LEVEL 10: THE OLD MILL
Kills: 0* Items: 4 plus Wooden Torch,
Crowbar, Chalk, Silver Coin and 3 Golden Rose Secrets.
Cut scene: Lara and Father
Patrick emerge from the Labyrinth onto a rainy hillside. He
tells her to stay out of trouble.
PATH BETWEEN CHASM AND MILL: If Lara crosses the
dark brown square on the path, a cut scene ensues.
Cut scene: A demon horseman
appears on the hillside. He tries to cut Lara down, then
dismounts, grabs her and throws her back to the other end of
the path.
So you can't pass this way yet. For now, enter the tunnel
on the left and follow it through several turns. At the
first T intersection, turn right to emerge outdoors.
(NOTE: If you're very low on
health, or if you want all available items, instead go left
at the T. Continue to another T intersection, where you'll
encounter a flock of bats. On
the floor to the right there's a small
medipak. The left passage leads to a dead-end with a
lit torch. After getting the medipak, backtrack up the
tunnel to emerge outdoors.)
Cut scene: The camera pans
the area: a deep chasm with a rope dangling above and
changelings frolicking on a ledge. Notice the dark object on
the ledge next to the tunnel entrance. This is a wooden
torch.
CHASM WITH DANGLING ROPE: As soon as they notice
Lara, the changelings start
throwing rocks at her. Walk to
the edge of the chasm and line Lara up so she's facing the
dangling rope squarely. (Use
the Look button to make sure.) Take a standing jump to grab
the rope. Climb to the bottom and rotate Lara so she's
facing the ledge with the torch (above and to the left of
the tunnel entrance). Use the Sprint key to swing in that
direction. Then jump from the rope onto the ledge. Pick up
the TORCH.
As soon as you've got the torch, slide down from the
ledge and run into the tunnel. Follow the passage forward,
then right. You'll meet some bats
on the way if this is your first time in exploring the
passage. At the T, go left to the lit torch. Pick up the
small medipak on the floor nearby
if you didn't get it earlier. Light your torch here (Action)
and return outside.
You might want to save your game in case you accidentally
toss the torch into the chasm. Walk to the edge of the chasm
and throw the lit torch down toward the changelings to
distract them. Now you can explore in peace.
Back to the rope. Take a standing jump from the edge of
the chasm to grab the rope. Climb to the bottom and rotate
Lara so she's facing the right corner of the ledge with the
metal fence. Swing as high as Lara will go. You'll probably
need to use the sprint key twice, more if you lose momentum
between swings. Then jump to land on the ledge. Once Lara
makes it to the ledge, pry the darker metal bar out of the
fence (Action) to use as a CROWBAR.
Safety drop from the left side of the ledge onto the
L-shaped corner ledge below. Go to the right end and jump
down near the babies. Crawl into the small tunnel underneath
the corner ledge. Follow the tunnel to the
golden rose (secret
#1, 25/36). Get it and crawl back out.
Navigating around the ledge with the frantic changelings
is a little difficult due to the uneven surface and the Look
key being disabled. Hold the Walk button and Lara won't
slide off. Walk to the edge closest to the ledge below the
tunnel entrance. Jump across. Then climb onto the ledge.
Now once more for the rope swing. You can explore the
next several areas in a few different ways. Read ahead if
you're not sure which to try.
Again, jump to grab the rope. Shimmy to the bottom and
this time rotate Lara so she's facing the left end of the
horizontal crevice that runs along the wall above the
demon-baby ledge. Notice the sandy-colored rocks protruding
above the crevice. See how they form a V shape just above
the crawlspace at the left end of the crevice. Use the Look
button to line it up so Lara swings toward the point of the
V. Swing as high as Lara will go. Then jump and press Action
to grab the crevice. Pull up into the crawlspace.
SMALL ROOM WITH CHALK BOULDER: Crawl forward to a
small room. Pick up a large medipak
and use the CROWBAR to pry a piece of
CHALK out of the chalk boulder in the wall. Crawl
back out. Turn around and crawl backwards to hang from the
crevice. Now, decide if you want all the pick-ups or not.
If you don't need an extra large medipak, you can skip
the far side of the chasm. Drop onto the demon-baby ledge.
Jump back over to the ledge below the tunnel entrance. Climb
onto the ledge, and return through the tunnel to the PATH.
[Pick up the walkthrough below at the section titled PATH
BETWEEN CHASM AND MILL (AGAIN).]
To fully explore the level, take this path: Traverse to
the right along the crevice to a higher spot where Lara can
pull up. (She can't traverse around the corner here.) Crawl
around the corner to the end of the crevice. Safety drop
into a whitewashed stone passageway, or somersault down then
turn around. Follow the passage around to the right and pick
up the large medipak. Continue
forward to a low area with a group of whitewashed STONE
PILLARS WITH ANGLED TOPS.
