Castle
Riverrun Walkthrough
Authorized Walkthrough written by Selene
A huge thank you to
Masha for being so patient with me and helping me
out whenever I got stuck.
Also thank you for providing me with
that very helpful map over the wall/switch maze inside
the castle and for aiding me in finding the missing
secrets.
Storyline:
Lara is
searching for the legendary sword 'Iceheart',
forged of valyric steel, and
it is so sharp that you can hardly see it in
profile. It gives its wearer magical power. The owner of
this sword is invincible for all times. Castle
Riverrun is said to keep it,
but the road to success is not that easy this time. Many
tasks wait for Lara, she has
to be creative, fast and courageous.
IMPORTANT
NOTE(as
stated in the read-me):
Lara has
to find a knight's armour,
made of 5 different pieces, to get this sword. You may
find sword keys near each finding location of one of
these pieces and Lara will not be able to get the sword
without them. The repartition of sword keys is as
follows:
Level
1:
Castle Riverrun- 1
Level 2:
Dungeon- Part I- 1
Level 3:
Dungeon - Part II- 2
Level 4:
In the castle- 1
All these level parts can be reached at
any time. Lara may at every time come back to level 1.
There are 4 secrets to be found(one
in each level), all of which are listed in this
walkthrough.
For bug notes and further information
please have a look at the read-me.
Level 1- Castle Riverrun:
Pickups:
Small
medipacks, flares, torch, Cross,
Little Wheel, normal shotgun ammo, large
medipack,
Blue Gem
Enemies:
Dogs, tin knights
No Time To Rest- Courtyard
Clearance:
The moment the level
begins draw guns and proceed forwards into the
Sunclock Courtyard ahead. A
dog is running
around here so the first thing to do would be to get rid
of it. I should mention that there are other potential
dangers in the area so we'll take an extra good look
around for a start to clean out the area. A good place
to begin would be through the arches to the S. There is
a tin knight
lurking around the pillars so approach them to lure him
out. My preferred way of dealing with these is to run
towards them while shooting and as she reaches them jump
past and then roll and repeat the attack while firing
non-stop. Shooting them in the chest is as known the
only way of killing them and they can give off quite a
whack with their axes so be careful not to get overly
close and intimate. This one drops a
small
medipack as he falls over and those
are always useful to bring along. If you move further S
you will reach a beautiful garden. From there you only
have two options as to where to go: a puzzle room which
is for later and a wine cellar we'll get back to in a
little bit. For now we'll stick to returning to the
Sunclock Courtyard.
Enter the garden to the
E(this is to be named the
Chapel Garden) and about halfway down turn left to spot
another tin knight
over by the N wall. Approach him to snap him out of the
trance and deal with him accordingly. He drops some
flares so bring
them with you and turn your focus towards exploring the
rest of this otherwise tranquil garden. On top of the
stairs to the N/W there is a closed gate and there is
also a closed set of double doors on top of some steps
in the N/E corner. Not much more to explore here for now
so return to the Sunclock
Courtyard once more.
Approach the ramp going down to the N,
then turn and shoot the dog
running in from the opposite side of the
courtyard. When it's
dead go over to the ramp N once more and you'll soon
find that there is a third
tin knight running around down there. In this
case the knight does not appear to be willing to go all
the way up to the top of the ramp so a nice and safe
approach is to go a few steps down the ramp with guns
drawn and then shoot at him as he makes an appearance
while hopping backwards up the ramp to avoid being hit.
The only thing down there though is a closed door with a
gemstone receptacle next to it(which
you will soon find to be identical to the two
receptacles on each side of the door where you first
started this level) so we'll have to search
elsewhere first.
3 Things To Do In A Wine
Cellar:
Go back to the
Sunclock Courtyard again(taking
a mental note of the two gemstone receptacles I just
mentioned, on the pillars flanking the closed door to
the W). Continue forwards through the arches S. In
the garden go through the rightmost opening first, this
leads in to the Wine Cellar. On the ledge along the S
wall there is a line of barrels.The
first and third barrel from the left are breakable so
whip out the pistols and shatter them. The second
barrel(the one between those
two) is moveable so push it to the left wall to uncover
a torch. Bring
the torch with you out to the garden outside. Go through
the arches towards the Sunclock
Courtyard and on the left there is a lit torch you can
use to light your own. Now it's time to return to the
Wine Cellar and light the unlit torches there. This
causes the lid on one of the barrels along the W wall to
open, from the small hole in
it you can retrieve the
Cross. You can leave the torch here, as you
won't be needing it anymore.
Return to the Sunclock
Courtyard and proceed towards the N opening and the
ramps leading down. In the alcove to the right of the
arched doorway you will find a jump switch nestled among
the foliage on the E wall (this would be right of the
archway leading into the Chapel Garden). Jump up and as
you pull it down you'll see an iron-wrought gate open in
the garden S of the Sunclock
Courtyard.
Return there and you'll find the open
gate between the Wine Cellar and the Puzzle Board
(through the leftmost arch). Go through said gate to
enter a room with a beautiful and quite inviting pool.
There are two underwater gates in the pool to the S and
W and through the bars you can see the Puzzle Board on
the left and the Wine Cellar on the right. Dive into the
pool and open the W door (position Lara in front of
it and press Action). At the other end of the
passage behind the door you'll find an opening, but the
water level is so low that Lara can't climb out. Return
to the pool and climb out of the water onto the low
block in the N/E corner. Go over to the W wall (the
wall separating Lara from the Wine Cellar). Between
the two leftmost pillars there is a switch on the right
side. Pull it and a gate opens, leading in to the
Chapel.
A Crucifix In The Church- A
Challenge For A Little Wheel:
Go back to the Chapel Garden and enter
the chapel to the left. Use the Cross to open the door
in the N wall. In the next room you will find a switch
disguised as an hourglass(which
is a very clever indication that this is a timed run),
a slope and a folded trapdoor opposite of it + an
opening high up on the right(S) wall. This is by far as
easy as it might seem, as the timer is almost criminally
short, but it is possible.
Here
is how
to do it:
Pull the switch and turn a tiny tad to
the left-backflip-turn a
tiny tad right(Lara is supposed to be facing the
rightmost part of the slope, otherwise she will miss)-jump
onto the slope-backflip/roll
to land on the platform-immediately turn sharp
right-jump to grab the opening, angling Lara right in
mid-air as much as is neccessary.
Here is the entire sequence in screenshots:
PULL
THE SWITCH

TURN SLIGHTLY LEFT AND BACKFLIP

TURN SLIGHTLY RIGHT TO FACE SLOPE

JUMP ONTO SLOPE AND BACKFLIP

TURN LEFT TO FACE OPENING

STAND-JUMP AND GRAB

Pull up and do a standing jump while
pressing Action to grab onto the platform above the
nave. Up here you will find another puzzle board, this
time with five moveable pieces. There is a slight hint
as to where the pieces go, but it might be considered
very obscure. The correct location is to line up all of
them with the pedestal on the ledge opposite.
(THIS
SCREENSHOT
shows their location before….
and
THIS ONE
shows the correct location of each piece - on the puzzle
board there are five mirrored tiles and the
moveables pieces go onto
each of those).
When you've done this correctly a
swinging rope will be lowered over the nave and you can
now do a running jump to grab it and swing over to the
smaller platform on the other side.
