Twin Crystals
Levels by SeiferZero
Walkthrough by Dutchy and Gerty
MP=medpack, CS=Crawlspace, MS=Monkeyswing, UW=underwater, Shootwall (is a part of a wall that shows up dark with a flare or the Binocs and is shootable), have
fun!
And as always, the directions N,S,W,E
are the position the red needle of the
compass is in, never understood the confusion about this.
When a name is put in Red, you will probably have to go back there later, so remember how to get
there.
Level 1: Sapphire Island.
Lara was on vacation on an Sapphire Island in the South Pacific, when
during a visit to a Library she reads about a legend of a hidden ancient Temple
on that Island. Her curiosity drives her to go look for the entrance of that
Temple. The legend tells her that there’s a powerful Crystal containing the
spirit of a benevolent God called “Kzaon” which as
the Legend states, controlled the forces of the Ocean and reigned on Sapphire.
The Lake.
When standing on the beach you can take the Binocs
and already spot the Lasersight on the red
rock S, in the middle of the lake, that’s where we go after we picked up the
Revolver in the NE corner, light a flare and jmp on
the ledge on E wall, turn L and runjmp over the
triangular ledge to jmp with a R curve onto the ledge
in the N wall, theRevolver can be taken by
standing with your feet against the fold in the ledge, hop down and dive into
the lake, climb onto the sandy beach at the red rock and from the small ledge
NE you can jmp/grab up and climb to the top to get
the Lasersight, equip the Revolver with it and look
straight E from where you stand, a Brass ball (hard to see, look for it
first with the Binocs) has to be shot to open a door
a bit further. Dive down to the S and find a small tunnel about centre of the S
wall, go in for Ammo and MP, swim out and follow the W wall to
where you can swim into another small tunnel near the bottom, swim in and to
the end, in the small room there is a crystal door, shoot (pistols) the centre
block in N wall and find the passage that’s now open, because you shot that
ball at the lake.
Entrance.
Go in and shoot a Horseman(pistols to
save on Ammo, just hop back while shooting), the next door will open for you
and you are in another hall with pillars, shoot the Horsemanand
then look for the Jmpswitch in the SW alcove
on the ledge L of the door, this will make an UW room safe to swim in, Turn R
and hop off the ledge. Look for the Gem receptacle on the other side of the
door and up behind the pillar over the receptacle is a Crystal ball for
you to shoot, hard to spot in that alcove behind the pillar, first find it with
the Binocs, after you shot it a door will open in the
SE corner of the room, up on the ledge, go find the Sapphire Key in the
back of the UW room, swim back and use it to open the next door. (There’s one
more closed door in the NE of this room we’ll get to later for a Secret.)
The Big Door hall.
Go in and get some Ammo to the L in the 1st alcove, go on to
where you meet the Bat and Horseman and then see the big doors R
and L, receptacles for Snake Stones and some vases in the back with Ammo,
look at the walls on the ledges N and S of the W door to find more shootwalls and get Ammoand
the Shotgun, the alcove SW and close to the small door has a Jmpswitch to open the small W door, pull out the
Shotgun and enter.
Lavaroom.
A flyby shows the room, lava pits everywhere, a bunch of Skeletonsappear (once they all came same time, later
one by one, so shoot them as they appear), shoot them into the pits and go to
the pillar in the far R hand corner, the back side is climbable, go up and spot
the Supplies on the other ledge, go to the spot exactly opposite the
Supplies and runjmp/grab to an invisible ledge (you
can see it from a certain angle) in the centre of the room, runjmp/grab
once more to get the Supplies and get back to the other side, go R and up the
higher ledge, shoot the corner pillar (shootwall)
with the pistols and also the Crystal ballinside, the door in the W of
ground floor opens, so get back down to the ground floor. Behind that door is a
series of 5 rooms connected with other rooms where you have to perform all
kinds of puzzles.
1st Connection room.
Enter to get some Ammo L of the door and to the R is a pushblock you can push all the way in, turn R and push that
block in, then turn L and push the last block into the room, to the L and then
all the way onto the last burner Tile L of the door. Enter and shoot the wall
in the end, see another closed door for later, go R into the room.
Pushblock/Mirror Puzzle.
Look in the mirror from standing on the ledge opposite the mirror and
see the blocks in the room don’t match the ones in the Mirror, go and correct
that by pushing the blocks to the position shown in the mirror and the door
will open E, go in and step on the Tile under the Sun rays (will trigger the
door to the 2nd Connection room to open and also makes one of the pools in the Lavaroom safe. First we go back to the Lavaroom.
The water in the centre E section of the room is safe now, jmp in to get the Sapphire Key and head back to the
1st Connection room.
2nd Connection room.
Go through to the 2nd Connection room and get the ½ MP, shoot the
Horseman and place the Sapphire Key, go in and come to a room with 3
doors and a couple of shootwalls in the back, shoot
the walls and see the 2 burner tiles, L and R of a door. On the other side of
the room, next to the entrance are 2 pushblocks to
put on those Tiles and a door opens, go in there to see a series of holes to
the waterfilled basement, some are deadly, you can
see a vague red texture on them, the one in the SW corner is safe, dive in,
don’t get too close to there others and swim into the
lower trench SW, use the UW lever to open a door in the hall and get
back up, go stand at the S wall looking N and look at the holes in the floor,
take note of the pattern of the deadly pools and go out to the room across the
hall, which opened now.
Vases/Boulders Puzzle.
Go in and shoot a Horseman coming out, in the next room are Vases
and Boulders, the pattern of the holes in the floor is the same as in the other
room, so you have to shoot the 1st and last vase of the R hand row (as seen
from the S side), the 2nd vase of the centre row and the 1st vase of the L hand
row to get the Boulders in the pits, if you shoot the wrong one you’ll burn.
Shoot the vases with your pistols from close by, so you won’t hit the wrong
vases. (I noticed that sometimes when you shoot with the Revolver and Lasersight the Boulder won’t drop.) Go out and R in the
hall, to the door between the pushblocks, step on the
Tile to open the door to Connection room 3 and make the pool in the SE of the Lavaroom safe. (A door opened back in the Entrance room to
get a Secret, but I collected them all in one go later, to save a lot of
running back and fro.)
Go to the Lavaroom, get the Sapphire Key
from the SE pool and head back to the 2nd Connection room, to enter the 3rd.
3rd Connection room.
Pick up the Uzis and open the door with the Key, use the MS in
the passage to go over the Lava pit and come to the…
Crystal Pillar Puzzle.
Just R of the entrance is a pushblock that has
to go to the opposite side of the room on the Tile, but Crystal pillars block
the way. Climb the central structure and push the block to the NE corner Tile
(One pillar down), jmpgrab up to the N ledge along
the wall and go R. (Don’t get tempted to shoot the vases) In the E wall is a pushblock, push it in to the end (2 Pillars down) and go to
the centre of this ledge, jmp/grab up to the higher
deadly floor and shimmy all the way to the R, climb up on the only safe Tile
(Skull faces the other way) and jmp/grab up to the
ledge above, be careful, deadly Darts up here, go over to the NE corner Tile.
Stay on the L of the E ledge as a Boulder drops from the ceiling. Then go crawl
backwards off the ledge into the hole on N wall, not touching the other Tile
(death) and shimmy to the corner Tile, step on it to lower the last (but one)
pillars drop down from the hole in the ledge and down from the N ledge to
ground floor and go get the block, pull/push it all the way over to that last
pillar and it will go down, put the block on the Tile to open the door. Get in
to step on the Sun Tile. Connection room 4 opened and a safe pool (you know the
drill by now). Go to the Lavaroom and get the Sapphire
Key from the NE pool. Head for the 4th Connection room.
4th Connection room.
Get the Ammo and open the door with the Key, go in and walk
slowly on the L into the next passage, hop back as the Knives go up, then
walk further slowly, waiting every time you see the Knifes come up. Step into
the passage in the end and hop back, then go L and to the Chains, time
the walk through them and come to a dark room where a Horseman waits for
you. Look for a shaft in the ceiling opposite the S passage, climb the N wall
to the top and go L, hop into the alcove at the pillar as there’s a Tile under
the pillar, climb back down into the shaft and notice the door halfway down
(behind you) has opened. Backflip into that door and
step on the Tile to open the door in the upper room, go back up and step on the
Sun Tile to… yes you guessed right. Go down from the shaft and shoot another Horseman.
Head to the Lavaroom, through the same passage you
came from (in the W passage is a Skeleton you don’t want to disturb) and
get the Sapphire Key from the N side pool, go to the Connection rooms
and push open the doors with “Ctrl” to go in the…
5th Connection room.
Use the key to open the S door, there are 2 receptacles with Flares,
only the E one is safe, go into the S room.
Pushblock Puzzle.
