. Face W. There's an invisible
crack in the wall ahead so jump up and grab it then shimmy
left around to the other side of the block. Face N and jump
to the block there. Stand at the NW corner of that block and
jump NE to the block curving Lara around the corner to the
right if needed. Jump to the block ledge on NE side. Face S
and note the block in front of you is lower than those
surrounding it, Lara can jump up to the top there.
There's a hole in front of Lara to the SE but don't go
there yet. Turn left to notice another lower block, go there
and drop down from it to collect a
magic elixir. Pull up back on the top of the
structure.
Drop down into the hole to the water below. Swim along
the tunnel and turn left at the intersection (E). Follow the
tunnel a bit more until you come to a breathing hole. Swim
down to the W to a small open part of the tunnel, in the NE
corner is a ceiling UW switch, so pull it to lower a
block in another part of the UW tunnel, opening a way out.
Go back to the breathing hole.
Dive back down to the W again and continue down the
tunnel past the ceiling UW switch - swim to collect the
2nd Pagan Gem then swim
back to the breathing hole. Make your way back out of this
tunnel by swimming back along the tunnel, but at the
intersection, continue straight through to emerge back into
the block structure room. Head over to the SE corner and
swim down the tunnel back to emerge into the large fountain
pool room.
Climb up onto the fountain to the N of the tunnel (3rd
from the end) and face the ledge to the E. Jump and grab the
ledge and pull up, flick the switch on the N end of the
ledge to open a gate right at the very beginning of the
level. But before we go back there, we will collect the 3rd
gem.
-- The Third Pagan Gem --
At the bottom of the "U" of the long fountain area, climb
on to the fountain in the middle and jump to the ledge on
the S wall, pull up and jump up to the hole above. Follow
the tunnel and climb the pole at the end, continue along and
up the tunnel to emerge in an opening overlooking the left
arm the fountain "U" area with the gate closed at the end.
Look NE and note the hole in the other side and the zip line
going to it. You want to get to the top of it which is to
the N on your side, so do a running banana jump to the N to
land on an invisible ledge just below the entrance to the
zip line alcove. Jump up to the alcove to the zip line in
NW.
Use the zip line to get to the other side. Keep
Action pressed and Lara will grab a ladder at the end of the
zip line ride. Climb up and continue making your way up.
Follow the tunnel until you come to a slope at the end. Turn
around and slide down backwards grabbing the edge to ensure
Lara safely drops to the ground without losing health (note
the warning sound as you slide down). Immediately run to the
side of the room as a minotaur
with a hammer attempts to rock Lara's world!
Stay on the lower part of the ground that surrounds the
room and Lara is safe (the minotaur can't get Lara here). In
the SE corner is a block with a jumpswitch on the wall above
it, surrounded by spikes. Head
to the S wall and time your run through the spikes (they
also act as a clue to indicate that the block is surrounded
by a spike trap) - only the S
side of the block (below the jumpswitch) is safe so stand on
without fear of being spiked.
Climb on to the block and a cutscene will play:
Lara: "You got any suggestions? Anything to distract
him?" (talking about the minotaur)
Demon Smalls is outside monitoring Lara's progress on his
laptop "huh?" he says.
Lara: "Indispensable information as always..."
Demon Smalls confers in his "book of spells" for
something to use against the Minotaur: "hmmmm, ah ha!"
He tries a fire spell on the minotaur but it has no
effect...
Demon Smalls "Oh no, it's not working"
Lara: "you get used to it".
Use the jumpswitch on the wall to raise a block so
you can access the manna from heaven from the block in the
NW corner. Turn around, climb back on the block and turn
slightly L to do a RJ over the spikes and land beyond them
near the wall. Go to the NW corner, time your run past the
spikes and climb up the block to get the
manna from heaven.
A cutscene ensues to show Demon Smalls looking in his
Book of Spells for a more effectual spell to use...
Demon Smalls: "There must be another way...... got
it!"
We go back to Lara where four Anubis guardians are
teleported into the area with the Minotaur. They take care
of the Minotaur for you. When the minotaur is dead, collect
the Hammer Key the
minotaur leaves behind and use it on the keyhole near
the door in the S wall. Enter the door to emerge overlooking
the area of the beginning of the level, note the gem in the
opposite alcove.