Grab the
Little Wheel from the pedestal on the left
and you will see a shot of a cog wheel mechanism
somewhere on the castle grounds. You're done here in the
chapel now so you can either drop down to the ground
(losing a bit of health in the progress) or if you
don't mind going long ways around to preserve health you
can swing back to the puzzle board, hop down into the
opening where you came up after the timed run (stand
about a hop away from the opening and jump forwards
while pressing Action) and then do a standing jump
from the left side of the edge to land on the slope and
slide down safe and sound. Leave the chapel and go back
to the garden where the Wine Cellar is.
Lara
And The Bean Stalk- The Cog
Wheel Mechanism:
Go through the leftmost arch into the
Puzzle Board area. Here you will find a glass board,
four moveable pieces and as a
marvellous coincidence: four ankh tiles below the
glass board. There is also a wooden platform in the S/E
corner, below a switch which is currently out of our
reach. Now go and have a closer look at the setup of the
puzzle board. Each moveable piece is placed above a
vertical line of tiles. There is one ankh placed on each
line and the solution is thus very simple: push/pull
each piece onto the glass tile above the ankhs on each
of the lines. If you have done this correctly the wooden
platform in the corner will raise, granting you easy
access to the switch. Pull it and a gate in a currently
unknown location opens. You will also notice that a
plant grows up on the green patch of grass on the puzzle
board. Climb up it and backflip
onto the balcony above. Turn right and climb over the
wall and you will now see the previously unknown
location.....the gate you opened is on the right, next
to a cog wheel mechanism which obviously has one wheel
missing. Of course, by now you just happen to have one
piece cog wheel in your possession, so place it on the
empty peg. Doing so the cog wheel mechanism starts
turning and the gate on its left opens.
How To Flood A Pool:
Go through the gate and you'll see a
stone hammer frozen in position in front of it. Nothing
will happen with it yet though so continue on into the
next room and first of all go right to find a chest in
the N/E alcove. Shoot it to find some
normal shotgun ammo
and a small
medipack. Go down
the stairs by the W wall. In the N/E corner down here
you'll find the gate that you opened earlier on the
right side of the cog wheel mechanism (so now you
have two ways out just in case). Head over to the S
wall and turn right to find a switch inside an alcove.
In the alcove on the left there is a barrel which you
can shatter with the pistols. There's another barrel
behind it, pull it out of the alcove and pull it N onto
the brown trapdoor. Return to the barrel alcove, shoot a
third barrel and get the
large medipack it
hid. Now go back out and pull the switch in the opposite
alcove. This raises the brown block where you placed the
barrel so return up the stairs. Push it once towards the
E wall, then go around it to the left and push it once S
in front of the stone hammer. A block lowers in the S/E
corner so go and pull the switch there. The stone hammer
drops and hits the barrel, it
rolls down the ramp and breaks. Water pours out of it,
through the golden grate and down into the pool below.
Go back down to the ground level by doing a standing
jump to grab onto the tall plant and sliding back down.
The Blue Gem- Next Stop Riverrun
Dungeon:
Return to the pool room and here you'll
see the water pouring from the barrel down into the
pool. Now the water level is finally high enough for
Lara to be able to swim through the open door and climb
onto the floor on the other side. Pick up the tiny
Blue Gem from the
pedestal and swim back out where you came from. Leave
the pool room and this time go back to the
Sunclock Courtyard. Cross
the courtyard, go down the ramps where you killed the
tin knight earlier and insert the gem you just found in
the receptacle to open the door next to it. Head through
and you're on your way to the next level.
Level 2- Dungeon Part I:
Pickups:
Sword Key, Breast Plate,
small
medipacks, flares,
Dungeon Key
+ 1
Secret(a Golden Rose)
Enemies:
Baby
spiders, skeletons
Creepy Dungeon And Nasty
Enemies:
Start down the stairs to the dungeon,
draw guns and kill some
baby spiders crawling up towards you. Luckily
they're not toxic, but they do bite so it's best to keep
your distance. More of those
tiny spiders
approach as you reach the bottom of the stairs so deal
with them too. Through the bars on the left you will see
a green eye symbol and there is a skeleton running
against the (luckily) closed gate on the right side
ahead. Go past the bars to where the eye is painted and
turn to face the right (W)wall.
It's transparent so you can walk straight through it,
around the corner to the right you'll find a switch.
Pulling it will of course let the
skeleton out of its
cage, but you still have no other choice but to do so.
Run out, dodge the skellie
as best you can (since you don't have any weapons
suitable for dealing with it) and head into its
former cage. Grab the Sword
Key from the pedestal on the right and your
first part of the armour:
the Breast Plate
>from the left pedestal. If you've taken a
lot of damage from the skeleton's blows you can run back
up the stairs, out to the previous level to boost your
health and then return to the dungeon.
Into The Spider Lair- And Out To The
Boulder Ramp Chamber:
Run up the stairs on the left side of the
spider lair and continue until you reach some stairs
going down where a couple of
baby spiders are
waiting. Kill them and have a look around this creepy
place. There is a bronze ball hanging from the ceiling
to the immediate left of the entrance, a closed gate in
the left wall further down and two unlit torches on the
wall at the bottom of the stairs. There
is also two more green eye
symbols and an urn behind some bars in the right (E)
wall and an urn in the S/W corner. I found that the
skeleton from before luckily doesn't follow Lara all the
way down here so she gets some peace to do her business.
Shooting the urn in the corner to the left of the stairs
doesn't appear to have any consequence so go to the
opposite side of the stairs and pull up into the opening
by the eye symbols. Shoot the urn to reveal a
small
medipack and also release a
baby spider in the
same go. Run up to the top of the stairs and shoot the
bronze ball to open the gate in the W wall.
Climb up
into the passage behind the gate and shoot a couple of
baby spiders on
your way. Head up the stairs and the golden gate opens
automatically. Enter and a most impressive fly-by will
show you around in a huge room with ramps and blocks and
two boulders at the bottom in front of two gates. And of
course a set of large double doors to be opened at the
bottom as well. Turn left (W) and do a running jump to
grab the ramp ahead. Up above you to the left there is
another closed gate and on the wall opposite of it
you'll see a jump switch. Stand directly below the
switch, jump up to grab it and let Lara's weight pull it
down. A block on her left lowers,
revealing a switch and a symbol on the wall with the
cryptic message III x.
Before doing anything else we're going to
find a secret. Start going down the
main ramp until you reach the black urn on the ledge
ahead. Do NOT shoot the urn, unless you want the
challenge of having a skeleton all over your back while
working (the same goes for the white and black urn
further down). Run off to the N/W to land on a ledge
where you can pick up Secret
1: a Golden Rose. Walk over to the wall where
you hopped down (facing E) and climb back up onto the
ramp.
The Meaning Of Three:
Now take a close look around. In this
room there are three green tiles with golden borders
(their location is outlined with red in
THIS SCREENSHOT:
Stepping onto each of these will raise
one or more blocks along the currently incomplete ramp.
Once you've stepped onto all three, return to the switch
and pull it. A boulder will drop and roll down the ramp
which is now whole and complete, crash through a gate
down at the bottom and as a result the two boulders all
the way down there will do the same, shattering the
gates below. You now have three open gates at the bottom
of the room (if you hadn't stepped onto the three
green tiles the floor segments along the ramp wouldn't
have raised and the boulders would roll off in all the
wrong directions). Follow the ramp down to the
bottom to find one of the open gates in the W wall and
two in the N wall. The large gate is to the right of the
W opening. Before choosing which one
to go through first head over to the E wall. The
urn in the dark corner on the right side is empty, but
drop down into the trench by the wall and go right where
you'll find some flares.