There are 4 Pushblocks in the room, the 1st
one is straight opposite the entrance go around to push it in front of the
entrance, but not in. Then go to the lowest block and like the rest it has to
go to the NW corner, the highest block has to be freed by shooting the glass
panels first. When you have the W door open, don’t barge in and onto the Tile
(death). Just go L inside and find a Jmpswitch.
Go to back to the block in front of the entrance and get it out of the way, go
back to the 5th room and see the W door opened, don’t go in yet.
For the Secrets.
Go into the S pool in the Lavaroom and get the
last Sapphire Key, then go to the Entrance, you know, at the
start of the level and check that door in the NE corner on the pillar ledge,
inside you’ll find Secret #1, the Glasses. Then go to the Big
Door hall and look on the N side pillar gallery for a shootwall
behind the 2nd pillar from the E. Go crawl in and up a Crystal pillar, a Horseman
is going up and down that pillar too, so quickly get up into the alcove N side
and get Secret #2, the Glasses. Then head back to Connection
rooms and to room 5, go into that W passage and shoot the Horseman
coming out of it, re-enter to place the Sapphire Key, go into the door that
opened at the end of the passage and look R of the entrance for a shootwall up at the ceiling, climb the wall next to it to
get on the Tile inside, Then turn S and look for the other shootwall
in the same location, but on the other side of the entrance, shoot it (pistols)
and also that Crystal ball inside (opens one more “Secret” door). Climb
down and head back to the 1st Connection room and L to the Mirror room, the
door in the end of the passage, straight from the Mirror room is now open, go to
the end and R into a room behind the Mirror room. There’s a closed door E, you
have to push the block L of that door onto the Tile with the different
structure in the NE corner, the door opens and you can collect Secret #3,
the Glasses inside. Well we are almost finished in this level, go back
to the Lavaroom and see the pool near the 1st
Connection room has cleared. Dive in to get the Snake Stone. Go E and
into the Big Door hall, and place the Stone in the S receptacle, the Crystal
doors open, go into go to the next adventure…
Level 2: The Four Sapphire Keys.
This is the continuation of the previous level.
The 1st Hall.
In the NE is a closed door, go run around till the 2 Horsemancome
out and shoot them to obtain the Sapphire Key one of them drops, you can
place it in the receptacle in the dark NW corner, the door opens. Go in to get
a nice load of Supplies and when you finally grab the MP, the
Tile will trigger the big S Waterfall doors to open. (To the R of those doors
is another closed door we will get to later.)
Demigod room.
There are some big stairs leading up to a door, go up, a Demigod
might come out behind you so take care of him first and then look in an alcove
to the R for a sloped floor, jmp up and go straight
to the W wall, turn around and throw a flare on the floor, look up in the
alcove you came through and spot the Crystal ball, shoot it (to open a
door in a passage on top of the stairs). To the L of the ball is a climbable
pillar, go up and jmp to the ledges L, go over to the
dark NW corner and get the Crossbow, Flares and Ammofrom the ledge, on a similar ledge in the NE is Secret
#4, the Glasses, go back to the pillar to climb down and go down the
sloped floor, drop from the ledge, notice the closed door in the SW corner with
a Sapphire Key inside (later). Shoot the centre 2 panels in the W wall, the R
hand one has Ammo inside and the other a Jmpswitch
that will open a door up on the big stairs, 2 Demigods make their
appearance, go and deal with them, then go to the E wall and shoot some more
panels for Flares and Ammo. Notice the closed door in the SE
corner (later) Now go up the stairs and carefully through the passage as
there’s a Knife trap in the centre and a Horseman will try to
push you into the lava in next room. When you step on the sloped ledge in that
room a door will open in the 1st Hall, the one in the SW corner.
Room with the Burn floor.
Go back there and shoot the Horsemanthat
will come out. Look at the floor first and notice some parts have a lighter colour than the rest, the path is from the entrance sharp R
along the wall, then L at that sloped block and then to the low sloped ledge on
N wall, from there a runjmp/grab to the ladder on W
wall and up, L and don’t go all the way to the top before you backflip to the ledge behind, jmp
over the ledges to the Jmpswitch (opens that
door to the chains in the SE of the Demigod room) on the pillar S and drop down
from that ledge (from the side of the switch) to land on a slope, go back to
the Demigod room and into the SE room, go past the Chains and step on the Tile
to open the door on the S side of the Lavaroom and
raise a crystal block in the Diamond room. Go out and up the stairs, to the…
Lavaroom.
Stand on the entrance ledge and turn R, runjmp/grab
the W wall and go up to a bit above the centre of the wall, then go L where the
purple light starts and backflip to an invisible
platform, walk slowly to the point of that platform (SE), closest to the
opening on the other side and do a runjmp straight to
it. Land on another platform, now a simple standjmp with a grab to land inside.
The Diamond room.
In the next room is a huge Diamond. Go up the block (you raised before)
under it and turn around, jmp/grab up and climb up to
the top, you’ll slide onto a ledge. Runjmp/grab over
to the N floor and follow to an UW tunnel, swim to the end and get some Goodies
L and R in the alcoves, then swim up and go down to…
The Room with the 4 Sapphire Keys.
Shoot the 2 Horsemen and have a look around, to the W is a closed
door and to the N 2 more, to the S one. Let's start with (although the sequence
doesn’t seem to matter):
S room: Under Water Challenge for the 1st Sapphire Key.
Open the doors and follow the passage, shoot the Skeleton and the
Horseman. Come to a water room to the R, dive in and keep L all the way
to find an UW lever, pull and swim back for air, then take the R hand
route, stay high up and close to the L walls in the tunnels as Knivestry to cut you in half, swim through the
Crystal pillar you lowered with the lever and take a sharp L turn into a wider
tunnel, follow to some alcoves L, swim into the 1st to find an air pocket, swim out and L, near the bottom and into
the low crevice past the empty alcove, look for the UW lever and throw
it to lower another Crystal pillar. Go get some air and swim L again, all the
way to the back of the tunnels (past a pillar that is still up) and find the
lowered pillar with another UW leverto lower the next pillar, quickly
swim back to the air pocket and then into the tunnel opposite the crevice with
the 1st lever, throw the last UW lever and go to the R when you come
back to the main tunnel, follow to that one pillar on the R that was still up,
swim in and up for air and swim to the back where you can pick up the 1st
Sapphire Key from the electrified Tile, go get a lungful of air and swim
all the way back to the start of the labyrinth. Go back to the 4 Keys room.
N side R room: Lava Challenge
for the 2nd Sapphire Key.
2 Passages, take the L one an
find the pushblock in the R hand wall about halfway
down, push the block into the R hand passage and go around to push it all the
way to the end, the door in the L passage opens. Go there and stand on the R
side of the edge, standjmp onto the slope ahead and
immediately jmp again with a sharp R curve, slidejmp/grab the ladder on the wall from the next and go
up on L or R side till your hands reach the colored band in the wall, see the
ledge behind, backflip/roll on and go to the R side
of the opposite wall. That Fiery band in the ceiling looks dangerous but is in
fact a MS, stand under the little incline with the ladder texture and jmp/grab up. Maneuver to the MS and go over the burner to
the room with the Key. As soon as you land, a Demigod attacks from the
R, go get the 2nd Sapphire Key and a door opens opposite the alcove the
Dg came out of, go down the passage an to a ledge up
in the 4 Keys room, to the R is a ½ MP, walk along the wall past the
pillars to the other side and take the Flares, Look out into the room
and spot an alcove over the entrance in the E wall, there’s a Secret there. Go
down from the ledge and go to the pillar L side of that entrance, you can climb
up that one and claim Secret #5, the Glasses.
N side L room: Crystal Statues Puzzlefor
the 3rd Sapphire Key.
2 Levers to open the next door, a Flyby will show a great room with
Crystal Statues. Look L before you go down into that room and see the door that
has to be opened. All around the pool are Tiles on ledges, not deadly but they
trigger the flames and steamblowers you need later,
so you have to step on all to trigger the flames and steamblowers
on the big platform with the Statues. Dive into the water and swim under the
big platform with the statues, look up and see there are statues on the blue
side and on the red side, also noticeable from below are steam blowers and
little flames (take good notice of the positions). Now the statues from the red
side go on the flames and the blue ones on the steam, those are hard to spot
from above, but you can go check every now and then, the Skull ledges around
the platform are for climbing back to the big platform and are not deadly.
After putting the statues in their places the door back in the passage opens
up. So go back up the slope with a standjmp and go
get the 3rd Sapphire Key. Back to the 4 Keys room.
The 4th Sapphire Key.