Getting out of here requires some tricky jumping. There
are two pillars short enough for Lara to grab. Go for the
higher of these two. It is on Lara's right when she's facing
the passage where you got the medipak. Stand facing the
pillar at the right side where the ground slopes up. Jump to
grab the edge. Traverse to the left edge of the pillar. Then
tap the right arrow to traverse just a little to the right.
This will ensure Lara is positioned correctly to make the
next jump.
Pull up onto the slope. Press and hold Jump before Lara
can slide off. If you hold Jump, Lara will back flip off the
first pillar, land on the sloping top of the second pillar
(behind her) then jump forward toward the third pillar.
Press Action while Lara is in the air to make her grab the
edge of the third pillar.
Now she should be dangling from the right side of the
third pillar. Pull up, let Lara slide a little, then press
and hold Jump again. She'll jump from the third pillar to
the fourth, then from the fourth toward the crawlspace on
the right. Press Action while Lara is in the air so she'll
grab the opening. Crawl in. Whew!
Crawl along the ledge around the corner until the ceiling
is too low to go on. Jump down to the ledge with the
changelings. Jump back across the chasm to the ledge below
the tunnel entrance. Climb up to the tunnel, and return
through it to the PATH. [Pick up the walkthrough below at
the section titled PATH BETWEEN CHASM AND MILL (AGAIN).]
ALTERNATIVE METHOD FOR ROPE-SWING AREA: If you
prefer, after getting the CROWBAR, you can use
the rope to swing over to the STONE PILLARS WITH ANGLED
TOPS. Aim for the gap between the pillars. Lara will lose a
little health when she lands. Walk around behind the pillars
to get the large medipak. Then do the pillar jumping, as
described above, to get to the crevice above the demon-baby
ledge. Crawl along the ledge around the corner until the
ceiling is too low to go on. Turn around and hang from the
edge, but don't let go. Instead traverse along to the left
and pull up into the crawlspace. Crawl through to the SMALL
ROOM WITH THE CHALK BOULDER. Get the medipak and CHALK. Then
crawl back out. Jump across the chasm to the ledge below the
tunnel entrance. Climb up to the tunnel, and return through
it to the PATH.
PATH BETWEEN CHASM AND MILL (AGAIN): Stand on the
dark brown square in the middle of the path and use the
CHALK to do some sketching.
Cut scene: Lara draws arcane
symbols upon the tile. The demon horseman charges out of the
woods and down the path, but the symbols appear to stop him.
Again he tries to slice Lara with his sword, but Father
Patrick comes to the rescue, shoving her aside just in time.
The demon knight grabs the good Father and bonks him in the
head with the pommel of his sword, flings him over the
horse's back and rides away.
At this point, if you turn and head back toward the start
of the path, you'll encounter a flock
of bats. But there's no need to do this. Just go on
through the hole and down the chute. When you enter the next
area, there's another cut scene.
Cut scene: The demon knight
bursts out of the barn on horseback, still carrying Father
Patrick. The knight says he's been imprisoned here for 700
years and that Lara must help free him or he'll kill the
Father. From what he says, Lara deduces that she'll need to
stop the water flowing in the streams surrounding the mill.
BARN AND SMALL MILL WITH WATERWHEEL: The barn door
doesn't open, and the streams surrounding the barn are
running so fast you're unable to access the side tunnels
yet. For now, go the barn and the small mill with the
pointed roof. Cross the reddish stream that runs behind the
small mill (there's a water wheel on the right) and follow
the whitewashed stone passageway to the next area.
There are two openings in the hillside on the left. These
lead to secret #2, but you'll have a much easier time
getting it if you wait until after exploring inside the
WINDMILL. Before then, a flame trap
stands between you and the golden rose. You can get it with
some maneuvering, but after using the switch inside the
mill, the trap will be inactive.
WINDMILL: Head for the pond surrounding the
WINDMILL. Make a mental note of the winch with the cage
dangling in the water. There are also two underwater tunnels
on the right side. One leads back toward the BARN, but it is
blocked by wooden slats halfway along. The other leads into
the WINDMILL, but it is blocked by a wooden door.
Under the water behind the WINDMILL is the SEA HAG'S
LAIR (more like a pond hag, but let's leave her some
dignity). The tunnel leading down to it on the right side is
impassable due to the strong current. You want to approach
from the back left corner. Look for a rectangular opening
with a golden glow in the bottom of the pond. Swim down
through this opening and follow the golden light to the
hag's treasure heap. Approach the treasure and notice the
dark object on top of it.
Cut scene: The hag attacks
Lara. They struggle and Lara gets away. This cut scene
repeats until you are able to grab the SILVER COIN.
Surface for air. After the cut scene you end up on the
right side of the mill, so swim back to the corner above the
other entrance to the lair (either all the way around the
mill or through the passage above the hag's lair).