Lesson Number 1- Agility:
We'll start with the rightmost doorway in
the N wall. Hop over the hole in the ground, the only
thing down there is the boulder and I found that going
near the boulder will kill Lara instantly so it's best
to avoid it altogether. Continue along the hallway until
Lara reaches a room with a floor above a
lava pool (an
indication that the floor is indeed
firetrapped).
There are some elevated tiles in the room
too, these are blue with a
golden frame. You'll have to make your way across the
floor by stand-jumping onto each one. For each tile you
jump to a torch is lit on either of the walls and when
you reach the other side the block in the right corner
lowers, giving you access to a switch. As you pull it
you will see a shot of the black gate in the Boulder
Ramp Chamber. It is still closed, so it seems we have a
few switches left to go. Make your way back to the
entrance by jumping from tile to tile and at the end a
standing jump while pressing Action will serve you well.
You can now successfully return to the Boulder Ramp
Chamber.
Lesson Number 2- Accuracy, Speed And Aiming:
Now's
a good time to find out what's behind door number 2: the
leftmost door in the N wall (note that this order is
completely random and can be done any other way with the
same result). Things are getting a bit tougher here:
the skulls on the floor warn of a
firetrap and the
two gates ahead are closed and with slopes going down
from each of them. Position Lara as shown in
THIS SCREENSHOT…
…and backflip
to land on the leftmost slope making sure she lands as
far left on it as possible (left when she's facing
the slope). Immediately jump and angle her slightly
left in mid-air so she lands straight in a small alcove
with an hourglass switch. SAVE your game here- another
timed run coming right up. Flipping the switch raises a
wooden floor above the
deathtrap skull floor. It also opens the four
gates in the N wall, uncovering a
shatterable urn behind each of them. Needless to
say, if you're not fast enough the wooden
floortiles will drop
(sending Lara down to a miserable death if she stands on
one of them) or if she's up with one of the urns the
gates will close behind her and she's all locked up and
unable to escape. As you shoot the first urn a cage will
rise around the timed switch so you can't go back there
for safety. Here's one way to do it:
Pull the switch-roll and run over to the left-jump and
shoot to shatter the urn-immediately
sideflip right (this should
land Lara square in front of the next urn-jump and
shoot-sideflip right to the
next one-jump and shoot-finally
sideflip right to the last one and jump/shoot-sideflip
left and dart ahead to the switch there-save the game
and pull it-roll and dash ahead out of that room.
Note that this is my way of doing it. It
worked for me, but it might not be an equally good way
for you. Feel free to try out your own techniques and
see what works best for you.
Lesson Number 3- Stamina And
Angling:
Return to the Boulder Ramp Chamber and
this time enter the last room: the one in the S/W
corner. The black and white urn by the ramp doesn't hide
any surprises, neither unpleasant nor useful ones so you
don't have to break it. Go through the doorway and do a
running jump to the block ahead. Here you'll find yet
another hourglass switch. This one raises both a cage to
the left of the block you're on (S) and the wooden
platform you see over by the balcony W. This time you're
in for a slope jump sequence that must be done within a
certain time in order to succeed in reaching the third
and final switch. Hope you're ready for this, here goes:
Pull the switch, roll and immediately
do a standing jump forwards
to land on the raised cage. Run and jump at the end,
then jump as soon as Lara lands on the slope and repeat
the same process with the two next slopes. After jumping
from the third slope grab the edge of the fourth and
shimmy as far left as possible. Pull up and do an angled
jump to the next slope ahead and slightly left. Jump
again, but this time take care not to land too far to
the left. Two slopes left to go so do two immediate
jumps and instantly press the Jump and Action keys to
grab the wooden platform. Pull up and dart forwards to
get to safety on the balcony.
Congratulations, you made it!!!!
Through The Mysterious Black Gates:
Pull the switch here and now finally you
will see the black gates open. Do a standing jump from
the end of the balcony to land on the next slope, then
the next one and finally jump to land on the block with
the timed switch. From there a standing jump while
pressing Action will get you nicely back to the doorway.
Now you can return to the Boulder Ramp Chamber and
finally venture past the mysterious Black Gates.
As you proceed down the hallway the
torches light. Shoot the urn at the end to retrieve a
small
medipack and also deal with the two
baby spiders
dropping from the ceiling to the right. Going through
the cobwebbed opening N and about halfway down the
hallway, you will be made aware of an opening above you.
Pull up to the N and immediately dispose of the
baby spider
residing up here, then pull the switch to open the gate
down at the end of the hallway. Another
baby spider drops
from the ceiling in front of the switch, so immediately
take care of that one too. Run down to the end of the
hallway, through the now open gate and it slams shut
behind Lara.
A Colour Puzzle
And A Knight On His Trusty
Steed:
She now finds herself in a puzzle room of
sorts, with a
firetrapped
trench running along the middle of it.
There's a horse standing on the left side, but it
doesn't belong to you so the owner must be around
somewhere in the area. You'll also find some
coloured tiles in the room
alongside a whole array of closed gates: three gates to
the left where the horse is and two to the right. The
tiles flanking the exit opposite are red and green and
the two closest to you blue and white. You can't escape
through the gate you came from so there must be a
different exit. Go down the room along the right side
and light a flare so you can see
better. At the end turn left
and look up on the back of the pillar to spot a
jump switch. You know what to do with it and this will
open four of the gates.
Behind
each of the now open gates you'll find a moveable globe,
each set upon a coloured
tile. The colours are the
same as those of the four tiles in the room itself so
what you'll need to do to solve this puzzle is to move
each globe onto the matching tile(green onto green
and so on). Once you've done this the gate in the W
wall opens and a skeleton
appears. It will run out and get up onto the
horse.
Usually this would seem to be a "run for
it" situation, however you'll
need to be a bit more clever here. This
skeleton is not a
skeleton according to the regular raiding norms, you
actually have to kill it.....using pistols
only(as those are
the only firearms you have). And this is going to
take a long time, so don't despair if it still hasn't
hit the ground after some 200 rounds. You'll also need
to be very careful here, the skeleton might be sitting
on a horse, but it still has a sword in its hand and
thanks to its four-legged pet this enemy is harder to
dodge than usual. My preferred way of doing it is to
stand still in one spot firing non-stop and as soon as
the horse draws near roll. Nothing
more than that. Continue shooting and when the
horse approaches roll again. And fire. The point with
all this is that when Lara rolls she avoids the whacks
from the skellie's sword.
Continue this way until the skellie
is finally down on the ground. But the battle isn't over
yet. Now you need to continue blasting off at it, still
avoiding its sword(a bit hard
considering how fast it moves). The good news is that
once the skeleton is off the horse it won't take all
that long to bring it down. Once grounded it has the
behaviour of a
knight(i.e. you must shoot it
in the chest in order for it to take damage), so the
regular run-shoot-and-jump technique works well enough.
The skeleton also has a defensive stance where it will
lower the shield to protect its chest. When it does this
it is completely invincible so put away your pistols and
draw them again as soon as the
skellie removes its protective shield. When it
finally falls you can pick up the
Dungeon Key and
leave this place through the N gate.