To get to the 4th Sapphire Key you have to return to the Demigod room,
but first walk up to the W closed door, as the trigger for the door we go to
now is in front of that door and we want to be sure it's open before returning
there, don't we? Go out E and through the UW tunnel to get to the Diamond room,
runjmp over to that ledge at the Diamond and stand
backwards to it (I didn’t find another way down) (NOTE: Watck
has provided the following tip. In the diamond room, I found a safe way
down. Get to the ledge at the diamond, face the diamond and walk back to the
edge. Do a Run-Jump and action, and you will grab the wall opposite to the
climbable space. Move left or right until you grab the climbable wall, here you
need to release then press "Ctrl" again to safely crawl down.) and backflip into the climb shaft
after you checked your health (because you’ll drop a long way down onto that
block), go to the lava room and standjmp straight out
to the 1st invisible platform. Walk to the far side, runjmp
with a grab, straight to the door below, go to the SW corner of the Demigod
room, where the door should be open now and collect the 4th Sapphire Key, it’s
on a trigger Tile, but I couldn’t find out if it did anything. Just go back to
the 4 Keys room (following the same route you took earlier) and place the 4
Sapphire Keys, the W door opens.
Now there’s one more object for you to get, go to the SW receptacle
block and stand on the S side of it so you can backflip
onto the sloped side, jmp/grab to hang on the ledge
above, go R a bit (not too far or you’ll bump with your head against the
ceiling), just past the sloped block below and backflip
from the ledge onto an invisible platform, from this platform you can runjmp with a R curve into the SW corner of the room, get
the 5th Sapphire Key (this one is to be used in level #3) from the
electrified Tile and jmp to the sloped ledge to slide
down. Go to the W room and get the Ruby Fire, look for a CS in the SE corner,
follow the CS to Secret #6, the Glasses. Back out and into the W
room that opened, step into the Transporter beam and you’ll be taken to…
Level 3: Kzaon’s
Hall.
Lara got news about the crystal, however, she’s not the only one. The
twin sister of Sophia, called Samantha and her Guards would like to add this
Crystal to her collection, therefore Lara must get to
it before she does…
Watch out, as soon as you regain control you have to jmp/grab
to a MS in the dark sloped passage, turn around and head up to a hidden passage
to get Secret #7, a MPand
the Glasses, there’s also another door with a Transporter Beam. (Later?) Slide further down the slope at the MS and reach…
The Entrance.
Go around the corner L and L into a small hall where you’ll meet the Horseman,
shoot him and use that 5th Sapphire Key from the 2nd level to open the door, go
in and collect Secret #8, a pile of Supplies, the Glasses,
Uzis (shoot the panel) and the Grenade gun.
Return to the Entrance and open the door there with the Ruby Fire, go in
and come to a huge slope where you get a flyby showing the Kzaon
Soul's Crystal up in the hall. Look down and to the R to spot the small ledge
and an opening in the R hand wall, do a long runjmp
with a sharp R curve out of the passage and if necessary do one more jmp to line up for the ledge below.
The Circular Hall.
Turn R and runjmp/grab the wall under the
opening to go up in. Take either one direction and run around this long
corridor past all the closed doors and thus collecting the 2 Skeletons
and a Horseman, if you get those 2 Skellies
together, only one arrow is needed, saves Ammo. Take out the Horseman
and go to the now open door in the W passage.
Spiked Demigod room.
As the name says, there are Spike traps throughout the room, the
only safe spot is the 1st square in front of the entrance and then some darker
yellow parts of the floor (there where the Demigods are standing), first you
have to deal with the 2 Demigods, stay close to the entrance and shoot
those Guys, then walk onto the R side of the 1st square, and look on the R hand
ledge the 1st Demigod was on to spot the 1st safe spot on the top part of it, a
long runjmp will take you there, then one more to the
next ledge and from there a runjmp with a grab in the
end to get into the opposite opening. In the next room you can find a ½ MP in a
pit S and then go into the NE corner for a small CS to find a tunnel L, go in
and shoot the Crystal ball in the end (pistols to save Ammo, jmping up and down), go out and straight into the opposite
tunnel, the one L from the crossing is a Boulder trap, climb the ledges
to slide back into the Circular Hall, go R a bit and open the L hand doors (in
the dark). Inside is the door you opened by shooting the ball.
UW Labyrinth.
Swim in and get the Ammo R/R, back out and into the N tunnel, get
air in the moat under that big slope and swim into the next tunnel. Follow to a
tunnel L, get the MP inside, go out and L/L to get a Lasersight
and Flares, roll and go out, L and L at the T-crossing, R at the next
and L after that, ignore the Flares as you should be running out of air and go
R, R again and get some air there, then return to the Flares, go L to the end
of the dark tunnel, R there for a ½ MP and go back for those Flares
on your way back for that air pocket. Get out of the water and walk up slowly
as a Chain to the L tries to chop you in two, as you go past the Chain a door
drops shut and a flyby will show Samantha running away and couple of Guards
show up in a room behind that closed door. To the R is a Knife trap,
after it’s down you can throw the Jmpswitch in that
alcove to open a door in the Circular Hall, a Guard attacks. In the opposite
alcove is some Ammo, but be ready to shoot the next Guard that shows up.
Go back to the Circular Hall, L/L/R/L/R and straight, up to the hole in that
1st UW room, go shoot 2 more Guards as you come out of the room at the
hole.
The Circular Hall.
Go to the N side of the hall to find the open door, go in and in the
back is a gap in the wall from which you will see Samantha waiting in
front of an UW lever, a Guard shows up and he can shoot you, but you
can’t shoot him, so duck and get the MP, go in the direction of the hall
and see a Jmpswitch in the ceiling just before
you get there, use it (Floods a room at the bottom of the slide, (because
Samantha is now able to pull that UW lever) we go to now, the door at the
bottom of the slide opened when you pulled a Jmpswitch
before) and go L to the E side of the hall, there is something that looks like
a door, but you can go through it.
Water room.
Slide down and swim L, climb up next to the waterfall, where the vase
is, turn around and look down and L into the room, there is an UW shootwall opposite of where you stand (NE). Go and get the
Sapphire Key inside and get onto the stairs, go to the S side on the
highest step and look W for a vase in the dark alcove L of the waterfall,
that’s where you have to runjmp to, shoot the vase
and place the Sapphire Key, the door in the E wall opens. Go in there and up to
1st floor, the Burners on the pillars start. Just hop over the fence and
use “Ctrl” to climb the L pillar. Light a flare before you grab up to the W
ledge above, go R to the safe yellow Tile (most of the others are traps, be
careful) and runjmp to flat ledge in the SW. Jmp up to the upper ledge above the sloped Tile and walk
through the wall, inside is what looks like a door, but it’s a pushblock, push it in and push open the doors to the L,
shoot the Horseman and go get Secret #9, the Glasses, Ammo
and a ½ MP. Go back out and onto the L hand dark slope, drop off to that
flat ledge again and go collect the Supplies along the W wall, by side jmping to the flat ledges. Then make your way back to the
ledge close to that one safe yellow Tile you started on and standjmp
to it, over the glass fence. Then get onto the pole, go up to throw a lever
that will open the door below. Go back down the pole and backflip
to the ledge next to the skull slope and go to the NW corner, jmp up the slope to get into the open door and use the
lever to open the door ahead.
The Demigod Fight. (quite an adventure)
Save and go to the opening, below on a platform are 3 Horsemen
and a Demigod. You have to do a long runjmp/grab
to a hardly visible sloped block right in front of the door and pull up, while
sliding off, draw weapon and shoot all those Enemies there. This Demigod you
can also shoot from above first before you go down. He will drop a Snake
Stone, if it happens to drop under one of the burners, start over. After
you get it, go to the N side of the platform and stand in the centre, facing S,
backflip and slide/jmp/grab
to land on a ledge in front of a door. (on the E side
of the structure is a receptacle for a Sapphire Key, couldn’t find it!) Place
the Stone you have L of the door (the R side one is a trap) and the door opens,
problem is, there are more doors and receptacles… Well, hear that sound? Looks
like you can go get another Snake Stone upstairs, go
to the NE pillar and stand on the highest point of the slope. Arm with the
Crossbow and explosive arrows, put it away for now. Face S and backflip, jmp/grab and climb up.
Hang to the very R side and wait for the burner to go off, climb up
quick, carefully sidestep R to get away from the burner and first shoot the Skeletons.
Now you can use the trick of getting as close as you can to the Demigod
and duck while shooting and he will shoot over your head, or stand on a safe
spot and just sidejmp L and R on the same spot every
time. Another Stone is dropped, repeat what you did before, placing the
stone inside that 1st door and go on till you’ve got all those doors open,
you’ll get quite a variety of Enemies, the last are great, some kind of Huge
Spider Mutant, I went to the W side below and looked up to see what was up
there and he was hanging over the edge, so I shot him with the Lasersight and Revolver and after 2 rounds he went down
(there’s some Supplies there too). The there are still some Guys up
there to deal with, save often and you can also go down by shimmying L to that
small ladder and drop/grabbing to the slope below.
After placing the final Stone, you can dive into the water and swim the
long tunnel to the balcony with the Kzaon
Soul’s Crystal you saw before, get it and go to the W wall, in the centre
of that round texture is a hidden passage, climb up
and go get Secret #10, a ½ MP and the Glasses.