In front of you and to the left slightly (lined up with
gem alcove) is an invisible ledge, run-jump to it. Run-jump
to the gem alcove pressing action so Lara angles down into
the alcove. Collect the 3rd Pagan
Gem and drop down the hole behind the golden
sceptre where you got the gem from to land in to the pool
below.
-- The Fourth Pagan Gem --
Climb out of the pool and head N to the pool opposite -
go the right of it (NE) to the small fountain area with the
pink features in the corners of it and head through the gate
you opened earlier.
Head down the tunnel to collect the
4th Pagan gem from the
golden sceptre in the long window. As you go near it you'll
hear the gate close behind you, which means you'll have to
find another way out of here. So take the gem and continue
along the path.
Head up the steps and follow the path, at the end of the
corridor is the way out, but another hammer key is required
so first turn right in to a room with spiked columns (N).
This is simply a run-jump from column to column to get to
the other side to collect the hammer key. Simply time your
run to the columns with the spikes. I found it easiest to
line Lara up on the right side of the ledge (E) so that the
2nd column is also in line. Run-jump to the first column
with spikes just when the spikes are about to rise up (then
by the time you get there, they have gone down again),
run-jump to aim at the back of the 2nd column and turn Lara
as you Land to run-jump to the 3rd column, quickly do a
standing jump to the ledge on the N side.
Pick up the Hammer Key
and swim back to the other side. Head down the passage and
turn right (W) and use the key on the Keyhole there
to lower the block. Follow the steps all the way up to
emerge overlooking the large fountain area. Dive in to the
water below and swim to the large closed gate.
Place the 4 Pagan Gems in their Receptacles in the
two alcoves on either side of the gate to open the gate and
go through.
-- Placing Demon Smalls' Explosive Pee --
Jump into the new pool in that area and swim down the
tunnel in the E wall of the pool. Follow the tunnel and go
up and left where it intersects, to head in the N direction.
Emerge into a small pool and pull up to find yourself in a
3-way passage. The only direction you can go is left (E) as
the other two are blocked by closed gates, so head that way
to push a skull button to open the gates in both the
N and W passages. Take the W passage and follow it up to
emerge behind the Large Statue. As per Demon Smalls'
instructions, place the explosive pee behind the statue and
head back down.
A cutscene will ensue where you see Demon Smalls say:
"And the good Lord said: 'let there be light'" as he
depresses the detonator with a big grin on his face, to
explode his explosive pee and send the large statue crashing
into the pool below.
The statue causes mass displacement raising the level of
the pool allowing Lara to now swim up the chute. So swim up
the chute, but be careful to stay within or Lara can swim
out and fall back to the pool again. (If you have
difficultly swimming up the chute, try swimming Lara up in a
spiral to ensure she stays in the middle).
At the top of the water chute, pull up and follow the
passage to the end and the level will load to show Lara
rising on a platform back in The Plain of Jars on another
part of the castle roof.
==== In this level, you should have found...
Enemies: Minotaur
Items of note: Demon Smalls'
explosive pee, Suggestion from Demon Smalls, 1st Pagan Gem,
2nd Pagan Gem, 1st Hammer Key, 3rd Pagan Gem, 4th Pagan gem,
2nd Hammer Key
3 Secrets
some Traps - 1
Timed-Run
== Interlude 3: The Plain of
Jars ==
You're back in the Plain of Jars again, on the roof of
the Palace of Elements, facing a Trapped Agnostic Soul.
Run ahead (N) and shoot at the Glass Case to set it free. It
gives you the Water Element in return, summoning it on a
pedestal by the entrance of the Palace, down on ground
level. Time to find your way down there.
Turn R (E): there's an opening in the fence ahead. Drop
down from it, grab the edge, let go and slide all the way
down to ground level while pressing Action to avoid losing
health when landing. Don't stand still too long, though:
you've just disturbed some tiny bugs
when you landed. Turn R (N) and run along the walls and
around the corner heading to the Palace entrance. Quickly
pick up the Water Element
on the pedestal then enter the Palace (L/S). This time, go
through the R (W) portcullis and jump on the yellow
teleporter to be beamed directly into Hades.
==== In this part, you should have found...
Enemies: Bugs
Items of note: Water Element
== Fire: Custodians of Hades ==
[Important: once you've opened the way to the
Gold Medal, make sure you never return on the blue
teleporter (arrival) that's at the very start of the level.