*NOTE: In some cases the skeleton doesn't
get up on the horse at all(usually
if you start attacking right away).
This way it's by far
easier to kill.*
Level 3- Dungeon Part II:
Pickups:
Normal shotgun ammo, Rules
Of Dungeon, flares, shotgun, Dungeon Key,
2x Sword Keys, Left Greave, Right Greave,
large medipack,
2x Castle Gems, small
medipack
+ 1 Secret(a Golden Rose)
Enemies:
Skeletons, baby spiders, undead Templar Knight, Dark
Wraith, fire wraiths, Demon demigods
If you do not have the Dungeon Key at
this point you'll have to turn back and return to the
previous level, where you must deal with the skeleton on
the horse. If you don't you will be
unable to proceed with the level. Follow the
hallway to the end and ahead of you there's a small room
with torches that light up as you enter, double gates to
the E and a keyhole opposite(it does look like a
button, but in reality it's nothing but a keyhole).
Insert your Dungeon Key in the only place obvious and
watch as the gate opens, inviting you into the bowels of
the dungeon. The gate closes behind you so now there's
no way back(and here of all
places).
The Black Gate That Had To Be Opened:
First of all head
left(N) and around the corner you will run into
another one of those
skeleton knights(without horse this
time----don't you just LOVE skeletons that actually fall
after a few rounds with the pistols??). Along the wall
on your left you will find two closed gates, one of them
is in need of a key in order to be opened. The breakable
urn on the right is empty so there's no real need to
shatter it. Behind the top right pillar there is a
switch, but before pulling it we're going to clean out
the room. Turn around and return to the gate where you
came in(noticing
the currently closed gate on top of the stairs as well)
and proceed S, around the corner. Another
skeleton knight is
waiting here so bring him down too and pick up the
normal shotgun ammo
between the two pillars on the left. You'll find a
few more closed gates here, but
appearantly there is no way of opening them for
now.
Learning The Rules Of The
Game:
Return to the stairs and this time we're
going to head up. Kill the
baby spiders you meet along the way and
continue up the stairs on either the left or right
side(they both lead
to the landing above the entrance). There are more
closed gates here(seems we're
going to have quite a task at our hands opening them
all) so start by picking up the
Rules Of Dungeon
from the pedestal. The gate behind Lara opens and the
text on the scroll reads: "You want the sword? I want
my mind. Give me mine and you can go out." Sounds
fair enough, but at this point we don't really know the
rules of the deal so we'll just suffice with taking a
mental note of it for now.
Go through the gates and notice the two
switches on each side of the entrance, both currently
inaccessible due to the cages around them. Admire the
skeletons hanging on each side of the block ahead and
the nice candelabras, then go
around the block to pick up some
flares. Lighting
one of those(or
using the binoculars) could be very useful in
locating the jump switch on back of the block, right
side(when facing the entrance). Jump up and pull
it down, with the result that one of the numerous gates
here in the nearby area opens. Leave the room and return
down the stairs to the entrance.
The Library- A Timed Climb Over
Fire And A Moveable Skull:
The now open gate is the rightmost one in
the S wall(near
where you picked up the shotgun shells). That's
where we're going next. As soon as you enter you have
another skeleton knight
on your back. Killing it can get a bit troublesome this
time due to the table and chairs that get in your
way(as opposed to
him who can just run straight through them). Above
all, be careful not to get too close for comfort to the
fire in the S
wall alcove. There's a ladder going up through an
opening above the fire,
but as long as it's still burning you have no chance of
getting up there. Simple solutions to simple problems
though: the switch right next to the
fire will turn it
off AND open a trapdoor on top of the ladder in the same
go. But there is one catch: this sequence is timed so if
you're not up on the top floor before the trapdoor
closes you're as good as fried.
Pull the switch, roll and
jump over the wooden pile that was once a fire. The
ladder is located on the E wall so climb it and as soon
as Lara's head sticks up above the opening
backflip to safety.
You'll now find her located in a small
library. There's a closed gate in the N wall and
opposite of it an urn in a niche between the
bookshelves. Said urn is just too tempting to leave
alone so break it and watch as the entire room is bathed
in a red light. Pull the switch on the shelf right of
where the urn was to open the gate, but do not leave
yet. Instead go to the S bookshelf, the second section
from the right is moveable. Pull it out once, go around
it to the left and pull it once more. Behind the shelf
there is a moveable skull, but the closed gate prevents
you from reaching it. Go back to the moveable shelf and
now place it in the gap in the bookshelf where you shot
the urn. The gate opens and you can drag the skull with
you out through it, onto the landing up above the main
room. Remember the room with the two cages and switches
where you pulled the jump switch earlier?? Bring the
skull with you in there and place it in front of the
block with the green eye symbol on the left side. This
causes the left-hand cage to lower, meaning you will
still need another skull for the other eye block. That's
for way later though.
The Burial Chamber- A Greave, A
Sword Key And A Secret:
Return to the ground floor and this time
we're going to do something about the switch behind the
pillar (the one I mentioned at the very beginning of
the level). Pulling it opens the gate on her right
side (N). Enter the room and you will find a climbable
pole as well as a closed gate to the N. Climb the pole
and backflip onto the floor
above. Pull the switch on the S wall and drop down to
find the N gate open. Enter the corridor and kill
two baby spiders on
your way. Note that these are venomous
though(unlike earlier), so
blast them down before they get to bite her. In the next
room there are two more
baby spiders. After killing
them go behind the cobweb on
the right to find a switch. It's a timed one and it
opens the door down the stairs to the S.
Pull it, turn
right and dash down through the door before it closes.
Save your game here and go forwards to
pick up the shotgun
laying on the floor. Yes,
it is there for a reason. You'll also see a pit on the
middle of the floor and that will prove very useful
right now. Arm Lara with the shotgun and go over to the
second grave on the right(between
the two large wooden crosses), pick up the
normal shotgun ammo here.
A skeleton appears and it's not the kind you've met
earlier. This one will only stay down for a few seconds,
so your best shot is to blast it into the pit in the
middle of the room. There is another box of
normal shotgun ammo
by the sarcophagus. While in this room STAY AWAY from
the graves with the bone remains and do NOT shoot the
white vases on top of the graves on the left as that
seems to trigger skeletal
apperances as well.
Now take a
moment to look around the place. Especially notice the
three large wooden crosses(one
by the left wall, two by the right wall). Each of
them are placed strategically
in front of a closed gate. Lara can neither move them
nor break them with her guns so she needs to find
another way of having them removed(and
believe me, it's NOT a tempting solution). There is also
a closed door to the S and we need to figure out a way
of opening it. First of all break the urn in the S/E
corner to find the Dungeon
Key(for
the keyhole out in the main hall). Now save your
game and concentrate on the urn in the S/W corner. Draw
pistols and shoot it to release an
undead Templar Knight.
Not a tempting solution like I said, but believe it or
not: you're going to need him simply because he will
shatter the large crosses for you with his sword. To
make him do this position Lara right in front of each
cross and wait until he comes near(he's a slow mover,
so be patient with him). As he
lifts up his sword to strike jump out of his way.
If you're lucky the cross will break and the
gate behind it open. Run
through the gate, pull the switch, return
outside(still
avoiding the knight) and repeat this procedure with
the remaining two crosses.
Once you pull the third switch the door S
will open. Do not leave yet though, but position Lara in
front of the blue cross by the left wall(next to the
sarcophagus) to make the knight break it. Lure him
away, then return to where the cross was and pick up the
2nd Sword Key
and the Left Greave.