Short trip through level 1.
Go out and head N, come to the hall behind that 2nd set of big doors in
the Big Door hall, shoot the vases L and R for the MPs and go to the Big
Door hall of level 1, go R and hop onto those ledges again, you can get the Ammo
again after shooting the walls, don’t go into that Jmpswitch
alcove!!. Go down, shoot a Skeletonand a Guard,
head E and shoot the Horseman, in the end is a hole in the floor, look
for the Ammo to the R in the alcove and hop backwards into the hole.
Swim L and over the big Vase L, straight into the plant covered dark tunnel and
follow to the crossing, go R and R again, go straight and bear L a bit to go to
the hole in the L corner, go up and get some Ammonext
to it, follow the dark passage to the next level.
Level 4: We are Late.
After getting the 1st Crystal and getting out of the Temple, Lara
arrives in the City of Balamb on Sapphire Island, too
late to catch the Ferryboat. Despite Samantha’s efforts to stop Lara she will
have to find an alternative way to cross the Ocean in order to get back home…
Main Street.
Follow the street to the W and there are several doors L and R, all
closed, a Guard comes out to stop you, shoot him and look how nice you
blow him off his feet, near the crossing another Guard comes for you, go
L in 2nd Street and more Guards show up they will drop Ammo, so
check where they dropped.
The Harbour.
Notice a caged off lever to the L where you enter this area, go on and
see the Bike in the distance, some Flares next to it, Crocs and Guards
attack here, one of them drops a MP. Well worth the effort to go look
for it in the dark,. Then head in the direction of the
Gas Station SE, shoot a Croc and on the back of the crate L of the caged
off entrance is a button that will open the door opposite the Shop in
Main Street. No that Bike won’t move, go walk there.
(Just for the fun of it, walk out onto the pier and see the Ferryboat that you
missed in the distance.)
Main Street.
When you enter you can't see a thing, just run in and shoot as there is
a Guard with a Crossbow he will drop. From the entrance you can
look for a ball to shoot over the door in the back, go in there, shoot
the Guard to the R and go L for a button to open the next door in Main
Street. Go out and R and it’s the next door to the R opposite that ladder-like
texture on the other side, go look for the Jmpswitch
to the R, use the slope to backflip/jmp/grab and shoot a Guard in the meantime. Go to
the back, get some Ammo from the L alcove and enter the room that
opened, go L and find some more supplies in the L corner, go look in the
other side of this basement for the Lava room.
The Lava rooms.
Runjmp/grab the Burner pillar with
the burner and go shimmy L around the corner, pull up in the next corner and
turn slightly R, then sidejmp L and slidejmp to the passage, go L and quickly hop over the L
side of the Burner that will start, hop back against the block to avoid
being hit by falling debris and continue on the block you can see the lava
floor and a MS with a Dart trap, stay on the l side as Knifes will pop out of
the floor on the R side, go l at the crossing and for the Secret you have to go
to the 2nd passage R with the Burner (looked to me that one
went a fraction longer down than the other). Hang on the R side, time the
Burner and go through, turning R as soon as possible, in the end is a CS to a
room L, straight leads nowhere interesting.
In the room you'll find Secret#11,
containing Ammo, MP, the Glasses a nice picture on the
wall and Oriental Lara in the Display. The best way back is left out of the
Secret room, run with a right curve around the corner to grab the second part
of the MS (Vizz (thanks) found this better route; this way you won’t have
to go through that Burner again). Go R and then L, to the end and drop.
Hop into the water and look for an UW lever opposite the gate (Opens this gate
and the cage at the harbor lowers) and a Croc comes out, go back to the
hole and shoot it from up there, then go into the gate and L, follow to a room
that leads back to the 1st Lava room. Go on! Just slide down, trust me! Go R,
climb the block and head out to the street turn R and head down Main street, go L to the Harbor.
The Harbor.
Look for that cage to the L when arriving in the Harbour
and throw the lever inside to open a door in the building across the street of
where you are (and also another door in Main street for later, nice these
camera shots of doors that open), get in the building across the street and
shoot the 2 Guards and see the receptacle to place the Balamb Symbol.
Main Street.
Return to Main street and go into the 2nd door to the R. Get the MP
and shoot the Guard down in the passage from there, before he can even
move, stay L in next passage to avoid the Knifes and come to a water
room, get the Ice cube L and put it on the Tile to open the door above
on the streets (Well, me and my big mouth! That camera shot was too much,
hardly couldn't get out of it.) Go back to Main street
and now L to the door on the L, near 2nd Street.
Go slow and R side, because of all the Knifes and get the Flares,
in the next room it looks like you can take your pick of 4 Balamb
Symbols, NOT!! Only the one in the far back from the entrance is safe, if you jmp the over the corner of the other one to get there, a
Burner will start on it, so be careful, from taking the Balamb
Symbol, simply standjmp back to the exit and go L
into 2nd Street. Go back to the Harbour.
The Harbour.
Go into that small building to the R again and place the Balamb Symbol. (opens a door near
the Balamb Railway Station).
Balamb Railway Station.
Go out and straight through 2nd Street and just in front of Balamb Station is a door to the R. There are a bunch of
Guards in the Station you can go deal with first if you like, then go into that
low passage and come to the Railway Manager’s office, shoot the passing Guard
and find some Ammo on the desk, whatever you do, don’t get too close to
those Lions L in the office, go into the NW corner and find the Jmpswitch in the lamp behind the pillar, it will open that
gate E. More Guards appear, shoot them and go into the new passage to a
room with 3 pushblocks, push the L one into the L
room and onto the sandy Tile in L corner, push the one in front of the E door
onto the Tile in the passage to the office and then push the last one to the S
room, to the L and pull it to the Tile next to the door, the door opens and
leads you to a room with some Pickups L and R, turn to the door you
opened and look up with a flare, a Jmpswitch
there will open the Station’s Gates. Go up the ladder E and backflip
onto the ledge behind near the top, go down a slide and deal with the Guards
in the passage to the gates (if you didn’t shoot them yet). Enter the Station
to the L.
Shoot!! The train just left, too!!
Take care of the Guards and look for a ladder on a pillar across
the tracks to the R. runjmp/grab and backflip/roll/grab the ladder behind you, go L and drop on
the slope, a Guard will be shooting from across the track up on a
pillar, shoot him first and go up to the highest pillar, a long runjmp with a grab at the very last moment gets you across
to the lever, that will open the gas Station at the Harbour.
Go back the way you came over the ladders and from the other side of the track
you can runjmp back to the side of the entrance, go
to the Harbour and into that now open door of the Gas
Station, a Speedboat will be your way off the Island, pity we don’t get to use
it as the level ends right there…
Level 5: Samantha’s Revenge.
Finally Home, Lara puts the Kzaon´s
Soul Crystal in the display. Without any warning sombody
steals it. It’s Samantha and her team that broke into Lara’s house. Coming back
to her senses, dear lara escapes through a secret
passage in order to recover the Kzaon´s
Soul Crystal and get to the 2nd Crystal like Samantha is trying to do, on
the second of the Crystal Islands, Ruby Island.
The Theft.
Place the Kzaon´s Soul Crystal in the display
in front and the door behind you opens, first go to the R from the display and
hop into the dark corner to use the Jmpswitch there
(opens a door on top of the stairs, to the Supplies you’ll get later) then go
out the door and up the stairs, a flyby will show Samantha nicking the
Crystal. A Guard will start shooting from the L, to prevent you from
following Samantha to the Chopper, after you shoot him the door slams shut and
there’s no other way than go into the room to the R and collect all the Supplies
go out and L, the door will open for you.
Lava Library.
Follow the passage to a deep room with lava, runjmp/grab
the ledge and then to the next with a Burner, shimmy R and all the way against
the wall, drop to the sloped floor below and start jmping
to and fro with a L curve, this way you will be on the other side of the room
in less than a half hour, go into the CS and collect Secret #12, Supplies
and the Glasses, look for the shaft in the dark corner and climb up the
wall, all the way to an opening to the R, with Lara’s head as high as the top
of the opening, you can just go in far enough to drop to the sloped floor, go
slide down to the passage at the first Supply room, go to the Lava Library and
from the centre ledge you can jmp/grab a CS in the R
hand wall, follow to that green room at the end of the Lava Library the
shortest way was a trap. Drop in and go grab the overhead MS, follow all the
way to the other end and drop, follow the passage
carefully as around every corner is a Burner, get a ½ MPon the way
and reach the Dart room.
The Dart room.
Crawl through the room as Darts fly overhead, at least 2 Guards
and a Tiger (??? where did that come from?) will come for you, grab
whatever they drop after you shot them while ducking and finally end up in the
far R hand corner.
Jumping the Basement.
