Autumn

by Masashi Ito (a.k.a. Qunai)

An Unsolicited Walkthrough.

Screenshots (and directions to tricky maneuver) care of Kristina and Chris (a.k.a. Repley). Thanks!

 

 

Fall to the water and swim out.

 

Ground. Explore a reachable slope (one by the running water) to get a box of shotgun ammos on the drop side.

Look for a high green slope by the western wall to get another set of shotgun ammos in an alcove. This routine (1) is tricky.

See illustration:

 

 

From point 1 (position is important), use a bug (jump eight times) and Lara lands on point 2. Immediately jump curve left, time (difficult) a grab, and hang by point 3.  Shimmy left past the middle. From here, back flip to point 4, jump curve hard left to land inside the alcove at point 5 (again difficult as it may take a few back and forth flipping and grabbing to get this right plus the overhang just above tends to change her direction). Take the shotgun shells. Then a running jump to an overhang on the right for a big mushroom medi (1). If you cant do this, as a last resort, use the savegames below.

 

Save Game 1 (the 8th jump)

Save Game 2 (hanging at 3)

Save Game 3 (inside the alcove)

 

Now back to the ground. Observe these three (3) openings (not much you can do here for now):

 

1.       1.       One (1), a northern entrance with green toxic liquid. You may monkey swing or jump grab to the other side within. This will be one possible route later for the timed run. On your first pass, a flying bug comes out from here to attack;

2.       2.       Two (2), a western entrance that leads to both ---

1.       1.       If you drop down and crawl back, the toxic entrance with deadly mushroom and a closed timed door (1) on the left, and a slide down waterfall on the right to the outside (an alternate route for the timed run);

2.       2.       If you follow the passage, a long ascending hallway with a closed door at the top (actually 2 but one is not visible yet). Once opened, this will be the route to get back and forth from the ground to the gigantic mushroom;

3.       3.       Three (3), an eastern entrance with a fence at the bottom and a closed door at the opposite top. Once opened, a back flip here is the route to the high wall switch by the waterfall outside.

 

Ground to Gigantic Mushroom. Back up from the northern toxic entrance 1 (youd probably have to do this while shooting at the flying bug that attacks you from this opening) and see some slopes along the western wall to your left. Jump up to the reachable slope, running jump to the higher overhang, and then side flip to the right with jump from the slope (dont grab) to land on the next higher overhang. Simple jump grab (or a running jump) on the next, go to the alcove to the right and reach the walkway above with a back flip from the slope and a quick grab. Now if you go out to the flat square overlooking the central area, youd see the top of the Z-shaped obelisk (multicolored but predominantly green structures) and the outer rim of the orange gigantic mushroom. You also see a couple of pink tree-looking giant mushrooms (see picture below). From here, align a DIFFICULT JUMP (1) to a flat triangular spot on the rim of the gigantic mushroom.

 

 

 

It may take more than the usual number of frustrating tries (or forever!), but youd land on the slope (outer rim) beside the flat surface and be able to pull up on it if done right (see second picture below). Heres how I did it:

 

 

 

 

 

Line up Lara on the leftmost edge of the square, use look (as in the first picture above) to align her along the corner of the obelisk (see the white circle). From this angle, back her up for a running jump. A simple jump wont be enough to clear the obelisk (or if you press the ctrl action key too soon, shed tend to slide or bounce off it). A more consistent action is to keep holding the run (forward arrow) even after the jump. That way, shed skid off the corner (she may overshoot the obelisk too and thats no good either). After the momentary hop (off the obelisk), shed momentarily land down on a slope beside the flat triangular spot. This will only be for a millisecond (before she falls down). The timing of the ctrl-action key (to pull up on the spot) is crucial at this moment. If the timing is precise, youd be surprised to see her pull up on the spot (see 2nd picture above).  Not easy, mind you!  Watch the animation below:

 

 

You may resort to the savegames below if all else fails:

 

Save Game 4 (Initial position)

Save Game 5 (after the jump)

 

On the rim, observe: sparsely scattered around the gigantic mushrooms rim are some more triangular spots to jump off to. Every spot is accessible and offers an option for acrobatics to reach other places and items.