Now you can dash through the open door. You're still not
entirely safe though, a
whole heap of baby spiders swarm down from
the doorway ahead. Kill them, but before continuing
through the doorway go for a
very concealed secret. After you run up the first flight
of stairs and kill the spiders, look for a high
crawlspace up on the right side next to the burning
torch. Pull up there and crawl through, then pick up
Secret 2: a Golden Rose.
Climb back down and continue up through the narrow
corridor. Around the corner Lara will run into a closed
gate, but luckily it opens as she approaches. Head
through it and it closes behind her, cutting off her
access to the previous room(and
good for her, it also makes the knight unable to reach
her). Follow the corridor around and in the next room
light a flare(or
use the binoculars) to spot a jump switch up on the
left wall(W). Pull it down and the gate N opens. Run
through it and she's now safe and sound back in the main
hall.
The Skull That Had To Be Lifted- A Third Part Of The
Armour:
This time she's got a key in her backpack
and it fits perfectly in the red keyhole left of the
middle gate in the N wall. The gate next to it opens and
she can now access the room behind it. In here you'll
find a closed gate in the S wall with a moveable skull
behind it. Over by the opposite wall you will find a
stepped ledge with three switches along it: one at the
bottom of the room on the right, one up to the left and
a third one further to the left(to
access this one you'll need to raise the block below
it). Your goal is to bring the moveable skull from
the groundfloor up to the
top, by raising and lowering the blocks.
But before starting this climb up
the ledges all the way to the top. Go to the N
end of the ledge and shoot away the cross here, this
causes a ceiling hatch to drop down below Lara. Pull
yourself up into the room above and proceed to pulling
the switch here. Go to the gate you opened across the
switch and pick up the
Right Greave from the pedestal. Doing so also
causes the W gate to open and in there you can pick up
the 3rd Sword Key
from the pedestal.
Return to the ground floor and pull the
switch at the bottom. This lowers the block below the
second switch and also reveals a fourth switch behind
it. Pull the latter to open the gate where the skull is.
Push/pull the skull out of its cage and onto the tile in
front of the recently revealed switch. Go back to switch
number 1 and flip it back up. The block
raises again and the skull is
transported up onto the lower ledge. Climb up there and
push the skull all the way to the end as far as it
goes(right below the high
switch). Now go to the second switch and pull it to
raise the block beneath the skull. Once more push the
skull all the way as far as it can go, then return to
the now accessible third switch and use it to raise the
skull even further. Now all you need to do is to return
to the skull and push it in front of the closed gate on
the right in order to open it.
Mind Given Back, Now Where's The Promised Exit?:
Now push the skull through the open gate
and all the way across the top landing until you reach
the room where you left the first skull. Push the skull
through the doorway and in front of the block with the
eye symbol on the right. Now that both cages are gone,
pull the switches to raise the blocks below the skulls.
Climb the red block and pull both skulls once onto the
red block. The double gates on top
of the stairs finally open and releases a
Dark Wraith. It is
of course immortal and on top of that it also shoots out
some mighty powerful bolts(in
addition to being capable of sweeping in for a close and
very harmful attack). Dodge it as best you can and
dash up the stairs, through the open gates and up the
stairs(the
Wraith won't follow her that far).
Jingle Bones- A Skeleton Cabaret:
Go through to the end and pick up the
normal shotgun ammo
next to the closed gate on the right. Go back and enter
the room to the N. The urns on each side are
shatterable, they don't
contain anything of interest, but shoot them and
approach the red carpet and it will fall to reveal.....a
skeleton dance show??? Luckily they pay no attention to
Lara. At the back wall of the stage(on
the right side) there is a jump switch. Pulling it
you will see the gate from before opening. The skeletons
don't mind, but there is a really ticked off
pair of
skellies approaching from the
entrance. Run out past them and through the open gate.
Cistern Tower- Timed Run:
You're now in a cistern of sorts and a
massive fly-by shows you the way up past a bunch of
tiles and a skeleton rising from the dust on the upper
level of the middle structure. Finally on top you will
see the prize: a red gem. You can't break the fly-by
camera by pressing Look, but the
skeletons are still
on your tail so I'd recommend you to have Lara run
forwards and drop into the pool(you
will notice when the blue bar appears up to the right).
From the ledge where you entered you can blast the
skeletons into the water with a few well-placed shotgun
cartridges(you can
also ignore them, as you're not going to return here).
When
they're both blasted into oblivion swim over to the N/W
ledge.
Climb out of the water here and save your game. Stepping
on the dark blue tile triggers the rising of a trapdoor
over by the E wall. It is timed though so you'll need to
hurry in order to make it past it in time.
Stand with Lara's back to the tile and hop backwards
onto it to activate the rising tile. Run forwards and
jump at the end to land on the next ledge. Steer Lara to
the right and jump to land on the timed trapdoor, then
veer off to the right and jump again.
Now she'll
land on a ledge with a
skeleton. You can blast it off the ledge with
a few shotgun shells from where you stand or continue
running to jump and grab the next block by the S wall.
Pull up and turn, then use the shotgun to knock the
skellie off the ledge.
Turn to face the tower N and you will see
a skeleton on the top floor. Do a
running jump to reach the floor below, pressing
Action to land in the opening. Follow the tower passage
around to the left and do a running jump to the next
block by the W wall. If you turn right you will see an
additional two blue trigger tiles. To make matters worse
you will see another
skeleton running around on the ledge ahead
and to the right. It will jump over to the ledge by the
blue trigger tiles so I'd recommend you to jump over to
the first blue tile and knock it off the ledge, this
will make things a bit easier on you.
And now for more timed challenges:
Run diagonally onto the second blue tile
to raise a second trapdoor ahead. Jump to the next ledge
and continue running to the end, then jump diagonally
right to the raised trapdoor. Don't stop running,
because there is a double set of raised trapdoors ahead
and you'll need to jump across to them as well before
they drop. Run across and jump at the end again to grab
the overhead platform by the S wall.
Shimmy
around the corner to the left and SAVE your game.
There's yet another timed challenge coming up and this
time around it's not as easy as before. Pull up onto the
blue tile to raise a timed trapdoor on the other side of
the middle tower. Run
forwards and jump to land on the next block, then turn
right and do a running jump and grab to land on the
upper floor of the tower. I'd recommend you to ignore
the skeleton
as you have a timed tile
to reach. If you insist on dealing with it now you'll
have to go back to the block from which you jumped into
the tower and do a standing jump
from there to the trigger tile, pressing Action to grab
the edge and shimmy around to the left, then repeat the
entire timed run/jump back to the tower. Either ways,
once you're back at the upper floor of the tower run to
the end and jump to land onto the timed trapdoor(this
is a bit difficult due to the changed camera angle).
As soon as you land on it turn right and immediately
standjump forwards and press
Action to grab the edge.
Save your game again, another timed
run/jump is on the schedule. The platform you're hanging
from is another trigger tile so position Lara at the far
left end and pull up. Run
diagonally right and jump to the two timed trapdoors,
run to the edge(making
sure to stick to the wall), then do a diagonal jump
to grab the left side of the ledge ahead and above(you'll
need to land straight on the corner to make it).
Pull up and save your game again.