Go to the doors and push them open, another door wiil
open for you, but don’t rush in, first have a look at the layout, run on the
ledge below the door and jmp/jmp/jmp/grab and go L around the corner once, hang one square
from the ceiling on the most L side and backflip/roll/grab
the crack in the wall, go L around the corner, drop and jmp/roll
from the slope, jmp and grab the ladder next to the
safe ledge, drop on the ledge and turn around there’s a second ladder, the
lower passage is a trap! Go up and L around one corner, go up into the ceiling
and backflip into the passage to a room with 2 Jmpswitches, first L, lowers a block, don’t shoot untill the Guard comes out, waste of Ammo
'cause you can’t hit him, then do the other switch and more Guards and a
Tiger slip in, collect some Supplies and stand on the edge of the
green pool.
Boulder Alley.
Take 2 steps back from the edge and hop back once, runjmp
over the pool and roll. Runjmp back, just before the Boulder
hits you, go over again and go up to a sloped room with a Can opener on
top, there are more Boulders here. Jmp up the
first centre square of the slope and turn around, stand on the R hand side of
that square and face the SE corner and hop back onto the slope, the Boulders
are triggered, runjmo into the SE safe corner and go
up the centre of the slope again, more Boulders come down but thay should just pass you by, on top L are some Supplies,
save before the next challenge.
Can openers and Burners.
Of course there will be more than one way to do this, but this one
worked fine for me
(Save often):
The first one can be sidejmped through, from
one sidestep away from the Can opener or you’ll go too far and end up in the
Burners, then stand in the R hand side of the passage and wait for the (very)
short moment the Burners are both off (you will almost have to guess when, and
if wrong reload). Standjmp with a grab to land just inside the next opening with Can opener.
Now stand close to it and backflip through to end up
just before the Burners. Go on like this till you reached the last one, stand
with your back to it and backflip through, if you
happen to catch fire, hop back on the dark ledge, but not too far and sidejmp L, run into the water to cool off.
Yikes... Spikes.
In the next room is a Fire Dragon on the second ledge you will
first have to shoot, depending on where it drops, you have to do a long runjmp from one of the highest corners of this 1st ledge to
the second (where the beast is) and immediately runjmp
through to one of the alcoves across the room or you will be squashed by Boulders.
Be careful, be sure to jmp
over the Dart trap between the 2 pillars on the 2nd ledge. Best is if
you can land in the alcove with the MP and stop there, get it and spot
the opening in the dark wall in front, there are Boulders L and R of the next
ledge and breaktiles after that, so run for the jmp to that opening and get out the guns for a Skeleton.
Stay in the alcove and shoot the Skellie, then
step in and hop back, go after the Boulder and jmp
over the 1st Blade in the sloped pasage, slide
and jmp over the next 2 Blades, shoot the Guard
that opens fire at you and then a Skeleton comes out, walk up to the
sloped pit and look around the R hand corner, a climb wall and an opening in
the ceiling. Runjmp/grab to that wall and go up, get
some Supplies L and go to the next Blade passage, go along the L
wall and from close to the Blades, facing the L wall, you can sidejmp over them. After the 1st Blade you can walk into
the S wall, just next to the Blade and collect Secret #13, Ammo and the Glasses.
Go out and jmp over the last Blade.
Pushblocks.
The next room has 2 pushblocks and a brown
block that has to go down, there are 2 bluish Tiles in the room, find them and
put the blocks on them, the brown block goes down, crawl out to a room with 4 pushblocks. In the pasage on the
other side of the room is a gate, past that is a room with 4 pillars and 3
Guards, shoot the Guards and look where the pillars stand make a note,
according to N/S directions and use the same map in the pushblock
room, pull the blocks on the same positions as in the pillar room and the gate
will open. Spoiler: (From standing at the passage with the gate and looking into the pushblock room: Pull the 1st block 2x, the 2nd block 4x,
the 3rd block 2x, the last block at the passage where you entered from 5x and
the gate should be open).
Go into the gate to the Fire room, get the Flares to the R and go
to the other side to pick up the Uzis, go into the pasage
behind the Uzis and into the triangular CS, follow to a passage with a single
Burner, grab the ceiling and MS over, in the next room is a Bike to the
R behind one of the gates, it will open for you and you can take the Bike up
the slope, run over the 3 Guards, drive up to the gate and go back to
the lower room with the gates, as one more gate opened and there you will find
the last secret of this level Secret #14, Ammo and the Glasses.
Now go back to the big gate again and open it with the lever to go to...
Level 6: Ruby Island.
Lara reaches Ruby Island shortly after Samantha does. Lara sets out to
find the entrance to the Temple and starts the search for that 2nd Crystal, the
Zakon's Soul Crystal.
The Temple.
Go forward from where you stand and get the Ammo from the R hand
alcove, go on and in a small passage R a Guard will open fire, get the Ammo
he will drop and go on to the crates, then climb up to that roof L, pull the R
hand crate out of the way and get Secret #15, Supplies and Glasses,
go down from the roof and another Guard is there, shoot him and get his Ammo,
spot the gate W, in the NW corner and opposite the gate, is a Jmpswitch on the crate, on the roof is a Guard
to take out first, then pull that Jmpswitch to lower
a wall in the Canal.
Into the Temple.
Dive into the water below and go into the W tunnel (where you opened the
wall), swim past the gate R and up into a shaft L, follow to a wider tunnel
where you can pick up some Supplies before you go up in the SW corner to
a room with a passage W, go in for a ½ MP L and a ladder to the R, go up
and reach a sloped passage. Careful, the floor is slippery!! Too late, you’ll
drop into a room below, where Samantha just leaves, go after her as soon as you
can and an explosion occurs, 2 Guards attack from the L. After the fight
you’ll notice it was the passage Samantha went in they
blasted, so the only way is to go into the water ahead and swim to a hallway
with some Supplies to the L and R.
Hall with the Red Doors.
Go into the R hand door that opens on arrival, another closed red door
to the R, dive into that red water and find the UW lever to open the
doors in the Hall. The S door leads to the Spiral
room where a Ruby Key is needed, get the Ammo
and head out to the W open door.
Room with Transparent floor.
The darker tiles are the path to follow, the lighter ones are fall
through Tiles, walk slowly L and you wont fall in,
look for the passage in the SE corner, standjmp with
a grab to get in and shoot the Horseman, look for the Reach-in switch L of the
red glass wall and use it to raise a block in the room we go to now. Head back
to the transparent floor and hop over the gap, go L and hop to the ledge at the
next door in S wall. The door opens.
Circular Blades.
Stand L in the opening and turn R, sidejmp L
to the ledge under the 1st blade (best is when one of the smaller blades on the
big blade is close to you) and hop back/grab fast, shimmy all the way L to an
opening and pull up. Holding the “duck” key in the same time, quickly crawl
into the L passage, stand up quick and jmp over the 2
Horsemen before they push you back in the Blades, shoot them in the back
room with the block you raised and then go up the block. Turn to the ledge and
climb up to runjmp to the E side go into the CS for Ammo,
open the Chest (great looking action!) for the Flares and don’t forget
to shoot the Crystal ball on you way back to
the CS (the other opening is a trap) Go back to the Blade room and crawl in,
off the E side you came up from and shimmy back to the entrance. Past the
entrance and a bit around the corner, wait for those small blades to go wide
and pull up, runjmp/grab into the entrance.
Transparent floor.
Go over the stone path and hop over the hole to the room below to the W side of the room with the transparent floor
and a door opened there when you shot the ball.
Connection room.
In the back is a closed door and to the R is a CS to a room with 3
levers, which will activate the Burners on the ledges (a door opens in the
room under the transparent floor), 2 Horsemen come out on those ledges,
but they can’t harm you.
Down at the Transparent floor.
Go out again and back to that hole in the stone path of the transparent
floor room, go down the ladder on E wall to a room below, a horseman will come
to greet you. Find a crevice in the E (later) and the opened door W, go in and 2
Guards will open fire from the lower part of the room, shoot them and go
down to get some Supplies, then go up the L side and climb the central
pillar, look for the passage with the Crystal ball and shoot it
(pistols) to open that door in the Connection room. Go up the ladder to the
transparent floor, L and over the path to the W through the Connection room to
the door W, a nice room with Burners.
Burning Bridge.
There are several passages L and R of the bridge, walk carefully to
reach…
1st Room S: Jmp in and come
to a room with a Swinging Blade and 6 levers, go past the Blade and to
the last lever on the L, a Horseman comes out, shoot him to get the 1st
Ruby Key, leave the other levers alone. Back to the bridge, turn L time the
runjmp with a L curve into
the…
2nd Room S:
Follow to a deep pit with pillars, runjmp to
the 1st and turn R, jmp to the next and don’t jmp to the one W, just hop into the passage with the green
floor, you can see R and below to come to a passage with 2 Blades,
there’s some Ammo to the R. Sidejmp through
from facing the wall opposite the Blades (another way you can try is to take a
step or two back and one hop and just dive trough the blades) and come to the:
Main room,
where a Skeleton will come for you, shoot it
and look up E, close to where you came in. There’s a Crystal ball behind
the plants on 1st floor. When you shoot it, a door opens N. In front of that
higher floor is a block in the floor that has to be raised. Go to the N door
and here’s a nice room too…
Drop Knives.