 

The Rim of the Gigantic Mushroom.  Jump off to another spot on your left to reach another set of walkway. Pull up to the walkway above, go around, and get the small asparagus health (1) in front of the door as it opens. Avoid the skeleton first as you dont have the crossbow with explosives yet. Another door to the left opens within. These are the two doors at the top of western opening no. 2. So go back to the gigantic mushrooms rim (just crawl back from the walkway and drop down onto the spots) and to the first spot where you first landed on the rim.

 

From this first spot, there are many tasks you may do at a time.

 

4.       4.       Health. Jump off (with action to shorten the distance) slightly to the right of a green slope below. Youd land at a small asparagus health (2) with half health damage. Back to the ground and follow the western opening 2 to go back to the first spot (avoiding the skeleton).

 

5.       5.       Laser Sight. This time, jump on the left side of the green slope below. Slide a little way, grab and hang at the end of the slide. Shimmy left to land on the left side of the slope below. Slide a little. Turn around. Walk around the edge until you get to this area (see picture below):

 

     

               

              Now after sliding to the white block, try this maneuver:

 

             

 

              Just target the tip of the overhang in your initial position, lengthen the simple jump (keep the forward key pressed),

              a slight mid-air angle correction to the right, and she'll grab the ledge perfectly. Pull up and get the laser sight. 

 

 

Back to the gigantic mushroom above, you may now drop in the water. You may get the King Mushroom (30p) (Secret 1) after a long swim down to the lower reaches in the center of the gigantic mushroom (with plenty of health to waste! Is there an aqua lung somewhere?). Or you may postpone this for later, that is, till you collected all the asparagus and mushroom health packs available in the outdoor.

 

To get out of the water and onto the rim again, do a running jump (forward and right arrow keys together) on to a northeast reachable triangle on the inner rim of the gigantic mushroom. See picture below.

 

 

Then from here you may do any of these:

 

6.       6.       Monkey Swing, Health, and Revolver Ammo. Take a few steps forward (two flat spots really to the left), face the northwest overhangs

 

     

 

Align a running jump on the higher overhang (slope really), slide a little way, then jump grab the monkey swing above. Swing to the opening.  Theres a small asparagus medi (3) and a deadly (if you fall thru the) ground hole at the end of the passage. Go back outside. Drop onto the overhangs below. Jump off to a couple to get into the opening. Theres a box of revolver ammos inside the dark alcove. Out to the first overhang, turn around, and face the violet slope to your left (see pic below).

 

                 

 

Align a tricky running jump routine (2) on a part of the slope (at the back). Jump immediately off it curving hard left (and aided by another overhang by bumping it a bit), then grab another slope to the left. Hang, shimmy left, pull up, then back flip twice --- first on the slide, then the overhang, and finally land on the ledge above perfectly. Pick up the big mushroom medi (2). Savegames below if you cant do this:

 

Save Game 9 (initial position)

Save Game 10 (hanging by the slope)

Save Game 11 (above the ledge)

 

7.     7.     Upper reaches (may not be legitimate). Face a flat triangle from afar at the north wall.

 

    

 

If you successfully reach it (or as the author said, with a bug-technique or cheat), you may climb the ledges in the area to find a small asparagus medi. The long rectangular opening there will only bring you back to the area after the first monkey swing (with a deadly hole). So dont bother to drop down anymore. Theres a straightforward way to get to the upper reaches (Dragon and Crate above): hang on to an incline and back flip to an overhang behind. Turn around to face another overhang afar. A running jump (Lara will partially step on what seems to be an invisible tile here)

 

     

 

to grab and hang on to that overhang. Pull up and go around the corner. Youll have a spectacular view of everything below from here:

 

     

 

Now turn around to face a double incline behind you. Target a simple double-jump on the left half side to reach the highest surface. You may now cross the walkway to get to the dragon or drop to the crate. Theres not much here though. If you get unlucky, the dragon will even spew balls of fires and some scarab-looking locusts will attack too. The mushroom med behind the dragon is just a trap. Its on a death flame tile so forget it. At any rate, this upper reaches is not supposed to be reachable because the initial jump to the triangle seems impossible. But why do I have the screenshots to this area? Go figure J

 

8.       8.       Revolver and Big Mushroom Health. Reach the second giant mushroom with a revolver on top. 