And Another One- For The Disputed Castle Gem:
Do a running jump to the next ledge and a
skeleton will
appear on a platform around the N/W corner. It's easiest
to get rid of it to begin with. As you can see the next
tile is another blue trigger tile so guess we'll need to
save the game again here. Whether you do a standing jump
to the blue tile or a running jump over it to grab the
platform by the switch a timed door will open in the N
wall. The switch opens the two gates in the tower wall
opposite and across from the timed door. My
recommendation is to go and pull the switch first, as
you will need to go through the tower to reach said
door. You can also do an angled running jump to the
right to grab the edge of the tower opening and pull up
to get a large
medipack,
then return to the platform
with the switch. And now for the
final timed run/jump:
Stand at the edge of the switch
platform(with Lara's back to the timed tile).
Backflip
to land on the blue tile, triggering the opening of the
timed door. Immediately do a standing jump
forwards and run with a right angle to jump at the edge
and grab the tower opposite. Pull up and run left around
the corner, jumping at the edge through the second open
gate. Dash forwards through the timed door before it
opens(it will close
behind you).
The best thing is to avoid the
skeleton and run
forwards to the wall ahead(the
one with the skulls on it). It's a ladder so before
the skellie reaches Lara
jump up and press Action, then
quickly climb up. As soon as you see the ledge behind
Lara backflip and turn
around. Through the doorway ahead you will see the top
of the tower. Now you've got quite a few problems on
your back though: there are
two skeletons up
there. Either ignore them or blast them off the top.
Pick up the Castle Gem
from the pedestal. An underwater gate opens
and two fire wraiths
start chasing Lara so run off the top to land in the
water below, putting out the fiery company.
The Four Skull Puzzle- Swimming, Fizz Bang
And A Final Castle Gem:
Swim through the open gate and follow the
passage around to an open pool. Climb out by the S wall
and go around to the left until you find a bed with some
grass and a box on the left-hand side. Shoot the box and
pick up the small
medipack. From
there go N and climb onto the central
structure(taking a
mental note of the cage on the left, there is another
gem hidden behind it). Continue forwards and you
will see a jump switch up on the left pillar. Pulling it
down you will see a block below a moveable skull sink
into the ground somewhere else. On the other side of the
pillar opposite of the jump switch(E)
there is a ladder. Climb it to the top and you've just
found out where you lowered that block. Pull the skull
with you onto the closest dark blue tile(S/W corner).
This raises a block below the switch left of the skull.
Climb it and pull the switch, then immediately draw guns
and turn to run off the block because now
someone(or something) nearby
is shooting blue bolts at Lara. The culprit turns out to
be a demon demigod
standing on the dark blue tile in the opposite
corner S/E. The easiest way to dispatch of him is to run
as close as you can, crouch and fire. His bolts will fly
over Lara's head and do her no damage whatsoever.
Once he's down you will notice that the
block preventing you from moving the skull next to where
the demigod stood is now lowered down to ground level.
This means that you can move it over to where the
demigod was. The block opposite rises and you can access
the switch there as well. Pulling it will light another
torch on the wall and lure out yet another
demon demigod so
deal with it the same way. Now it shouldn't be that
difficult to spot the skull that you can move onto the
blue tile in the N/E corner. Climb the block that rose,
pull the switch and kill the
demigod. Now pull
the last skull onto the correct tile, climb the block
and pull the switch and you can thus kill the final
demigod.
You might
have noticed that an underwater cage lowered as you
pulled the final switch. After dealing with the last
demigod return to the ground floor and dive into the
water. There is a gate in the E wall and an underwater
lever on the base of the pillar S/W. Pull it to open
said gate and swim through. In the next underwater
room(where you can
actually surface as well, even though the ceiling is
low) there is another gate in the N wall and another
lever on the wall opposite. Pulling it opens the N gate
so draw a breath(you
can't surface in the next room) and swim through it.
Locate the lever on the N wall and pull it to open the
gate in the W wall. You can surface in the next room as
well and pull the lever on the W wall. When you do this
you will see fires burning up on the platform where the
four skulls were. The four fires move in towards the
centre of the platform and the cage in the middle
lowers.
Now you'll need to return there. You can
now pick up the 2nd Castle
Gem from the pedestal in the centre of the
room. As you do so you get a camera shot of the last
underwater gate opening. Swim through all the submerged
rooms and when you reach the last one go through the
open gate N. As you approach the next gate after it the
level ends and you're taken back to the garden of Castle
Riverrun.
Castle Riverrun- Part 2:
Pickups:
None
Enemies:
None
Entering The Castle:
You start in the underwater tunnel on the
other side of the gate you swam through in the previous
level. Continue following the passage and the next gate
opens as you approach it. Swim out and up: lo and
behold- you are back in the pool room in the Castle
Garden area!!! And this time you have two gems with you,
which will make accessing the castle itself way easier.
Climb out of the pool and leave the room, then continue
straight through the archways N back to the
Sunclock Courtyard. Turn
left and go over to the door where the two gemstone
receptacles are. Place the two Castle Gems there to
finally open the door between them. You can now finally
enter Castle Riverrun.
Level 4- Inside The Castle:
Pickups:
4x Blue Gems,
lasersight, torch,
crossbow, Sword, 2x Small Wheels,
Left Gauntlet, Sword
Key,
small medipack,
flares, crossbow ammo, normal shotgun ammo
Enemies:
Tin knights
*Note that if you go out through the gate
that opens behind you as the level
starts(E) you'll be taken back to the previous
level(Castle Riverrun), from
there you can return to the
Sunclock Courtyard.*
Welcome To Castle Riverrun-
The Main Hall, Upper Floor And Two Corridors:
Enter the main hall of the castle to the
right. There are two tin
knights standing guard here. One easy and
harm-free way of taking care of them is to run up the
stairs either to the left or right. The knights will not
venture past the first two-three steps so you can run
down to the bottom to lure them out and then hop
backwards while shooting as they come closer. This will
take a bit of time, but it's good for conserving health.
When one of them falls you can always run down the
stairs and take on the other one close-up. When they're
both dead you can pick up the
Blue Gem that one
of them drops.
Now that
there are no enemies currently lurking down here you can
spend some time looking around the place. The door to
the W between the two flights of stairs is
closed(notice the two
Centurion statues flanking each side of it). There are
also two closed doors N and S before the stairs, both of
these doors open as you approach them. First we'll go up
the stairs though. They both lead up to the same
landing, so it doesn't matter which one you choose. On
top there is a room W with a set of double doors ahead,
two massive, spoked
wheels(one on each side) and two breakable chests(both
empty). If you look down at the grate on the floor
you will see the Cog Wheel Room(this
is the room behind the red double doors down in the main
hall). Now that you know what we're up against you
can return to the main hall.
We'll start with the left(S) door first.
The first thing you'll see
are two chests, one on each side. They can both be
shattered and they're both empty, so not worth spending
even unlimited ammo on. If you continue forwards you
will see a red moveable piece behind some bars on the
right. Further down on the right you will find a
gemstone receptacle(yes, the Blue Gem fits perfectly
into it, but as you will see if you continue down the
corridor you'll need more than just one gem). There
are also two closed door opposite of each other on the
left and right, the second aforementioned gemstone
receptacle on the right and another moveable, green
piece(also on the right-hand side). At this point
you will see a tin knight
coming around the corner ahead so kill him and pick up
the
lasersight
he drops. Continue following around the
corners to find more closed doors and some bars on the
left. We're not stopping there, because around yet
another corner you will find(in
order of appearance): a yellow moveable piece to the
right(also behind bars like the others of course)-closed
doors to the left and right-gemstone receptacle to the
right and finally a blue moveable piece behind bars on
the right-hand side. There's a chest that you can
shatter with your pistols if you like at the end, but
that one is as empty as the others so it's not
necessary. Now that we're a bit more familiar with this
place, let's return to the main hall.