I think the intention was for you to go runjmp
around the room from block to block, while Knife balls drop from the ceiling.
I found a shortcut, stand in the opening and L of you is another opening in the
wall you have to get to, do a runjmp/grab from about
two steps back from the edge, so you’ll end up hanging on the 1st block, go
shimmy R and to the wall, save and pull up, turn L till you are diagonal while
doing a runjmp with L curve to that opening in the SW
corner, grab to land inside. (It will take a few tries, but it will save you
about one hour of hard labour.)
Burner alley.
Drop off the CS and immediately do a jmp/roll/grab
to a ledge behind, pull up and get ready for the next challenge. Stand L and
face the wall in the pit, the part in the pit is climbable, so standjmp/grab and go L to a Burner, go as far down
as possible and backflip when the flame is down, don’t
worry, the Burner will shut down as you hit the ledge, look to the other side
and spot the MS to a Jmpswitch over a slope,
Light a flare and grab up, go to the opposite wall on the strange coloured MS go drop/grab on the switch (opens a door in the
Main room) and jmp/roll/grab when you hit the slope
below. Go R on the ladder and to the block and get the Shotgun at your
feet, Back into the large room and R, into the SW door
and follow the slope straight up, the L passage has nothing more than a Horseman
and a Skeleton.
4 Boulders.
Jmp
to the 1st stone Tile in front and hang from the L side, drop/grab and pull up
into the CS, go in and hang in the hole at the crossing, go R and pull up in
that CS, go to the hole R and climb backwards in, drop/grab the 1st Jmpswitch, (Boulder 1 drops) climb back up in a corner
so you can pull up in the CS easier (Lara will hang) and go L (straight is
empty), back to the crossing and drop down after you noticed the sealed off CS
N of the hole (Secret later), get the Ammo where you land and go S, R
and look up for a hole in the ceiling, get the Supplies in the lower passage
before you climb up into the W CS and use the 2nd Jmpswitch
(Boulder 2 drops) in the pit at the end, back up and to the hole, go into the E
tunnel and R, 3rd Jmpswitch (Boulder 4 drops)
at the end, back to the hole and drop down, go N and spot the ladder on the
wall, go L into a room for the ½ MP, then go up the ladder on N wall in
the other room. Slide back to the slope and go R, jmp
to the ledge and shoot the remaining Boulder, that block in the Main
room rises. (This transparent Boulder can be hard to see, depending on your
monitor settings, but looking from the entrance of the room it's the 3rd
Boulder, have a look with the Binocs.)
Up in Main room.
So head out of here and down the slope, up the block in front of the
door and past the Swinging Blade, get the Supplies L and R before
going up the centre stairs, in the dark R turn is a CS to the W, get in for Secret#16,
Supplies and Glasses. Follow the rest of the stairs up to a room
with a Chest on a big Pedestal. A Guard starts shooting when you enter
the room, go up the Big Pedestal and as you approach the Chest a Skeleton
attacks. Inside the chest is the 2nd Ruby Key. Go back out and down to
the Swinging Blade, L to the pillar and from there you can drop back into the
passage with the 2 Blades, this way you don’t have to go through them. Follow
the path back to the deep pit, do a standjmp with a
sharp L curve and a grab in the end, to the pillar L, stand back and L on that
one and a long runjmp/grab to the one E then into the
N passage and return to the Burning Bridge. Save one hop back from standing in
the opening and try to reload, most of the times the burners will be off when
the screen opens, runjmp
immediately and do a run-through/jmp/grab into the N
passage. You can also do it in 2 parts, jmp to the
bridge and a bit R, then line up for the jmp to the opening.
N Room: Follow the passage to a tunnel leading to
the room with the Hammer God.
Stay in the water for a bit to look into the room, he can’t harm you
here, there are 4 levers in the room, 2 to the R and 2 to the L in the centre
of the room is a bridge, only use the 2nd lever to the L (NW corner) and a
block rises on the other side of the room, ignore the Skellie
for now, just pull/roll and get onto that block fast, climb up on the backside
from the sloped floor, you’re safe here you should think, NOT!!!!
Those Guys can get on the block too, quickly runjmp/grab
to that bridge in the centre of the room and first shimmy L to the dirty part,
otherwise you’ll be Spiked, turn around and shoot the Crystal ball, turn
around and jmp onto the rising platform, great show!!
Then jmp into the N opening and shoot the Guard,
pass the Blade and get the 3rd Ruby Key, jmp
back to the platform and go into the E room, get some Ammo L and R on
the Blocks and climb to the top, shoot the Skeletons and get the Skeletons
Sabre (crowbar) go back to the elevator, check
the health and drop to that dirty spot again, from there you should be able to
do a long runjmp into the water hole and swim back to
the Burning Bridge. (Do the save/reload trick again, works like a clock) to runjmp back to the L side bridge, run on a bit to get out
of harms way and line up for a runjmp/grab
to the W part of the bridge. (Save/reload trick)
Hang L and wait for the burners, then pull up, turn L and standjmp/grab
to the…
3rd Room S: Pushblocks.
Inside are 4 Pushblocks and a system of CSes. Push the 1st block on your R all the way and go L around
the wall to pull it onto that grey Tile, turn around and follow the passage to
the next block R, push it all the way into the passage you came out of and onto
the Tile R, then crawl L from the block and come to the next, go around to push
it once and go R around to pull it to the Tile, go to the back of the room N
and find the last block. The first 3 were ever so easy, well this last one
isn’t!!
That Hammer God is one floor up and banging on the floor, you have to
push this block in all the way, go through the CS you passed R and pull it
once, go around again and push it to the Tile, the door opens to the L. I know
you just want to run out, but be careful with that as a Squishy Pillar
blocks the way, time the run through from standing close and R or L. In the
next room are 2 Pushblocks, where do they go? Keep a
separate Save in this room. Push the E doors open and make the run through the
next Squishy Pillar, in the room there, that’s similar to the one with
the blocks, is the clue on the ceiling.
The dirty spots, like on the bridge before. Go back to that save with
the blocks and push them to the right spots, then go through the red Moving
Pillar again and into the open E room. Save before. Remember there’s water in
the NE and SE corners, then go climb the blocks to the Chest and a Fire
Wraith will appear, runjmp to one of the corners
with water to get rid of it, you can always climb back out in the SE, that
Wraith beat me over to the water as he dove in before me. Go back up to the
Chest (be sure to face N before you climb up to it and you don’t have to go
around the chest before opening it, as every time you go up there a new Wrath
appears) to get the 4th Ruby Key, the Horseman will do no harm as long
as you don’t go close.
The 5th Ruby Key.
Make your way back through the Pushblock rooms
to the Burning Bridge and then go E over the gap in the bridge to the
Connection room, through the transparent room to the room with the red doors.
Into that room with the spiral and the receptacle for one of your Ruby Keys,
return to the transparent floor after placing it the lower room flooded and now
you can swim into that crevice E, follow to a hole up in the L corner and come
to the last of the Ruby Key rooms. Go up the blocks and deal with a Skeleton
and Horseman before grabbing the 5th Ruby Key from the Chest, the
entrance closed, so go out through the other passage, jmp
up the slopes and come out in the N room at the red door room, go to the
Connection room again and onto the Burning Bridge. All the way to the W end and
open the Crowbar door. A door that was behind the Crowbardoor
has opened too by taking the 5th Ruby Key, place the 4
remaining Keys to open the W door. But if you are interested in the last secret
of the level, you’ll have to return to that room with the 4 Boulders. Runjmp back over the gap in the Bridge and go jmp into the…
2nd Room S: For the Secret.
Go through the deep pit over the pillars, the Blades in the
passage and into the SW passage in the Main room, go up the slope, onto the 1st
ledge and into the CS under it, go R at the hole and that door opened there.
Drop into the L pit to get Secret #17, Glasses, Grenadegun and MP. Back up, drop in the hole
at the crossing, go N up the ladder to the main room, up the block and drop
down into the passage at the Blades again, go back to the room with the Ruby
Keys and out the W door and this level comes to an end.
Level 7: Lara vs
Samantha.
The time has come to even scores with Samantha,
Lara has to recover what belongs to her…
The start of this level gives the choice between 2 sides, choose “LIFE”
and it will be a bit easier than the “DEATH” side (obvious). Both parts
lead to the same place, but if you want to play them both, you’ll have to keep
a Save of this first room, so you can back to that save after playing the 1st
part. The only Secret is these 2 levels is in the
DEATH part and you’ll need that afterwards!! Both parts will be in the
walkthrough. (BTW, listen to that sound when reloading or going back to
desktop, nice detail…) Furthermore, the Compass changed again, the colours are really confusing so when I say look S and you
can’t find it there, look N, sorry…
1st room, careful, nasty lava pit ahead!!