You would block the way to the medal again with no
possibility to reopen it]
What a charming place, isn't it? Dark, gloomy and - from
what you can see now - riddled with fire traps. But aren't
you here to win the Fire element?
You're currently standing in a large, high-ceilinged room
which is the main room of Hades (which is why we'll most
creatively call it "the Main Room" from now on). Ahead of
you and in the center of the room is a large pool, topped by
a spiral ramp leading up and lined with
flame throwing demon heads. On
the edge of the pool is a Gold Chalice, which is a
receptacle for one of the four Scrying Glasses you'll have
to collect. You'll be heading up soon, but let's take a look
around on floor level first.
First off, don't even think of
jumping/falling/diving in the water: there's a strong stream
there which will lead you directly on a
spears trap, meaning certain
painful death. With that in mind run ahead (N) to the edge
of the pool, turn L (W) and run to the corner ahead to pick
up shotgun normal ammo. Turn R
(N) and run along the pool, noticing a second Gold Chalice
there. Pick up some more shotgun
normal ammo nearby.
Continue around the pool to reach the northern part of
the room. There's a teleporter here, but it's inactive at
the moment. You can also spot a third Gold Chalice. Go on to
get to the eastern part and go pick up the
PEU and some
PEU ammo. Run S along the edge
and stop at the fourth Chalice. Turn R (W) to face the
central ramp. Time to go up.
-- The Scrying Glass in a Maze --
Do a SJ over the water to the grey block ahead then pull
up on the next slanting one. First, notice the chequered
tile on your L (S) and the brown tile next to it. You'll see
this combination in three more locations on the central
ramp. Walking on the chequered one would rise the brown one,
closing the openings in the edge of the ramp. But it's for
later so ignore them for now.
Turn R (N). There's a ladder on the wall, but it's
guarded by a flame throwing demon head.
Don't give up, though. Run on the grey floor past the demon
head and go on the safe tile on its L. Turn slightly R (SEE)
to face the L side of the ladder and do a SJ to grab it. You
should safely reach the ladder. Climb to the top and pull up
on the ledge.
Fighting a Little and Opening A Way
Okay. Looks like you've got company. That familiar
flapping sound is made by the skeletal
harpy that's attacking you right now. Shoot it,
careful not to fall from the ledge during the fight. Once
it's down, pick up the PEU ammo
on the ledge and turn toward the opposite side of the room
(W).
You see that jumpswitch ahead in the distance?
That's your next destination. Run to the edge of the grey
blocks, do a 45° L SJ (SW) to the beige edge of the ramp
(mind the fire, though) then run to the other end (notice
the chequered tile on your way, you'll get to it later). Do
a 45° R SJ (NW) to the ledge against the wall, turn L (S),
jump up and grab the jumpswitch. It lowers a block nearby,
granting access to an opening in the N wall.
Turn L (E) and do a RJ to the grey bridge ahead then a
45° L SJ (NE) to the beige ledge against the wall. The (hard
to see) opening is there in the middle.
Run through it and along the dark corridor (lighting a
flare would be a good idea) until you reach the edge of a
hole at the other end, with a pole leading down. SJ to grab
the pole and slide down to the room below.
It's a rather large room, with a water column enclosed in
wrought iron in the center and an impressive painting of a
skull in flames on the wall ahead (N). First, run toward the
latter and turn R (E) to pick up a
magic elixir and PEU ammo
in an alcove. Run to the opposite side (W) and get some
shotgun normal ammo there. Now
return to the main part of the room and turn R (W) at the
water column. There's an opening ahead, run through it.
The Shifting Maze Puzzle
Look through the transparent panel: you can spot a maze
in the distance, but you're not going there yet: it's
currently a dead end. Turn R (N) instead and run to the
wall. Turn L (W) and look up: there's a passage up there.
Jump up, pull up in it and run along the corridor.
You'll soon find yourself walking on a transparent floor
right above the maze. Run to the far L corner (SW) and look
down. There's a Scrying Glass down there, but it's currently
enclosed in walls. Now go to the NW corner and look down
again to spot a manna from heaven, inaccessible as well. Now
that you've seen what you'll soon get, run to the opposite
corner (SE - R of the entrance), and locate the opening
there up in the E wall.
Pull up in it and run a bit until you reach a new room
with four chequered tiles and four bronze tiles.