All Is Not As It Seems- The Throne Room, Torch Puzzle
And Mirrors:
It's time to figure out what's behind
door number 2: down the N passage. At the end there is a
tin knight
waiting to be eliminated, but he doesn't carry anything
of interest. Seemingly very little
to do here, but the red door on the left opens as you
approach it, allowing you to enter the Throne Room.
There is a tin knight
hiding behind the thrones
ahead(you will notice that Lara aims
for him as she draws near). He doesn't drop
anything, but between the bookshelves by the right-hand
wall(N) you can climb up into
an alcove. The wall section ahead is moveable so push it
in as far as it goes. There is a closed gate to the
right, but it doesn't open yet so we'll need to go back
outside and find something else to do for now.
You might have noticed the unlit torches
on the N wall??? Opposite of the alcove with the
moveable block(S) there is another opening and in front
of it you will find three torches on the ground. There
is also a pile of wood behind it, so it seems we'll have
to find a way to light the fireplace. Pick up
one of the torches
and bring it along with you. The only way of lighting it
that I could find was to return to the main hall, then
exit the castle and go back to the previous level and
the Sunclock Courtyard, then
go right through the arches to find the lit torch on the
right side(the one
you used to light the torch for the Wine Cellar puzzle
way back at the beginning of the game). Light the
torch there and bring it back into the castle.
First of
all go through the N corridor and back to the Throne
Room. Start off by lighting the pile of wood where you
found the torches. Now light the torches on the N
wall(flanking the
alcove with the closed gate) and the candlesticks on
each side of the thrones. An amazing fly-by will show
you the curtains moving aside on the S wall, uncovering
two large mirrors. Start off by going over to the left
mirror. If you look into it you will see a
crossbow
laying on the carpet. Turn
around and go over to the carpet, then use the mirror to
locate it and pick it up. Locate the two shields and
swords on each side of the fireplace. These are in
reality two switches so flip them and they will rotate
and disappear into the wall. Alright, but what on earth
happened? We're about to find out.
Now it's time to move on to the right
mirror. Notice the transparent line running along the
middle of the mirror? At that spot you can actually jump
straight through the mirror, shattering it. You're now
in the Inverted Throne Room. Climb the alcove between
the bookshelves and push the block in once like before.
Enter the passageway behind it and pick up the
Left Gauntlet from
the pedestal. A quick flash-back will show you a Sword
Key on another pedestal. We're getting that in a moment,
but first for something else. Go over to the
fireplace(which is
now by the N wall) and very cautiously run past the
right side of the fire.
Here you will find a Sword
on a pedestal so pick it up and go back out
the same way. This time you're going to run past the
same fire
again, but on the left side. Stand
facing the N wall and look up to see a fence blocking
your way. Arm Lara with the crossbow and
lasersight and stand as
close to the fire as possible. Aim up towards the fence
and shoot it out. The wall below it is in reality a
ladder so climb it up to the top and crawl through. On a
pedestal to the right you can pick up the
first Little Wheel.
Once you've gotten it you can drop down into the actual
Throne Room. Enter the passageway past the bookshelf
alcove. To the right you will find a now open gate and
the previously seen 4th
Sword Key on the pedestal for you to pick up.
We're done with the Throne Room now, but we still have
two gemstones to acquire, so leave and return to the
main hall.
The Quest For The 2nd Blue
Gem- A Block Puzzle:
When you get there go to the door between
the two Centurion statues. You will now notice that the
shield to the right is missing a sword. Conveniently
enough you have one in your inventory so place the sword
in its rightful place and the red doors open. You now
have free access to the Cog Wheel Room and as you can
see two wheels are missing to complete the mechanism.
There's not much to do in this room for now, so pick up
the torch again and this time head through the S
corridor. There you can use the torch to light the ones
next to the wooden doors and they will open up. There
are three doors in total and I will name them Door 1, 2
and 3(where 1 is the door closest to the main hall).
We're starting by going through door 3. There is a
darker block in the left wall and
it's moveable. Pull it out once and then go
around it to the right and push it away from the opening
it conceals. Go through the opening and straight
ahead(E). There are three
passages here: one to the left, one straight ahead and
one to the right. The left and middle passages each have
a grey tile in the middle(it
looks like the classic spike tile, but it luckily
isn't). The right passage holds a closed gate with a
gemstone pedestal behind it. There are two moveable
blocks here, one is the block
you pulled out to find this secret room and the second
one you will find if you go through the middle passage
and all the way to the end. Pull this block out about
three times or so(until
Lara stands on the grey tile in the middle passage).
Now go around to the right side of the block and push it
up against the wall. Return around to the other side of
the block again and pull it once onto the grey tile in
the left passage. Return out to the room where you found
the first block and pull it so that it will once more
block the opening. Go around it to the left and push it
forwards through the opening and continue pushing until
the block is positioned on top of the grey tile in the
middle passage. Having done this correctly the gate in
the right passage is now open and you can retrieve the
2nd Blue Gem.
The Quest For 2 Remaining
Blue Gems- A Block And Switch Maze:
It's time to check out door number 1. As
you enter here you will see two switches in the corners,
both in an upright position. There is one opening on
your left and one on the right plus one blocked opening
straight ahead. Now this puzzle is pretty complicated
and it's very easy to get lost. The main goal is to find
five regular switches(not
the corner ones) hidden behind the blocks. There are
two blocks below cog wheel paintings and behind these
you will find the two missing gemstones. You will have
to find the first one of them in order to gain access to
the second.For each corner
switch you pull some blocks will lower and others will
rise. Behind some of the blocks there will be nothing
but empty alcoves, behind five of them there
are(as mentioned) switches
and the rest will lead into new rooms with new corner
switches and new blocks. Ready? Let's go. First of all
leave the torch in this room(the
main room). I've tried writing down the progress,
but the result becomes a tad confusing so to aid you I
have added a map drawn by Masha
which helped me a lot when I got stuck at this part. Use
the map provided below to locate the five switches and
the gemstone rooms. Remember that you need to go to Gem
Room 1 to pick up the gemstone BEFORE being able to
access Gem Room 2.
SWITCH
MAZE MAP
Pick up the
3rd Blue Gem from the pedestal in Gem Room 1(see
map) and you will see another door lower(provided
you have lowered the block below the second cog wheel
painting already, if you haven't you will need to go
back to it and do so). Shatter the chest and pick up
a small
medipack. Return
to Gem Room 2(see map) and lower the block below
the cog wheel painting if necessary(using
the near-by switch). Go in there and grab the
4th and final Blue Gem,
then shoot away the three chests to acquire
flares,
normal crossbow ammo
and normal shotgun shells.
You can now make your way back to where you
entered, it's time to put the
blue gems to good use.