The Death Side.
Come to a slide after taking care of the Skeleton and stand L,
slide and jmp to the sloped block L, slide and jmp/grab the ladder, go around R twice and go to the R side
of the pillar, hang near the floor and backflip to
the next sloped block and jmp, jmp/grab
the wall at the Burner go up to the ceiling and get as close to the
burner as you can without burning, Save and reload and go R to drop on the
ledge as the burner will be off, it will shut down as soon as you land. Do runjmp/grabs to get over to that opening in the N wall.
Climb the wall.
A slope and a Boulder, see the alcove halfway down and to the R,
that’s where you have to jmp in to get out of harms way. Run and jmp to the R
without grab to land in the alcove, be sure to run in far enough so the Boulder
will not hit your back-pockets, go on down and jmp/grab
the ladder over the Boulder, go up to a room with a receptacle and a closed
door next to it.
Scroll room.
Go L and come to a lower staircase with a Swing Blade, go L and
up the stairs, on L side and standjmp over the Blades
on your way to a Lava-pit. Drop out backwards and grab the edge, go L all the
way to a wall. Where you can backflip to a block
under the opening, go up to…
Swing Blades, Burners and Globes.
Grab up to the R hand corner and wait for the Burner, pull up and run
forward a bit, but wait before the Blade, then go on to the Crowbardoor
R and open it, step inside a bit and turn, go to the other side of the Blade
room and up to the red door, back again and the Blade should have stopped, Bug,
or end trigger?. Go into the Crowbardoor again and
find the 2 Globes, 4 Tiles of which 2 (the S ones) are facing in. Put the
Globes onto those Tiles and that red door in the Blade room opened. Go into
that door and up the wall to the Meat Grinders. Mysterious sounds,
spooky! To the R is a Boulder, so stay L and run as soon as the grinders
went by, run jmp into the next passage and go in a
bit before you stop. Go L at the crossing (Spikes ahead) and into CS L, follow
to next crossing. There’s a door that will drop shut behind you, stay on that 1st
square after the door a bit to look around the room.
The Corkscrews.
In the room are 3 Tiles you have to step on in order to get the
red door in the back open, 2 Crowbardoors and one
open passage. Try out what works best for you, one door is to the R from where
you are, coming out of that one and straight/R is the open passage, coming out
of that passage the 2nd Crowbardoor is opposite, out
of that door duck and crawl into the L passage taking a MP when needed, to find
the open door. Just be sure to end up on the L side of the doors before you hit
action, otherwise Lara will step L first and that takes too long...
My route, Standjmp and go R from where you
stand, run in the corner of door and wall, turn R a bit an hit action, run in L
and roll, to just hit the Tile, run out, runjmp along
the R hand wall, go in R and roll to just hit the 2nd Tile, run out and L,
around that centre pillar R and end up on the L side of the next door, hurry up
Girl! Roll to hit the Tile and run to the L side of the opening, duck when you
need to and keep a finger on a MP key (I needed a MP) careful in that passage,
a Swing Blade, go up to the next room and see 2 breaktiles.
The Scroll of Secret Fire.
Run onto the L one and runjmp/grab the 2nd, go
hang where you can do a runjmp/grab after you pulled
up and open the hardly visible Crowbardoor in the
passage, you’re in the room with the Scroll of Secret Fire. After you
pick it up the triangular door to the R opens, go out to a red sloped passage
to a slope in a room with a Burn floor. L of the slope is a ledge (bit
higher as the floor) You can standjmp
to that ledge and then runjmp to the one on the L
side of the next sloped passage. (That was a shortcut, you should have jmped to the one in the R hand corner of the room, from sliding
the slope and the to the one next to the slope and so on)
Run for your Life.
The next one is nice, almost impossible to explain be sure to have saved
on the ledge before the slope and have a go at it. A wide
variety of Boulders, Swing Blades, Knifes, Spikes
and more Blades, Knifes and Spikes. The first thing
you do is standjmp to the slope at the Boulder that
hangs lowest (ie the R hand one). Jmp
from the slope (from sliding, not from the flat bottom part) and just sprint to
the end of this passage, through the Spikes and flat against the wall, the
Boulder doesn’t come here, so you’re safe. Time the run past the Scissors
I forgot to mention and watch out for the Squishy Pillar, a Corkscrew
went down when you started the run, if you just ran through you could pass under , now sideflip past and jmp over the Blades, wait for those red Knifes
to stop and follow to a passage with Boulders. (Well, when I just ran in and
through all the traps and hoped for the best, I didn’t lose as much health as
the second time when I did it carefully - Must have been real lucky.)
Just do a long runjmp/grab
on the L side of the room, to the high block, pull up before the Boulder
strikes and crawl over the wall, drop into a wider passage. Stay close to the R
hand wall as you go around the corner, because of the deadly Darts in
the centre and runjmps will get you to the other end.
Climb the blocks and hop into the red passage, go past that Blade you saw
before and end up back in the Scroll room. Place the Scroll of Secret Fire and
the door L of it opens. Go slide down the slope, to the R is a Crowbardoor,
you couldn’t have reached from the Life side. The door ahead open only from
this side and the room with the door behind it is the connection room at the
end of Life and Death. Go collect Secret #18, an abundance
of Supplies, no Glasses? You’ll going to need those Supplies later on.
Want to play the Life side?, save in the
Connection room and keep that save separate. Because in the Life part is no
Secret and less Supplies, so…
The Life Side.
Reload the save from the start of the level, hop over the pit and go
into the Life door, shoot the Horseman and slide down a slope, runjmp/grab to the pillar and jmp/grab
straight up for the MS, go to next block and runjmp/grab
to opening, up the wall and this looks familiar!
Light flare to spot the pit you have to jmp
halfway down and jmp grab to the grey wall. Go up to
a Scroll room,
go R to the stairs and follow up to a room with Pillars. Runjmp/grab
to the first and then wait a bit for the moment the Burner is off, runjmp/grab to the wall under the opening and go L to the
CS there, go in and push the block all the way, then crawl to the side of it
and pull it into the next room, pull/push it to a Tile in a passage in the
dark/grim SE corner of the room and the W door opens.
Go out and to the Grinder room, run through when the Grinders
passed and come into the Corkscrew room, run for a lever in the L
passage and then one in the R passage, out the W door and L to the Pit. Walk
out slowly on the R side of the passage and standjmp/grab
to the next ledge as soon as you are on the 1st ledge, find the right position
and do a runjmp/grab to the opening after you pulled
up.
Get the Scroll of Secret Fire and go out the L door, to the
slope, in the room below things got mixed up, now the
dirty parts of the floor are deadly. Slide down and one more tile R of the
slope is safe, runjmp to the part L of the next slope
and turn R to standjmp to
the tile in front of the boulder, then standjmp into
the L side of the passage and go on past the Blade to come to the sloped pit.
No Boulder, but Spikes in the pit, check the health and do the same as on the
Death side, loose some health, get over the wall, but this time drop from the
shorter side (ie Left) roll and go straight for that
passage with the pits. No Darts this time, you know the way to the Scroll room
and open the door with the Scroll. Slide and get some Supplies from
under the shootable Boulders. Go out and L to the
Connection room.
Continuing the Level.
If you want the benefit of the Supplies you got at the end of Death,
reload the save you made at the end of Death and continue with the level.
The Sapphire Water Pillar.
In the next room is the Sapphire Water Pillar, get it and go out the
opened door, L (N) is a closed door. Go off the slide W and get a Flyby of Samantha
grabbing the 2nd Crystal, some Big Mutant is on the loose…
Battleground of the Ruby Keys.
In the next big room (the pool in the centre is safe, remember that)are several Guards waiting for you, go around to
take ‘em all out and go to the big doors in the W,
one more Guard is behind the block L, take the 1st Ruby Key he
drops and go to the small S door, it will open. Place the Key in the alcove L
to open the next door, go in and walk up to the closed door, this one needs
another Ruby Key, return to the Battleground and a Skeleton and Guard
will show up, shoot both and get the 2nd Ruby Key from the dead Guard.
Go place it to open the next door and go up to the one after that, back in the
direction of the Battleground and stay a bit back in the passage, a Guard
will come in, shoot him and keep shooting as about 4 Big Mutants try to
get in to the small passage, take them out from safety and go collect the 3rd
Ruby Key, and if a Wraith shows up, you know where the water is,
centre pool of Battleground. Look around and there are already some Enemies
lined up in the E. You can deal with the 2 Horsemen now or later,
whatever you want. Go back to place the Ruby Key and enter the room where you
can place the Sapphire Water Pillar. Go out to the W room and see Samantha
doing tricks with the Kzaon’s Soul Crystal.
Level 8: Genesis of Rebirth - Zakon’s
Dimensions
We have come to the end. Lara, after the Battle against Samantha, has to
recover the Crystal of the God Malvagio. Therefore
she has to make it out of the temple alive. The previous Battle has transferred
part of the powers of the water into Lara, upgrading the Weaponry
and changing the Ammo in Powerful Liquid Projectiles.