They will help you solving the Shifting Maze Puzzle. You can
try to solve it by yourself or look in the Spoilers Section
at the end of this walkthrough for a detailed solution. Once
it's solved, you'll be at the entrance of the Maze, and will
have picked up the manna from heaven
and the 1st Scrying Glass.
Return to the Water Column Room and run to the pole. Turn
L (N) to face the skull in flames painting, standing close
to the pole. Jump up, grab it (simply hitting Action won't
do in this case), climb up and backflip in the dark
corridor. Run back to the Main Room.
-- The Scrying Glass Beyond Gems Holes --
Look ahead and to your R (SW) to spot the shotgun ammo
waiting for you. You're now going there and beyond.
Turn R (W), run toward the end of the ledge then do a 45°
L SJ (SW) to the grey bridge. Turn L (S), run along the
bridge then up the beige ramp edge. Go fetch the
shotgun normal ammo on your R
(W). Go on the chequered tile to your L (S - notice the
block rising as you do so. It's for later), turn 45° R (SW)
and run off to a platform below. Turn L (SE), do a SJ to the
beige bridge then run R (S) to the high CS. Pull up in it.
Crawl a bit then run through the wide passage. There's
some PEU Ammo on the ledge to
your L (N). Go there and pick it up (notice the shotgun ammo
behind the window pane, you'll get it later). There's also a
white block in the wall ahead (E). This one's for later as
well. For now, run through the passage and around the
corner. Turn R (E) at the wall and run on the golden
platform which turns out to be an elevator [be
careful to stay on it, or you'll be stuck forever and have
to reload].
Antipathy for the Devil
Run along the passage, drawing your weapon of choice
along the way: a Devil is
waiting for you around the corner. Shoot him down, taking
advantage of said corner to avoid his lighting bolts. With a
bit of patience, you can win this fight using the pistols
only.
Once he's down, run ahead (W) and around the corner to
locate a ladder on the W wall. Would you turn around (E) and
look up, you'd see a jumpswitch there as well. Climb up the
ladder to the top and pull up in the dark passage to pick up
a Magic Elixir. Hop back twice
with Action pressed to drop down and grab the ladder. Climb
down five times, backflip, roll in mid-air, hit Action and
grab the jumpswitch to open a portcullis not far.
Turn R (S). The portcullis is over there, in the corner
ahead. Run there and turn R (SW) at the corner to run down a
flight of stairs and go through the portcullis. Run up the
wide stairway and enter a new room.
Too Many Holes, Not Enough Gems
Ahead of you (S) are eight Gem Holes and a closed
portcullis. On your R (W), you can see
three Blue Gems on their
stands as well as an opening in the far corner, R of the
gems (NW). Don't try to guess which holes are the right
ones, it would be a waste of time and reloads. Go pick up
the gems. A firework ensues and a scroll appears on the
middle stand. Pick it up and read it. It's an
Urgent note from Demon Smalls
reading "Lara, these three gems are all you need. Take
care, you KNOW where to place them!! D Smalls".
Well, to be honest you don't know yet, but soon will. Run
through the opening in the corner to your R (N) to enter a
new room with a strange device in the center on a raised
platform, and three similar devices elsewhere in the room.
It's a puzzle indeed. If you want to solve it by yourself,
proceed. If you don't, take a look at the Spoilers Section
at the end of this walkthrough for a detailed solution.
Now look in the mirror close to the entrance on the E
wall: you can see a spectral vision of the gem holes, with
the gems placed in the correct ones (although you see it in
a mirror, the order shown is not reversed). Return to
the Gem Holes room to place the gems as you just saw,
opening the nearby portcullis.
Seizing the Second Scrying Glass and Opening Ways
Run through the newly opened portcullis and run into the
short corridor stopping before you reach the last tile.
Before doing anything, you're going for a secret.
SJ over the last tile, which turns
out to be a trapdoor and opens as you do so, and grab the
climbable wall ahead (S). Climb to the top and pull in the
CS to reach Secret# 8: 2
shotgun normal ammos and a
magic elixir.
Drop down from the CS to the ladder and climb down to the
bottom.
Crawl through the low CS to reach a long room with a
pedestal supporting a Scrying Glass
ahead (S) and two skull buttons on each side of the
entrance. Go fetch the Glass first, then turn around (N) and
go to the rightmost skull button. Push it to activate
the teleporter in the northern part of the Main Room. Now go
to the leftmost skull button and push it as well,
which lowers a white block in the passage where you met the
Devil, opening the way back.