The Ordeal Of The Colour
Cages- Moveable Pieces, Timed Runs And A Wheel:
Return to the hallway outside and insert
the four blue gems in each of the four receptacles along
the opposite wall(note
that you'll need to follow the hallway around to the end
to locate all four of them). Once you have inserted
the last one a wooden door opens in the E wall, between
the last two receptacles. What you'll see as you enter
is a huge hall. Ahead(E) and
above there is an iron-wrought ledge with a pedestal(supposedly
one we'll eventually need to reach). Around the room
you will also find switches on the various columns, all
inaccessible due to the cages surrounding them. You
should also notice four differently
coloured tiles(red/brown,
green, blue and yellow) and matching moveable
pieces. It's not as straight-forward as it looks though,
because there are matching tiles on the floor inside the
cages too and if you look closely you will see that the
ones inside said cages can be raised. There are also
sets of tiles in the same colours
on the floor up by the pedestal, indicating that you'll
need to move the pieces up there.
First
begin with moving all the pieces onto the matching
accessible tiles. Part of a column near the red/brown
piece will lower, revealing a timed hourglass switch.
Said switch opens one gate in one of the four
iron-wrought cages. Once inside the mentioned cage you
will need to pull the switch here to reveal another
timed hourglass switch behind one of the other pillars
in the same room. This procedure must then be repeated
three times. As a final result you will be able to move
all the pieces onto their coloured
tiles inside the four cages and access the switches
there, lowering the N cage so that you can reach the
final switch.
Pull the hourglass switch and dash down through the hall
to the yellow cage(S/W corner). The open gate is located
on the W left-hand side. Dash through it and pull the
switch on the pillar ahead to the left to reveal a
second hourglass switch behind the pillar next to the
gate near the yellow piece.To
make things easier you can move the yellow piece onto
the yellow tile inside the cage now(this
is so that you won't have to crash in it during the
following timed runs. When you do so
you will see a shot of the cage by the N wall.
Now go to the second hourglass switch and get ready for
another timed run.
Pull the switch and this time dash over
to the E right-hand section of the red/brown cage where
the second timed gate is located.
Pull the
switch here to reveal a third timed hourglass and like
earlier pull the red/brown piece into the cage and onto
its tiled equivalent. The
third switch is located by the E wall near the green
cage, meaning that the gate it opens is in the blue
cage, diagonally across the room. Despite the distance
it's actually easier this time around, simply roll and
sprint diagonally N/W straight through the open gate.
The final hourglass switch is obviously
located near the blue cage, in the W wall. It's also
fairly obvious that it opens one of the gates in the
green cage this time(as
it's the only one we have left).
Pull the switch, roll and
run right, then dart diagonally S/E through the green
cage gate. Pull the switch and you can now
finally pull the green piece onto its rightful place and
watch as the cage surrounding the switch on the N wall
lowers, leaving you free access to it.
Pulling the latter one
raises the cages below the
four moveable pieces, sending them up to the level above
where the pedestal is. On the S side of the yellow cage
there is a ladder on the leftmost pillar. Climb it and
go around the corner to the right. Now I guess I hardly
need to tell you what to do: simply place each of the
moveable pieces onto their rightful tile surrounding the
pedestal. That done you can pick up the
2nd Little Wheel
from the pedestal. You can now return to the main hall
and enter the Cog Wheel Room. Since you have the two
missing cog wheels feel free to place them in their
correct positions to complete the mechanism. The cog
wheels start moving, causing the large wheels to do the
same and the double doors on the second floor open.
Leave the cog wheel room and go up there to explore the
new area.
New Areas, New Challenges:
To the right(N)
as you enter there is a door which opens as you approach
it. On the other side you'll find a long hallway which
eventually leads to a currently dead end in shape of
closed double doors. Around the corner left(S) there is
nothing at all apart from a set of similar double doors,
also closed. Because of this we're going down the right
hallway first. Proceed until Lara reaches the first set
of windows(where
the sun rays stream in) and take a look at the left
window. There is a bronze ball hanging above it so shoot
it using the crossbow and
lasersight and the door at the end of that same
hallway opens. Continue up the stairs and the door at
the end opens automatically so head through it to move
on to the next level.
Castle Riverrun Part 3:
Pickups:
Large
medipack,
Right Gauntlet, 5th Sword Key,
torch
+ Secret 4(a Golden Rose)
Enemies:
None
The Wine Cellar- Retrieving The
Final Armour Piece And Sword
Key:
As you go along the hallway you will see
windows on the right side overlooking the
Sunclock Courtyard. You
should also be able to spot a Golden Rose
laying on the roof opposite,
so we'll remember to pick that one up along the way. As
you round the left corner be careful with the large
windows on the left as they're open and if Lara gets too
close she might be unfortunate enough to drop down into
the Chapel Garden. Shoot the chest on the right side to
pick up a large
medipack. Go to
the S end and shoot away the barrel on the right next to
the stairs to uncover a switch. This opens a trapdoor
behind her by the E wall so drop down through it and
from there drop down to the ground floor of a wine
cellar. In the S/W alcove behind the three barrels you
can pick up the Right
Gauntlet and the
5th Sword Key will
appear on the pedestal in the middle of the room.
Torches To Light, Doors To
Open And A Secret To Find:
Leave the room through the S door and
you're back in the garden from before. Run back out
across the Sunclock
Courtyard, then re-enter the castle and go right through
the hallway and into the Throne Room where you can find
a torch by the
fireplace(and light
it on the fire there). Go back to the main hall and
up the stairs, then head through the large doors and
right and continue through to the next level again. Make
your way back up to where you dropped through the
trapdoor and this time go
right up the stairs. Here you'll find rows of unlit
torches on both sides, just what we needed. Light them
all and the door W opens. Through that door you will
find a set of double doors to the right. But before
going there for the grand finale we're going for a
secret.
Turn to face the N wall. The fence in the
second window sill(counting
>from the recently opened door) is breakable, so use
the pistols to remove it. Hang from the edge and shimmy
right, where Lara can climb the greeneries up to the
roof. Here you can retrieve
Secret 4: a Golden Rose. Climb back down and
shimmy across to the window again, then get back inside
and you can now head through the W doors. Approach the
doors on the right and you're in for an explosive final.
In The Castle Part 2:
Pickups:
The Iceheart,
Golden Rose Gift
+ 1
Secret(a Golden Rose)
Enemies:
Roman Warrior
A Final Battle To Win The
Heart Of Ice:
So here you are: in the same room as the
legendary Iceheart and the
quest is nearly at its end. There is however one slight
problem: the sword is surrounded by a cage. Locate the
five receptacles around the room that have no keys in
them and insert the five Sword Keys there. Now the cage
lowers and you can at last pick up your prize:
the
Iceheart
itself. Don't think that you can just waltz in
and claim the sword for your own though, the owner has
just appeared. He is a
Roman warrior,
he's big and nasty and has a sharp sword which also
shoots out very harmful bolts. The best possible way is
to run up on the ramp next to him while dodging the blue
bolts and then fire off at him with the shotgun until he
falls(I found that this took exactly 29 shotgun
shells, which was all I had left actually). He drops
a Golden Rose Gift
as he falls(this
is NOT counted as a secret though) and the
5th Secret: the final Golden
Rose can be picked up from the other pedestal
at this point.
Look up at the ceiling to see a turquoise
sphere dangling back and forth way up there. Arm Lara
with the crossbow and lasersight
and shoot it. The door N opens, so head up the ramp and
go through the door. You're now back
in the hallway from before. Go right and around the
corner. As soon as you reach the blue
doors E go through them to see a
short fly-by and thus ends a beautiful adventure.