 

     

 

After getting out of the water (point 1 to 2), go to a triangular spot (point 3) underneath the second giant mushroom with a revolver. Follow the pictures above to get the revolver first --- align a hard left running jump from triangle plate 3

 

     

 

to grab the leftmost edge of point 4. That was a DIFFICULT JUMP (2)

 

     

 

shimmy right, and then back flip to point 5 on top of the mushroom. On top, get the revolver, do a running jump off to an almost central structure to get a big mushroom health (3) at point 6. Fall to the water. Make your way back to the triangle spot underneath the giant mushroom at point 3. Theres a way to slide down to the stem. The savegames below are for the only difficult jump (point 3 to 4) in this routine. The rest is easy.

 

Save Game 12 (initial position)

Save Game 13 (on the fly, catch point 4)

Save Game 14 (on top of the mushroom)

 

Timed Doors Hang Switch. From point 3, slide down to the violet stem behind the giant mushroom. Walk around the edge to reach an opening. That passageway will open a door at the end --- this is the door at the opposite top of the fence at eastern opening no. 3. Dont drop to the ground anymore. Just go back outside (where you came from) to jump at a slope just above and on the same side as the waterfall switch. Slide and hang. Drop to a crack just below. Shimmy left to the switch by the waterfall. Drop and grab the switch. This switch will open 4 timed doors simultaneously. You only have 30 seconds each time you pull it!

 

Timed Doors (1st Pass). Pass thru the northern toxic entrance no. 1. Try to jump over the poisonous toxic water and grab and pull up on the other side, that is, without climbing the ladder any more lest you lose some valuable seconds. Head right, sprint thru the deadly mushroom (loss of health!), and hard left to the timed rooms. Heads up note: you can sprint jump (spring) thru the waterfall up ahead after the fall from the switch. Behind it is a straight opening to the timed doors. This technique is a secret. But Lara can only begin to run and sprint at the shallow (knee-high) portion of the pond. Even so, the alignment of the sprint and timing of the jump need calculated precision and timing. Not easy too! If you make it thru the waterfall, youd chop off several seconds of the toxic route and you wont pass the deadly mushroom which diminishes her health.    

 

The main timed door (1) is the one on the left of the deadly mushroom awhile back (see above). Instead of passing thru either the timed doors (2 and 3 on the sides), just beat timed door (1) initially. Fires are out once the time is up. Running jump grab onto either platform (losing some health but not burning). Push that central block on the opposite side to reveal an inner water chamber (for dousing off your burning Lara just in case).  Grab the crawlspace opening on the left side. Pull up, pick up the crossbow, and crawl out into the drop fall where you first started this game.

 

Save Game 1 (at the toxic entrance, pull up and run right to the door)

 

UFO and Blue Egg. Now back to the first spot on the rim of the gigantic mushroom. From here, look at the first giant mushroom where theres a UFO guarding an egg on top (you may shoot the UFO from here actually). A precise running jump without grab will land you perfectly on the mushroom. The egg will disintegrate as you approach it and some insects (locusts) attack. So better not come near it. Shoot the UFO (till it turns belly up and floats away) or itll hound you endlessly with its claws.

 

Drop to the next two spots around the rim.

 

Crawlspace Opening. You may, from this spot between the two giant mushrooms, try a DIFFICULT JUMP (3) off to slide on the green overhang slope above a crawlspace (see picture below).

 

 

 

The idea is to use as much run-up on that small surface by making a curve run. So turn around (her back is almost facing the target) like in the picture below:

 

 

 

Hard right running jump and shell slightly hit the tip of the overhang on landing. Shell slide a little, then immediately grab and hang, shimmy left, pull up, and feign grab (use action when releasing but not too soon for her to grab again) to land perfectly by the crawlspace opening below. This will enable you to bypass the timed door (3) later. Crawl thru the opening and see section on exploration of the timed door (3) passage below. Savegames below if you cant do this:

 

Save Game 6 (initial position)

Save Game 7 (hanging on the slope)

Save Game 8 (by the crawlspace)

 