Crawl through the CS and pull up in the short corridor
above. Return to the Devil Passage and run ahead (E) to
reach the opening in the wall. Climb in it, roll and hop
back hitting Action to grab a ladder as you drop down. Climb
down to the bottom. Run ahead (W) through the passage and
crawl through the low CS to your R (N) to eventually be back
in the Main Room.
-- The Scrying Glass Under the Boulder --
Run toward the other end of the bridge and do a 45° R SJ
(NE) to the edge of the ramp. Run up the ramp and stop at
the first wall. Turn 45° R (SE) and run off to the platform
below. Pick up the shotgun normal ammo
on the outer ledge ahead.
Return to the ramp edge, turn R (E) to face the wall, go
on the highest part (L) of the floor and pull up on the high
platform by hitting Action+Forward without jumping so you go
a tad higher. Do a RJ to the outer ledge, turn L (N) then
run along the ledge and L (W) around the corner. Stop when
you've got a grey high platform to your L (S), turn to it
and do a RJ.
A Race Against A Boulder
Okay. Here's the situation: the third Scrying Glass is
for the moment very stuck under a boulder which you
obviously need to get out of the way. The lever next
to you will set the boulder in motion. However, the latter
has to end its course in a very precise location: a hole at
the bottom of the ramp. Considering there are openings in
said ramp, you'll have to help it by raising a series of
blocks (four, to be accurate) to guide it to its right
destination, which you'll do by going on nearby chequered
tiles. Needless to say, each block must be raised before
the boulder arrives. If you fail, you'll be teleported at
the bottom of the pool and the boulder
will land right on you, resulting in instant flattening
death. Ergo, you're now in for one helluva timed-run.
A short tip first: keep in mind that it takes a bunch of
seconds for a block to raise then lower again, meaning you
don't need to stay on the chequered tile and wait for the
boulder to come but can resume your race after a only couple
of seconds, and even immediately in some cases. Also, saving
at each chequered tile, possibly in a different slot, might
be a good idea.
Go to the lever and save. Activate
it, immediately roll and run to the edge with a R curve to
do a RJ down to the ramp edge below. Run to the L corner
(mind the fire)
and jump on the 1st chequered tile to raise the first
block.
Wait a couple of seconds before
resuming your race, then turn R toward the corner and run
off to the ledge below. Roll to turn around and run off
again to the 2nd chequered tile.
Immediately run with a hard L curve
and do a RJ to the ramp edge to your R. Run a bit then do
another RJ to the 3rd chequered tile.
Turn R, wait a tiny second then SJ
on the newly raised block with a slight R curve and do a RJ
with a R curve over the fire to land between the two
columns.
Start running with a R curve to run
off to the ledge below, turning R while falling. Run a bit,
stop on the grey tile and quickly do a SJ to the 4th and
last chequered tile. Wait there for the boulder to pass
by. Congrats, you've made it!
Crawling under Fire
As the boulder reaches its final destination, you're
teleported on an elevator in a nearby part of the room. Wait
for it to stop then turn L (W), go on the grey ledge and
from there to a SJ to the leftmost ramp edge below. You now
need to proceed to the top of the ramp, going in zigzag from
one edge to the other to avoid being burned by the numerous
flame throwing demon heads.
Once near the top, just before two demon heads facing
each others, hit Duck and crawl under the fire to safely
pick up the 3rd Scrying Glass.
Crawl back cautiously to the nearby safe tile before
standing up.
-- The Scrying Glass in an Art Gallery
--
Time to go down now. Turn L (N), climb on the edge and do
a RJ to the outer ledge ahead, pressing Action to avoid
hitting the wall. Turn R (E), run ahead then R (S) around
the corner, stopping when you're nearby the second grey
bridge below. Safety drop down on it.
Turn around (W), run to the end of the bridge then do a
45° L SJ (SW) to land on the slanted beige block below,
between a high ledge and the (high) ramp edge. Turn around
(NE), go to the corner and do a SJ to the ladder ledge
below. Turn L (N), run toward the other end, turn R (E) and
safety drop down to land near the fire
throwing demon head. Turn around then 45° R (NW) and
run down to a beige block. Finally, turn R (N) and do a SJ
over the water to find yourself in the northern part of the
Main Room, on floor level.