Watch out!!! The direction of the rooms has changed, E is now W and vice versa, but the red needle is still the one you
have to use for directions…
The Flyby continues and by a mysterious force Lara is thrown up in the
air and it kills her. Then the Powers of the Water give Lara new Life and
strength. The Weapons are also upgraded, as soon as you regain control, start
shooting Samantha. Blue Rays shoot out of the ceiling, I sidefilpped onto the R hand Pillar ledge and was safe from
them there. Go over the ledge to the Kzaon’s
Soul Crystal and Guards open fire from both sides, shoot them and
collect the Ammo and ½ MP. Then go back to the Battleground
through the passage with the Ruby Keys, shoot more Enemies and take care
of a Wraith. (could be this one attacks only
later) Go around collecting all the hard to see Supplies. On ledges, in the water and over the water, dropped by Enemies
and such. When you get to the NE corner of the room, you can now open
that red Crowbardoor and go in for Secret #18,
a whole load of Supplies and the Glasses. Return to the big room
and jmp onto the platform in the pool. After taking
the MP from the chest, 2 Harpy Birds attack.
Up on the ledges.
Go to that S door again and spot the climbable structure, jmp/grab and go up to the ledges on 1st floor, go to the R
hand ledge. Turn around and runjmp to the ledges L
around the corner, run to the ledge with the burning lever and L past it, a Wraith
should be on your tail by now, just past the higher lever ledge you can drop
off the L side of the ledge to fall in the pool below, go back up. After you jmped over to the central ledges, go onto the 1st ledge L
(E) and find the 2 dirty tiles, step on them and the fire at the lever is off,
go throw it.
Drop down to the pool again and head to the W doors, which are pushblocks now, push or pull one of them out of the way and
slowly walk around the R hand corner. A Boulder drops. Go shoot a Horseman
in the back and find the passage there, a lever will open the door in the other
end of the previous room, don’t rush in, see the slope
R? A runjmp from the entrance with a roll in mid air
and jmp/grab to the higher ledge, go on to a slope
ledge, jmp on it and drop into the room with the Squishy
Pillar, facing the pillar, stand R at the wall and run through, sharp
around the corner into the next passage to a room with a Guard L and a Horseman
below then go up the blocks to a pair of Scissors that can be passed the
normal way. (Or stand one hop back from the L hand ledge and turn around, backflip on) And reach the Huge Room.
The Huge Room.
Slide down and go on to the next room, a flyby shows you the huge red
pillar in the centre.
Shoot the Harpy, go to the S Crowbardoor
and open it, shoot the Guard and pull the Pushblock
L into the Huge room, and all the way to the opposite side where you’ll find a
brown Tile in the NW corner, a door opened in the end of the CS that was behind
the Pushblock, so into the S room and follow the looong CS to a Jmpswitch
that will lower a brown pillar in the NW corner near the Pushblock.
Go back and up the slope R of the block, to the MS after you shot the Guard
that appeared behind you (or he will shoot you while you hang and that’s not
fair). In the end you’ll mysteriously end up on a pillar (Bug or intended?),
just duck and crawl and turn around, climb off the other side, but don’t drop.
Go L instead and come to a ladder, go down a bit and backflip/roll/grab
to the ladder behind. Go L and to the end, up to one square from the top and backflip/roll to land on a ledge, jmp
to the higher part and runjmp/grab to the S pillar, 3
runjmp/grabs and you are on the other corner pillar.
1st Floor.
Jmp/grab
the ladder and up you go, on a ledge on S wall, a Harpy will come for
you, run all the way to the W and on the higher part of the ledge, shoot the
Harpy before you attempt the next series of jmps N of
where you stand, hop over the sloped ridge and walk up to the pit. Save and runjmp over on the rooms side, Burners will light up on the
ledge in front of you and a Boulder will come from behind. Quickly run forward
a bit and turn L drop/grab from the edge and wait for the Boulder to pass, pull
up and have a look up to the ledge up on N wall. A bit to the E, could be you
spot the next Harpy already, waiting it’s turn,
shoot it now! Go to the Burners and shimmy past them to a safe spot in the
corner. E of here are more of those Burner Tiles, standjmp/grab
to the wall and go along the R hand side to get past them. Go up the ladder and
walk up to the lever… WOW… did that scare you or what!
2nd Floor.
Look on the E wall to spot the next jmp
series, save and runjmp onto the L side of the 1st
sloped ledge, immediately jmp again so you will jmp on the R side of the sloped ledges, as there will be a jmp to the R coming up, then L again and on to the end, jmp/grab R a bit to the ledge. Climb up to the highest
point of that ledge and look for the Crystal ball on the red centre
pillar (shoot it of course, it will raise a block in a room you’ll get to later)
Save.
Breaktile/Blade jmp.
Slide down the slope and find the spot (about 1 and a half square down
the slope.) from where you have to jmp with a grab
(Alt & Ctrl), to land on the far side of the 1st breakledge,
so you can do a stand jmp/grab to the next ( the place from where you jmp
from the slope also determines the position of the Swing Blade on the
next jmp). Pull up and runjmp
to the brick ledge go over to the W wall. A Harpy takes off from the N
wall, a Guard shoots from below (Lasersight
and explosive arrow) Then runjmp to a ledge that will
get you to the NW room with one more runjmp (really
not too hard when you know the spot of the first jmp).
NW room.
Shoot the Horseman and get on the block you raised and up the
ladder, jmp to that ledge going S and open fire on
the Horseman, if he gets too close jmp/roll
over him and keep shooting (pistols are possible) Runjmp/grab
to the structure S and go to the lever. Don’t be scared, this one is for real…
It will start an Elevator to the R of you, so jmp
up and enjoy the ride… and the tranquility…
The Big Boss.
Main goal here is to find the 5 Trigger Tiles in the corners and
one below the platform on the N point, close to that big Gate, you have to step
on them to open a door in the N, some of the ledges
are Spiketraps. I’ve cooked up a little Map (see attached image) to give the best
route (in my opinion). The Elevator is a safe haven. The Boss will be
firing Fiery Bolts at you so change direction often when running over
the central platform and go counter clockwise to end up on the last Trigger
Tile (SE) close to the door. Save a lot, certainly after each Tile.
My way:
Hop on the platform and run NW, turn R to runjmp onto
the 1st ledge and then standjmp, so you’ll land on
the front edge, roll and save, walk up a bit and standjmp/run-through
jmp to the platform. Go R a bit and runjmp to the 1st ledge NW corner, a run-through jmp to the one N of it and land on the L side of that one,
depending on the place you landed, you can turn R and runjmp/grab
over the Spike-ledge to the Tile or a run-through jmp
with a sharp R curve. Save., roll and runjmp/grab back. From this ledge after pulling up, a runjmp to the platform, run straight over the most N tip
and stop just off the platform, you’ll land on a ledge below. A pillar rises in
front to climb back later, take your time here to step on the Tile R of you and
climb back up the platform, go R and in the direction of the W tip, look for the
closest ledge on the W wall and runjmp to it to land
on the R hand side (Save). Now you can runjmp to the
ledge with the Lightning and run-through jmp
over the most R side to the Tile. Roll and I did a jmp/grab
back to the Lightning Tile. Save and pull up after timing. Over
the L side now and jmp to the S, run-through jmp to the platform. Now only one left. On the
platform do a bit of a wide curve and turn R to runjmp
to the ledge NW, this way a run-through jmp to the
Tile is easy. Save and turn to the door, runjmp in
with a R curve and a grab in the end. Go in a bit and
you’re safe.
Slide down the slope and go on to step on another Tile (safe in front,
so you can enjoy the Flyby once more) and the Boss will be fired (You
can see his Sword being launched into the wall). He will disappear in
the N gate.
The Ultima and the Zakon’s Soul Crystal.
Look around the room in the L end to find a nice Map of the Islands and
go down in the NE corner, slide into a room with a Horseman and Guard,
the Horseman will drop the Ruby Key you can place in the SW pillar to
open the door in the NW corner of the room, go in there and see a big crack in
the wall L, caused by the Sword (The Ultima),
look for it to the R, where it embedded itself in the wall. Pry it out and continue
to a sloped passage, shoot a Horseman on your way and come to a big room
(below is the slope that ended in the Huge room) with an Altar on the E
wall, shoot the door in the Altar and go in for the Zakon’s
Soul Crystal.
Head back out and L, into the passage and L to drive the Ultima in the wall, back out and L to the opened
door. Follow to a hall with pillars and go up the R hand side, you’ve found the
Exit of the Temple…
End of the levels. Keep a savegame just before
the end, as the rumor goes there will be a follow up…
© 05-12-2004
Playing, Typing and Layout: Dutchy.
Overall Game play and Advice: Gerty.