You'll need to approach carefully this time to outwit the
sea hag. Swim down toward the
treasure pile again, but wait near the rocks just outside
the lair until the hag swims away toward the tunnel on the
right. Now hurry to the treasure pile and pick up the
SILVER COIN. The hag will not like
this, so get away quickly. If you head forward and up toward
the small, square opening, the current will sweep Lara out
of the lair. Swim around to the front of the WINDMILL and
right up to the cage dangling from the winch. Use the SILVER
COIN here.
Cut scene: Lara opens the
cage and places the coin inside. The sea hag goes after her
treasure and Lara slams the cage door, trapping the hag
inside. A group of changelings winch the cage up to the
surface then swarm over the hag.
Surface to breathe. Then swim back around to the SEA
HAG'S LAIR. Look to the right of the treasure pile for an
underwater tunnel, which leads into the WINDMILL. Follow the
tunnel until you can surface. Climb out of the water.
GEAR ROOM INSIDE THE MILL: Go up the ramps on the
left to a landing near the gears. This next bit of business
involves a timed run, so you may want to save your game.
You'll need to use the wheel to
crank open a door on the next landing then get to it before
it closes. It's hard to see the door from the wheel, though.
Stand Lara facing the wheel edge-on. Press Action to turn
the wheel four times. (More than four turns won't help.)
Jump to the left. Then run along the landing, jumping at the
edge and pressing Action to grab the red-and-white pole
sticking out of the wall above the water. When Lara grabs
this pole she'll swing around it gymnast-style as long as
you hold Action. When you release Action, she'll let go and
land on the opposite ledge. Since you're in a hurry, hold
Action only long enough to grab the pole and then release
it. Once on the opposite ledge, turn about 120 degrees to
the right and jump to the ledge near the door. Run to the
door and crawl through before it closes.
Your reward for all this: a flock of
bats. Be sure not to slide down the chute in your
panic or you'll have to redo the timed sequence. Stand at
the edge of the slope and jump straight up to grab the ledge
above. Pull up and turn around. Take a standing jump from
the edge to grab the high switch.
Cut scene: The wooden door
in the underwater passage leading to the pond opens. The
flow of water in the nearby streams slows a bit.
Slide down the chute, jump in the water and swim through
the tunnel to the pond outside the WINDMILL. Climb out of
the water at the front right corner (front right if Lara's
back is toward the mill).
Ahead is an opening in the hillside that narrows to a
crawlspace. Crawl in. If you used the switch to deactivate
the windmill, the flame trap
should also be deactivated. Take the
large medipak and continue to the
golden rose (secret #2,
26/36). Return outside through either opening.
Go through the whitewashed passageway on the right of the
open area to get back to the BARN.
BACK AT THE BARN: Before rescuing the good Father,
you can find a secret. Go to the reddish stream to the left
side of the BARN. Swim along this stream. You'll pass a
doorway on the left. Swim underwater through the tunnel. The
tunnel slopes downward, then up. After the upward slope,
look for a small opening on the left. Swim through to a tiny
room with a golden rose (secret
#3, 27/36). Swim back out the way you came. As
soon as you can surface, look for that blue-lit doorway on
the right. Climb out of the water there.
Follow the passageway to an opening in the hillside
overlooking the BARN. Take a running jump to the whitewashed
block on the left. From there, take another running jump to
the flat, white square on the barn roof. Walk to the front
left corner of this flat spot and take a standing jump to
the jutting roof above the barn door. Walk to the other side
and take a running jump to the next flat square on the barn
roof. Walk to the front left corner of this flat spot and
carefully line up a running jump to the corner of the flat
roof on the small mill. Do not press Action during this jump
or Lara won't make it.
Once on the mill roof, you lose control of the Look
button. So hold the Walk key as you maneuver around. Crawl
head-first toward the small opening below the pointed roof.
While holding the crawl key, press Forward and Jump to
somersault through the opening into the room below.
Once inside the small mill, find the
gear on the wall and turn it
(Action).
Cut scene: The waterwheel
stops. The demon knight bursts out of the barn, happy to be
free at last. Unfortunately, he's not very grateful and soon
turns on his rescuer. Father Patrick tells Lara to find the
list of names in the Bestiary and read it aloud. She begins
but the knight tries to stop her. Father attacks the demon,
distracting him long enough for Lara to speak the correct
name. This, according to Father Patrick, gives her power
over the demon. She banishes him back to hell or wherever,
and good once again triumphs over evil.
FMV: Lara and Father Patrick
leave the island on a boat. She agrees that she's learned a
valuable lesson during her adventure. (I notice she doesn't
say exactly what that lesson is.) Then we see the old
friends in the study again, followed by Werner Von Croy
still searching for Lara in the desert. Finally it's back to
the old friends, as they pay a visit to Lara's trophy room.
This introduces the next episode, involving the artifact
called the Iris.
*Note on Kills: The sea hag and changelings aren't
technically kills.

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider
Chronicles
The 13th Floor
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