If you decide not to do the difficult jump to the crawlspace opening (above section), you may still explore the passage within thru the timed run. The timed door (3) is on the right ledge of the timed rooms. But this pass will cost you medpacks. Immediately within is another timed door (4) to your left. If youve explored the passage here already via the tricky jump down to the crawlspace (see routine above), then beat this second door (of the double-door), and read section on timed door (4). Otherwise, explore the dark passage. Turn the switch on to raise the transparent block along the fire passage below. You need this to get across later. At the other side is just a slide down exit from a room in the timed door (4) later. Explore further the passage. Kill a couple of tigers. Get some explosive crossbow ammos in a room behind the waterfall. Work your way up to a stationary mushroom in a concealed corner above --- running jump (from the highest ledge near the crawlspace) on to an overhang, and then another running jump (bumping her head a bit on the ceiling) down to the top of the blue wall. Blast it with the explosive crossbow or revolver with laser sight. A skeleton appears instead. Blast it too and pick up the big mushroom medi (4) it will leave. Climb the steps on either side and look for a crawlspace. Note that theres also a way from the gigantic mushrooms rim above to land outside this crawlspace. This way, youll bypass the difficulty of this timed door (3) and be able to conserve health by doing away with this pass. From this crawlspace opening, you may also go for the shotgun. The idea is like in the picture below:

 

 

Follow the series of pictures below:

 

 

From the initial position, curve left running jump to the direction of the violet ledge. Delay the grab. She'd either grab or land on it. You can now easily reach the mini obelisk with the shotgun from this violet ledge.

 

 

Now back to the ground. Look for the skeleton (which appeared by the walkway above when you first picked up an asparagus health and opened a door). Blast it with the explosive crossbow and pick up the big mushroom medi (5) it will also leave. Go up to the timed switch again via eastern opening 3.

 

After main timed door (1), without let up, a running jump/grab onto either left or right ledge will unavoidably burn Lara. Replenish her health with the medpacks while going thru the routine. Needless to say, this requires coordinated actions.   

 

Timed Doors (2nd Pass). This time, beat a very tightly timed door (4) on the right ledge double door. If you finally make it, crawl a little way and you'll be within this room with 2 big health mushrooms (6/7) on both sides of the floor, and the Queen Mushroom (30p) on the pedestal (Secret 2). Slide out to the fire passage. Aha! Now you see why you had to switch the transparent block, so you can cross!  If the switch isn't flicked and the block isn't on the fire passage, you just have to run through the flames like hell to get to the water by the timed doors (3 and 4) to douse off a burning Lara!  Exit to the outdoor via the crawlspace.  Go back to the timed switch for the last time.

 

Save Game 4 (after the sprint jump from the shallow pond, run to beat timed door 4)

 

Timed Doors (3rd Pass). The one on the left ledge is the second timed door (2). This will take the most burning damage to Lara (you may douse her off at the central water chamber you opened with the pushing block but I find that too damaging and time consuming). The best way is not to go directly for the left ledge but on the right ledge instead to head to timed door (3) for a cool off, then a straight running jump (stepping on the middle platform) back to timed door (2).  You may have to feign grab on your last jump for her to land perfectly within (and not bump her head). This is the exit from the game. A long slide will bring you to a barbeque party with a Japanese Jeeves :) If you havent done it yet, douse your burning Lara in the water after the long slide (if your meds can hold). Theres a trigger once you hit the water (or along the slide?) --- If you dont reach the picnic table soon enough, game ends and youre thrown back to the load menu. If you make it (see 1st picture below), then the flyby just continues and you get a chance to look for (Secret 3) just another small asparagus medi (4) by the rocks behind the waterfall (see 2nd picture below). Then the game really ends. Congratulations!

 

Save Game 2 (after the sprint jump from the shallow pond, run to beat timed door 2)

 

      

 

If you combine the King and Queen mushrooms, youd have the Happy Mushroom (90 points)! You may now order pizza (the works) with all toppings and everything on it. Yea, including mushrooms J  Happy Raiding!

 

 

 

Pick Ups:

9.      9.      (3) Secrets (King + Queen Mushrooms = Happy Mushroom)

10.   10.   Revolver, Laser Sight, Shotgun, Crossbow, and ammos

11.  11.  (4) Medi Asparagus (small health)

12.  12.  (7) Medi Mushrooms (big health)

 

Enemies:

13.   13.   Little walking/biting mushrooms (ground)

14.   14.   Flying giant mosquitoes (toxic entrance and water area of gigantic mushroom)

15.   15.   Skeletons (walkway above and timed door (3) passage)

16.   16.   Tigers (timed door (3) passage)

17.   17.   UFO (first giant mushroom)

18.   18.   Locusts (first giant mushroom and bridge in the upper reaches)

19.   19.   Dragon (upper reaches)

20.   20.   AND THE DIFFICULT MOVES AND ROUTINE (Thatll kill Lara more than anything else J