Remember the teleporter you activated a while ago?
It's just there, waiting to beam you where you'll find the
4th Glass. Go to it and find yourself in a totally new area
of Hades: the Art Gallery.
Scene Changes
Run ahead (E), then L (S) then R (E) around the corner,
noticing the paintings on your way. Crawl through the low CS
in the corner ahead. You're standing before the 4th Scrying
Glass, but obviously can't get it, given the fact that's
it's surrounded by fire.
You're now in for another puzzle, so as usual you can
solve it by yourself or read the detailed solution in the
Spoilers Section at the end of this walkthrough. Once the
puzzle is solved, you'll have the
4th Scrying Glass in your inventory, will have
open a way back and will find yourself in a short dark
corridor, facing E.
Back in the Main Room
Notice the recess in the ceiling in the middle of the
corridor. Stop there and look up to notice a jumpswitch.
Jump up and grab it: this is your ticket to the Gold Medal.
Make your way to the Main Room by running ahead through the
second painting then finding the opening in the E wall.
You'll probably hear unsettling noises on your way meaning
the Main Room is now very much occupied.
Return to the Main Room like you did before and
immediately draw your gun: the source of the noises, a
skeletal harpy, is flying
around. Waste no time gazing at it, shoot it down quickly.
-- The Gold Medal --
[The whole section is dedicated to a secret, so I
won't use green here except for the secret itself. If you
want to find it by yourself skip directly to the "Leaving
Hades" section below.]
The Gold Medal Room entrance is in the corner opposite
the CS you just crawled from (ie: NE corner). Make you way
there by running and jumping along the outer ledges and the
bridges (you should know the way by now) and run through the
short passage to the N.
You'll soon find yourself in an opening giving onto a
room bathed in poisonous water.
You can spot your prize teasing you from the top of a pillar
to your L (N). Your problem is to get there, and it won't be
easy (it's the Gold Medal, after all).
Turn 45° L (NE) and do a RJ to the nearby chequered
tile. A block rises in the opening you came from,
cutting off your way back, but you'll worry about that
later. Serious business starts here and now.
Your first trial will be to reach the brown slope that's
beyond the one that extends to the R (N) side of the room
("Second Slope" in the above screenshot). There are two ways
to do this:
Turn to face the high slope ahead and walk back to the
corner. Position Lara, do a straight RJ to the slope and
immediately jump while pressing forward to go over the
flatter slope ahead (for future reference, we'll call this
flatter slope "the First Slope"), immediately hit Action to
grab the edge of the next slope.
[If you can't manage to jump over the first slope and
slide down backward instead, you'll find yourself bouncing
with little hops between the very sloping slope behind and
the First Slope. In this case, hit Jump+Forward then Action
as soon as you've cleared the first slope]
OR
Jump to the Brown Block to your L first then align Lara,
aiming at the very tip of the slope ahead and do a SJ.
You'll find yourself bouncing between two slopes. Proceed
then as shown in the above paragraph.
You're now hanging from the Second Slope and need to
raise the Brown Block behind you to be able to reach the MS
above it. The nearby Chequered Slope will do the trick, but
it's timed so you'll have to be quick.
Shimmy to the R and around the corner, stopping as soon
as you've reached the Chequered Slope (ie: on its L
side). Pull up, backflip and roll in mid-air (Jump+Roll)
then do a hard R curve to hit the Second Slope. Backflip,
roll in mid air and hit the First Slope, jump, again with a
hard R mid-air curve to land on the timed Brown Block.
Immediately jump up and grab the MS above.
Turn around (E) and swing until you're next to the Second
Slope. Turn around again (W), position Lara exactly then
swing L. The MS ends and Lara will fall to the Second Slope.
Immediately jump and grab the edge of the First Slope.
Shimmy to the R, dealing with the
on/off fire trap on your way, until you reach the
edge of another slope. Pull up, backflip to hit the slope
behind, immediately jump with Action pressed to grab the MS
above. Swing forward until you reach the end of the MS and
fall on another slope (don't let go, wait for Lara to fall
by herself). Slide a bit then jump with Action pressed to
grab the MS.
Swing forward and let go when you're over the Gold Medal
pillar and seize your hard-earned prize:
Secret #9, the Gold Medal!!!
Now you have to find your way back.
Don't worry. After what you've just been through, what
follows will feel like a walk in the park. First, turn to
the S and notice that the Brown Block is now raised again,
and this time permanently. Jump up and grab the MS. Swing
forward until Lara falls by herself and land on the flat
chequered block where the whole ordeal started. Turn 135° L
(NE) to face the raised Brown Block and do a RJ to it.
Turn R (E), jump up and grab the MS. Swing forward to the
end and turn R. Wait for the on/off fire trap below to
extinguish then let go, slide a bit and jump with a hard L
curve to the next slope. Jump from slope to slope until you
reach the last one. Now do a last jump into the opening
ahead, hitting Action to avoid hitting the wall. You've done
it!!!
Run into the dark corridor until you spot a recess in the
ceiling after the corner (look up from time to time or light
a flare). Go under it, jump up and grab the short MS:
it lowers the block ahead, opening an access back to the
main room. Let go and go pick up some
PEU ammo and a Manna from
Heaven. The Gold Medal Ordeal is now officially over.
-- Leaving Hades --
You're now back in the NE corner of the main room and
need to make your way down. Turn 45° L (SW), do a SJ to the
ladder ledge. Walk ahead to the R of the ladder, turn around
and drop down. Like you did when you took the teleporter,
turn 135° L (NW), run off to the block below then do a SJ
over the water to land in the northern side of the room, on
floor level.
You now have to use the four Scrying Glasses in their
respective Gold Chalices. Proceed by going around the
pool, each chalice is on the middle of the pool edge, one
per cardinal point.
When all four are placed, a camera shot shows you that
the spears at the bottom of the pool have disappeared,
meaning it's now safe there. Jump in the water and let the
stream carry you to the bottom. You'll soon find yourself in
an UW tunnel. Swim past the fan then up, and watch Lara
swimming up the beautiful water column. Continue up once she
has disappeared. You'll soon leave Hades and be back in the
Plain of Jars for the conclusion.
==== In this level, you should have found...
Enemies: Skeletal Harpies,
Devil
Items of note: 1st Scrying
Glass, 3 Blue Gems, Urgent note from Demon Smalls, 2nd
Scrying Glass, 3rd Scrying Glass, 4th Scrying Glass
2 Secrets including the Gold
Medal
some Traps - 1
Timed-Run
== Epilogue: The Plain of Jars
==
Run ahead (N) and go free your last Trapped Agnostic
Soul by shooting the glass case. To thank you, it
summons the Fire Element on a pedestal located R of the
Palace entrance. You now need to make your way back to
ground level.
Locate the opening in the fence on your L (W), drop down
from it and slide down on the flying butress to the ground
below, holding Action to land safely. Some
bugs will come trying to nibble
at your ankles. To get rid of them, turn L (N) then R (E)
around the corner. Run past the Palace entrance, turn L (N)
and run ahead until you spot a large square hole in the
sand. Run to there (but don't fall in it, it's
lava down there). Lure the bugs
to fall in it by jumping over the hole. You'll soon attract
other bugs. Keep jumping until
all of them have fallen.
Return to the Palace entrance and pick up the
Fire Element on the
pedestal to the R. You know have all four elements needed.
-- A Farewell to the Plain of Jars --
Turn around (NW) and run to the L of the structure (which
is the Gateway to the Asylum) to locate a windmill. Go to it
and use the Air Element on the Air Pedestal so the
windmill starts turning.
Turn around (SE) run to the Gateway the L (E) around the
corner. Enter the Gateway and run down the stairs then
through the short passage to find yourself back in the room
you visited at the very beginning of the adventure. The
three other element pedestals are here, but don't place the
elements on them yet. You now will get the prize you've
earned by going through the three Medal Ordeals.
The Expert Certificate
[If you don't have all three Medals, what follow is
rather useless to you, so skip directly to "Leaving for the
Asylum" below]
Run L (S) to the Earth Pedestal
(the one with the small cactus on it) then past it to reach
a small passage. There are two ladders here on your L and R.
Go to whichever you want, stand in front of it and do a SJ
over the hole to grab it. Climb down to the bottom.
You're now in a large room with a
red pentacle in the center, located just below the Element
Pedestals Room. Run ahead (N) to the gold cage beyond the
opening topped by three medal symbols and use the Medals on
their respective Medal Hole located on each
accessible side of the gold cage to open the latter. And
now, without further ado, seize Secret #10: the
Expert's Certificate. Congratulations, you deserve it!
Make your way back to either
ladder, climb up then backflip at the top to be back into
the passage. Return to the Pedestals Room, careful dealing
with the closest on/off flame
throwing demon head on your
way.
Leaving for the Asylum
First go to the Earth Pedestal (R/S from the
entrance) and use the Earth Element on it. Turn around (N).
There's now sand pouring in the large wood bowl in the
center of the room.
Run ahead to the other side, and use the Water Element on
the Water Pedestal (the leftmost one). You can now
see water flowing through a pipe under the floor. Finally,
go to the rightmost Fire Pedestal and use the Fire
Element on it: fire now flows under the floor as well.
In the ensuing sequence, you get to see the combined four
Elements opening the very Gateway to the Asylum. Demon
Smalls and Ms Croft are standing on the edge, looking into
the pit. "Into the Jaws of the Dragon..." Demon
Smalls says, "We're screwed!" "Thanks," Lara
replies, "but that thought had crossed my mind."
Demon Smalls concludes: "Okay, no time to waste ... you
got my stuff? ... Excellent."
They then longly slide down into the bowels of Lower
Hell. Demon Smalls starts a long monologue: "And into
Asylum, like a great black engine roaring to eternity,
ravaging the already benighted landscape with its savage,
malevolent presence. And within the legions of the truly
damned - insanity, shear and stark. And once in human form,
now gutted and torn by eons of glutted indulgence. This is
the place I have not wanted to dream of, and the dream is
now the place I partly live through."
"Whatever" Lara replies before they both disappear
into the Asylum.
But that will be another adventure...
==== In this part, you should have found...
Enemies: Bugs
Items of note: Fire Element
1 Secret: the Expert's
Certificate
some Traps
== LOWER HELL WHAT'S WHAT
(Combat Strategies) ==
- Bugs: Lower Hell counterpart of the (oh so)
familiar beetles. They'll chase you wherever you go and bite
you to death if you let them do. Either find a hole where
you can lure them or simply run and be fast.
- Devil: His main weapon is his lighting bolt, so
he'll rarely come close. Side jump to face him, shoot then
side jump the other way. Repeat until he's dead for good.
- Killer Dionea: You simply can't kill this one,
it's invincible. Considering the circumstances, go around it
as quickly as you can.
- Little Gardeners: Not very dangerous except for
the fact that they're poisonous. Easily shot down with a few
bullets.
- Minotaur: He's invincible. Period. So don't try
to shoot him. He'll hurt Lara by hitting the ground with his
hammer, creating a painful quake wave. The trick here is to
leave the platform he's on as quick as possible: when Lara
is on a different level, he can't hurt her. The Anubis
Guards can sometimes take a while to get off their shots at
the Minotaur - especially if he stays close to them in the
middle.
You can speed up the Minotaur's demise by jumping down
into the arena. And drawing him away from the guards. This
allows them to get a clearer shot at him and they'll speed
up their rate of fire dramatically. At no point should the
player try to join in the shooting:
a/ it's pointless
b/ if you hit a helpful guard he'll turn on you instead.
- Mosquitoes: Come in swarm, doing a bit of damage
then flying away. Crouch to lower the damage done and wait
for them to go.
- Skeletal Harpies: Probably the most dangerous
foes you'll encounter in this part of Lower Hell. They cast
harmful green rays and even sometimes come close to slash
you with their sharp claws. Keep moving at all costs.
- Skeletons: Against them, bullets won't do much.
Your best chance is to shoot them at point blank with the
shotgun and make them fall in water or off the ledge they're
usually found on.
== SPOILERS SECTION
==
-- Hell's Arboretum --
Solution to the Golden Platforms Puzzle
Since Demon Smalls is here to help you, listen closely to
what he says. Whenever you walk on a right platform, he'll
say "Yes". When you walk on a wrong one, he'll say
"That's bad" and you'll have to do it all over again.
You don't need to jump from platform to platform: walking on
the floor has no effect.
-- Custodians of Hades --
Solution to the Shifting Maze Puzzle
Quick solution:
The four brown tiles (1 to 4 from left to right, looking
from the entrance) shift the disposition of the walls in the
maze, removing some and adding others. The nearby chequered
tiles (1 to 4 as well) cancel the result of their respective
bronze tile. Each time you walk on a tile, you get a camera
shot of the current state of the Maze.
Detailed solution: