Night of Shadows - Die Nacht der Schatten
Level by
uranos1 (December, 2005)
Walkthrough by
Harry Laudie; cutscene
translations added by Fluen (Jan 2017)
[Note] I think these
are great levels because they have humor and interesting puzzles. Things are
not always what is expected and it can be a real
puzzle. There are very few levels that are funny enough to make you laugh out
loud in front of the keyboard and screen. [End note]
(0) Introduction
Start
with a very funny scene of a dog chasing a rat and you hear something crash.
Lara peers around the corner and picks up a golden urn. Death (the dark figure)
appears in front of Lara. He says something to Lara that I unfortunately did
not understand. Then there are electrical arcs and Lara disappears. Lara is
teleported in a room with boxes. She says something and a new level loads.
Initial cutscene:
Shadow: The child has done her job well, and for the first time in seven
hundred years in this prison I taste the sweetness of freedom! And it feels
good. Should I exercise mercy as a God might?
Lara (trapped in the basement): Let’s go adventuring!
(1) Vor dem Toren
(In front of the Gates)
These
levels have no flares, no binoculars, and no weapons. And some parts are very
dark. Move the box in the south-east corner for a small
medipack. Then move the box in the doorway out
of your way. In the next room pick up a torch from the top of
a box. Go back to the first room to light it on the wall torch. Go back
to the second room; stand facing the door and use CTRL. Lara bends down and
lights the liquid on the floor. It burns to the pipe and it explodes leaving a
crawl space in the wall. Get into the crawl space and drop into a tunnel. Run
in the direction of the snowball. When you hear music, turn, run back, and pull
back up into the crawl space. Wait a while as the snowball will roll back and
forth a few times beneath you. Get down and run up the tunnel again. When you
see a second snowball, run forward to a depression in the floor and crouch
down. The second snowball will go over your head. Continue up the slope until
it becomes level. Turn around and jump forward and grab a crawl space. Crawl
forward until you reach a faint green light. Look for and pick up secret #1 and a Golden
Skull (Geheimnis). Get back down and continue
south to an opening in the right wall. Fall into some water and swim south.
Take the next three right turns to find a small medipack in a hole in the floor. Now go back for
air. Straight ahead is a dead end. Swim
south, right, left, right, left, right and pull up into a cave.
You
see a high ledge with an opening on the east side. There are two ways of
getting up there.
Route 1: Go to the
south wall and crawl into the crawl space. Stand up at the end to face a deep
pit and sloped columns. Slide, jump, jump and slide backwards
to grab. Pull up, back flip, roll, and grab a ledge to pull up. Face
north and side flip to a slope. Jump up and grab a ledge. Shimmy to the left
and pull up. Monkey swing north and at the end, release, drop
and grab a ledge. Pull up and get into the crawl space. A group of bats attack but just continue to reach a ledge higher
in the cave. Jump the ledges on the walls starting on your left. Circle the
cave ledges to arrive at the east opening. This route was shown in the opening
title flyby and it is probably the author's intended route.
Route 2: Go to the
east end below the ledge, jump, grab, and pull up to a ledge.
When
you get on the ledge, you are attacked by a group of bats.
Ahead is an open area, but first jump to two ledges to the north-west. Turn
around and grab a block to the east. Crawl in and then stand up. Go east down
two blocks into a hole. Pick up secret #2 and
a Golden Skull. Get to the first block to the
west. Turn around and jump and grab a higher ledge to the east. Pull up, climb
south, and slide back onto the ledge where you started.
Go
east and hop up into the open. Immediately jump to the north-east to avoid two
rolling snowballs. Continue north-east and near a wall you can pick up a snowball #1 (Schneeball). Go
north and you will a find a trap door to open. This is just a way back into the
tunnel where you started. You cannot cross the frozen lake. However, if you go
back to the south-west and grab the ledge above the cave entrance, you can pull
up and work your over the snow to the other side. But there is nothing there.
Go south and turn east and follow the building walls. Stay near the walls to
trigger and avoid the snowballs. When done go south into the woods to avoid the
next group of rolling snowballs. Slide down near a fire with a man beside it.
This man is your friend. Go east pass a locked door. You hear horses so it is
probably a stable. Go east again and pick up a snowball
#2. Go east to another locked door and a bird attacks.
Run back and stay near the man and he will kill the bird. Go east and north to
pick up snowball #3 in front of a locked gate.
You can pull the north lamppost to the south and pick up secret #3 and a Golden
Skull. Go south and get a cut scene of a dog running out of a gate. Go
north to the middle of the back fence. Notice that every six bars there is a
gap. Go to the place where there should be a gap and use CTRL and you rip out a
piece of fence to use as a crowbar (Brechstange). Turn around and get a cut scene of a
hook in a wall.
Go
south-west among the trees and pick up a small medipack from the snow. Head back towards the
stables and use the crowbar to open a door that is east of the stables. You
have collected the lock (Vorhangeschloss).
You will go up the staircase later. Now go to the stables and use the
crowbar to open the door. You collect another lock.
Search the two shelves for a small medipack
and an orange bottle #1 (Orangensaft).
Use CTRL in front of each stall and Lara pushes the stall doors open.
Facing east, go behind the first horse to pick up a small
medipack. Go behind the second horse and pull
up into a loft. Go west and pick up a red stick (Defekter Griff) from the
floor. Get down and run through the rolling snowball trap. What worked for me
was to run and jump on the wall side of the track when the nearest ball had
just started to roll towards the wall.
Go
to the trap door and climb down the ladder. Shimmy right into the tunnel. Go
back through the crawl space back to the starting room. The hook is in the
south west corner. If you do not see it, you may have pushed a box in front of
it (I did). Use the crowbar to pry the hook (Wandhaken) from the wall. Go back through the crawl
space, the tunnel and the trap door back to the outside area. Go east and you
see the man running towards you. Stay around him while he kills another bird. Go back through the snowballs or go over the hill around them.
Now
go back to the first door you opened east of the stables. Enter and go up the
spiral staircase. When the stairs stop, turn around, drop and grab the last
stair. Shimmy to the right using a crevice until you can pull up onto the
stairs again. Continue to the top. Pull the chain and get a cut scene of a bell
ringing. Look up to the south-east and see a hole in the rafters. Stand in
front of the chain and face south. Back flip to the slope behind you and jump
forward and you arrive on top of the rafters. Combine the hook with the stick
to get a hook with handle (Haken und Stab). Go to the
north-east corner and look south and you should see some keys. Stand in front
of the crossbeam and use the hook with handle. You get a fantastic cut scene of
Lara reaching for the keys. When finished, pick up the keys
(Schlussellbund) from the floor behind you. Go
to the south-west corner and a lot of bats
attack. You can only stand there and take it or jump down to the stairs. Exit
the bell tower and go east towards the big gates where you got a secret. Use
the keys and the gate opens. Enter the gate and this level ends and the next
level loads.
(2) Der Garten (The Garden)
As
you go forward, two fat snowmen attack you. Run
to the south-west gateway and hop over another fat
snowman. Lara will look at something to the south-east. If you try to
pick up the small medipack on the ground, it rolls
away and disappears into a wall. Go west and find four
small snowmen. Lead them back north to the
small gate. Press a button and the gate opens. Go inside and they follow you.
Go back to the gate and press a button that closes the gate. You can hop over
the hedge but they are stuck. Now to the south-east corner of the enclosure and
you wake up two fire wraiths. There is a small medipack in the far
south-east corner. Now hop the hedge and run west to where the small snowmen
were. Turn north and run down beside the large ice columns. Two ice wraiths will appear. Keep running north and
find another small gate. Push the button and the gate opens. What happen next
was that I ran around the building and the ice wraiths and the fire wraiths
started to chase each other and left me alone for a while.
Go
to the back of the house and continue north to a small gazebo that you passed
before to get to the other small gate. Go to the east side of the table and
crouch to pick up a small medipack.
Go to the east side entrance and face inwards. Back flip to the wall behind and
jump forward to grab the gazebo’s roof.
Pull up for secret #4 and a Golden Skull. Now back inside the gazebo, notice that
a table has a piece missing. Get into that gap and face west. Use CTRL and Lara
will push the table around its' axis. When the gap is above the trap door, stop
pushing and open the trap door. Get in and go to the north-east corner. A lot
of bats attack so just take
it. Pick up a key (Stahlschlussel)
form the floor and get back up. Go to the north-east and follow the path
back to the front of the house.
If
you approach the dog, you get a cut scene where it growls at you and goes back
to sleep. Go through the south gate and then south-west to the greenhouse. Use
the key and the door opens. Enter and the door closes. Ahead of you are six
doors. The nearest is door #1 and the last is door #6. The two pushbuttons on
the south wall will be pushbutton #1 (left) and pushbutton #2 (right). To the
north are four pushbuttons. The lower pushbuttons will be #3 (left) and #4
(right). The upper pushbuttons will #5 (left) and #6 (right). The combinations
are as follows:
Pushbutton
#1 changes the state of doors #2
Pushbutton
#2 changes the state of doors #1, #4, and #5
Pushbutton
#3 changes the state of doors #1, #4, and #6
Pushbutton
#4 changes the state of doors #2, #4, and #5
Pushbutton
#5 changes the state of doors #2, #3, #4, and #6
Pushbutton
#6 changes the state of doors #2, #5
Press
the pushbuttons #5, #4, #2, and #6 in that order and all six doors should be
open. From #3 section get a small
medipack. From #6 section
get a torch. The pushbutton in #1 section opens the exit door but may have to
push it twice to get it to open.
Take
the torch back to the gazebo but do not go into the trap door. Just use SPACE
to throw the torch nearby. Go back south to the ice columns and pull up onto
the short column in the north-east. Jump columns as west, south, and then east.
Then south, slide, jump, slide, and jump to a safe column. Remember this
column. Jump south and a snowball falls off the roof. Jump to a column to the west for a small medipack. Go back east and north to the safe column.
Jump to a column to the north-west. Now jump and pull up to a north column.
Face south and do run, jump, and grab to the next high column. Do the same to
the far north column. Now jump to the platform on the pole south of you. Tight rope walk across to the balcony. The use
CTRL to push the chair off the balcony. You get a cut scene of a broken
chair and a fire starts on the gazebo table. An ice
wraith and a fire wraith are also
released and hopefully they will chase each other and not you. Safety drop down
and go get the torch and light it off the table.
Run
back and set fire to the broken chair on the bround
and step back. It burns a hole in the ice. Dive into the hole and swim west to
find a key (Messingschlussel).
Before you use the key, take the torch and light the campfire in the section
you locked the small snowmen. Now take the torch into the greenhouse. Enter and
use the torch in the section #1 to start the sprinkler. The torch
goes out so take outside and light it at the campfire. Do this for
sections #2, #3, #4, and #5. After the last one, a wall opens in section #6. Go
there and get secret #5 and a Golden Skull. While there is a sprinkler in section
#6, I could not get it to work. Exit and light the torch again. Go north and
leave it outside the door so you know where it is if needed.
Use
the key and the door opens. Go east and press a pushbutton. The freezer door
opens and a fire wraith appears. Run back
outside and dive into the water hole where you found the key. The fire wraith
extinguishes itself in the water. Go back to the freezer and pick up a ham (Fleisch) from the counter.
Exit and search the south wall shelves and get orange
bottle #2. Search the north wall shelves for a small
medipack. Exit and go to the front of the
house. Go north to the fish statue in the frozen pond. Go to the tail section
and use CTRL. Lara places the ham on the fish statue and the dog in the hedges
walks towards it. However, get back quickly or ithe
dog attacks you. When it walks in circles near the ham is safe to enter the
maze.
The
maze is confusing as mazes are supposed to be. It is made more difficult
because of some one-way walls. That is, you can see and walk in a path, but if
you turn around, there is a solid wall behind you. This is obvious near the
start. If you go left to a corner, then
turn around, and you see that you cannot go back. This idea seems to be
everywhere. Now at the start, go right and at every junction go to the right.
Only go left if that is the only way to go. Do this and you find a hole. Get in
and follow the tunnel to the other side while a lot of bats
attack you. On the other side of the hole, go north, then generally east to a
left branch. If you go straight then you meet the wall to follow to the way
out. So go left, right, and left to a wall. Follow the wall, pass the first
branch and go to the end. Search there for a small medipack. Then return to the branch you passed
before and enter. Go right and pass the first branch. Go to the end and go
left. Follow the path until it branches. Go straight to the end and go left. Go
straight to the end and go left. You find the key (Goldener Schlussel) on a
statue of a large hand. Getting back is fairly simple if you make the left turn
to go straight to the wall and follow it to the way out.
Go
back to the front door and go to the south hedge. In the middle is a switch. It
is obvious if you still have the torch. Pull it and you hear a humming noise. A
snow column has risen to the right of the door. Climb it and jump to the small
roof section there. Pick up secret #6 and a Golden Skull. Get down and use the key to open the
door. You side step into the doorway and this level ends and the next level
loads
(3) Im Haus (Inside the House)
You
start with a cut scene of Death appearing and
saying something. He then starts firing blue bolts at you.
Im Haus:
Shadow: Who is the first to visit me? Ah, the child! I shall snuff out her life
as a candle.
Quickly
run up the stairs out of his way. He can fly and but seems to be stuck and
cannot go up stairs. If you cycle through your inventory, you will notice that
the snowballs from level 1 are half melted and the name has changed (geschmolzener Schneeball). That
is funny. Enter the open doorway there and you see some closed doors at the top
of the stairs. You will be back here later. Run down the stairs and run west
into the left side. Enter a room with two long tables. Two
fire wraiths appear so turn north and sprint through the far doorway.
You may also hear a knight moving around and
dragging his sword. Continue and dive into the pool to get rid of the wraiths.
Pull up and go to the north-west corner alcove. Face the room and pull up into
a crawl space. Follow the very long and dark space to pick up secret #7 and a Golden
Skull. Crawl back and get down. The pool looks very different from the
usual pool because the author has done all the extra work of adding reflections
from the walls, the ceiling, and the diving board.
Go
back to the room with the two tables and go to the south end and wait for the
knight. Then go to the knight statue in the north-west corner and save the game
so you can see this next move a few times. Push the knight statue with the
spear to the north wall. Then push it towards the horse statue. When the spear hits the horse's rear end, you
get a cut scene of the horse rearing up running through the picture in the
wall. Death also appears in this room so quickly run into the hole that the
horse made and run down the stairs. Enter a room with boxes and a knight. Pull up to the highest box for a small medipack. Go forward
to the wooden structure and wait for the knight. I think that it helps to
crouch when the knight swings and destroys the structure for you. The tri-bike
is not operational yet.
Jump
over the knight and enter the room. There are bars to the south and a locked
door to the west. Go east and see the stairs straight ahead for the exit. There
is a closed door to the north. Go south and east and rats
come from under a box. In the next room go to the right and see electrical room
#1. Jump to a safe spot near the west
wall. The water is deadly. Jump south to the other room and hang down a hole
while the rats drop into it. Go west and notice a hole and a closed door. Go to
the end of the room, turn and run back into the doorway while a large barrel
rolls behind you. Go into the open door, and exit quickly as another barrel
roils towards you. Go to the back of the room and rats
attack. So back to the pit to get rid of them. Go back
to the room and push the middle box in the west wall in as far as possible. Go
behind it and push another box to the north wall. Open the trap door and drop
down. Follow the crawl space and stand up. Face west with you back to the east
wall. Jump up and pull down a trap door. Climb onto the pile of gold for secret #8 and a Golden
Skull. Return to the barrel room and go west. Turn north into another
doorway. Pick up a green bottle (Leere
Weinflasche) from the shelves. You see
electrical room #2 to the west. To the north are two rooms with some switches
on the walls and a fuse box. You can do nothing yet, so return to the first
electrical room #1 and go back over the water.
You
may have to go back and forth a few times to get rid of more rats. Go east and
then south. Lara looks at the blackboard with the number 35 on it. The shelves
are empty. Exit and go north and pass more empty shelves. Use a few health
packs to get over the crawl space with a steam pipe. If you go to the north
room, you will see a box that needs to be moved but is stuck. Return and move
the boxes so you can get behind the box #1 in the north-west corner. First push
that box #1 west to give you more room to manoeuvre.
Pull back the east box #2. Get back to the entrance and push a box #3 into the
north room. Then move a box #4 into a hole at the east wall. Move back box #2
and push it south near the entrance. Now pull back box #1 and get behind it
into another room.
Hop
to a box and push a box #1 north into another room. Remember that it is
possible to side jump over movable blocks where they meet at a corner. Go to
the right of box #1 and push box #2 north. To the right of box #2 is box #3.
Push box #3 into an east hole. Pull back Box #1 to the east. Side jump over the
corner and push box #1 into the east hole. Pull back the last box #4 to the
east. Pull up to the block in the west doorway and get into the other room.
Go
to the south-west corner and climb onto the box #1 in the corner. Push box #2
east. Get down and pull box #1 back to the north. This is a rare climbable
movable box. Climb on it and push box #3 east. This will block the exit for a
while. Then pull box #4 to the south. Get into the next room. Search the
shelves for a mechanical beetle (Mechanischer
Skarabaus) and a compass.
Pull the movable block from the corner for a small medipack. Approach the door and it opens. Go east
and up the stairs. At the top, to the south is a door into the main house. It
opens with a crowbar. Go north and see a lock near a door. Go pass some sharks
on a tank and go to the north-east corner to pick up a book.
You can examine it but I do not know what it meant.
First book:
The shadow mostly appears in the shape of a man in black robes. Instead of a
face he only has a black oval and red points for eyes.
Once he haunts a house he drives all inhabitants away and takes the place for
himself. To get rid of him one needs the “Pentagram of time”.
Go
west and see a key in the bottom of the shark tank. Go to a cabinet and open it
for a cork (Korken). Go
back downstairs and jump the water into the electrical room #1. Go to the
electrical room #2 and jump to the leaky pipe. Use the cork to stop the leak
and floor become dry and is safe.
Pull
up the trap door and drop into the water. This maze has many sections blocked
by bars or by currents. Dive to the very bottom and swim north to the very end.
Swim east and see an opening above you. Swim up and then
south to the end. You will pass a down sloping section for later. Swim
down to the bottom; swim south to the end, and then up for air. Swim back to
the down slope you passed earlier. Swim down, and turn right and try to keep to
the wall to avoid the current and the deadly fan. Swim across the tunnel into
the opening in the south-east wall. Then swim up to the north and turn east.
Swim down and north. At the first junction you see, swim up and east. At the
end swim down and go south. At the end swim up and
south again. Turn west and at the junction swim up into a room. When you pull
up, rats appear so back into the water to get
rid of them. Search the shelves for a small medipack and two yellow
fuses (Sicherung). Approach the door and it
opens for you. Again Lara looks at the number 35 on the blackboard.
Go
through electrical room #1 and then west and north into the fuse room. Go to
the north-west corner and use one fuse. There are five pushbuttons labelled as 22, 19, 11, 9 and 5 volts. Press 19, 11, and 5
to get 35 volts. You get a cut scene of barrel end opening up. Go there and
reach in to pick up clock #1 (Uhr).
Go
back up the stairs to the shark tank. Just before the door and lock, pull up to
the east bookshelf. Jump up and pull down a trap door. Enter a see a place for
the second fuse and a rope. Get down and search the plants at the north wall near
the key in the shark tank. Take the torch you find and exit this room and go up
stairs. Go to the south balcony and use the crowbar to open the first door.
Take the torch and light it on the fireplace. Do not go into the north-west
shower room yet. Search the two cabinets for a small medipack and the winding
key (Aufziehschlussel). Pull back the tiger
rug and pick up a map (Skizze)
that was under it. Take the lit torch back down stairs to the shark tank room.
Go to the south-east corner and back flip to the south slope. Jump forward and
land on a bookcase. Jump the bookcases on the south wall until you reach the
trap door. You can stand jump up into the fuse room. Use the torch to set the
rope on fire and electrical wires fall into the shark tank. You get a cut scene
of electrical arcs in the shark tank. You hear something like a rolling ball
and the lights in the room go out. Dive into the water and swim to the corner
to pick up the key (Stahlschlussel).
Get down and use the key to open the door. Enter and search the shelf
for clock #2.
Go
upstairs to the south balcony and the room with the fireplace. Go to the
north-west into the shower room. Death appears again in a cut scene. When
control an ice wraith appears and starts to
attack. Run down the stairs and into the pool to extinguish it and then return
to the shower room. Use the water taps and the sunken tub fills with water. Use
the green bottle as a water flask and fill it with water (Weinflasche
mit Wasser gefullt). You can also turn on the shower if you want. Go
to the fireplace and use the bottle of water to put out the fire. Step onto the
ashes and pick up a key (Silberschlussel).
Use the key to open the door beside the bed. Enter the room and pick up clock #3. Before you leave, fill the water bottle
again just in case.
Exit
and go to the north balcony and see a semi-circular mouse hole near the floor
between two closed doors. Combine and mechanical beetle and
key (Mechanischer Skarabaus
mit Schlussel) to make a
mouse. Use the mouse in front of the hole. It will go inside and the
left door will open. Enter the room and pick up the mouse again. You see a
group of pipes and chains. First go east to a cabinet and get a second book from it. I could only make a guess about a
pentagram and needing a golden urn.
Second book:
The “Pentagram of time” is a pentagram shaped of clocks. The shadow will be
caught in the middle of it. If one then places a golden urn on the spot the
shadow will be imprisoned in it.
Step
back a bit and side step in front of the cabinet and watch the horse’s head
that is above it follow your movement. Go to the piano area and to the
south-east corner behind the plant. Use the book switch there and a bookcase
opens to your right. Enter the area and hop up to the window edge to get secret #9 and a Golden
Skull.
Exit
and face the pipes and there is another mouse hole just beneath the door. The
idea is to arrange the pipes so that the mouse can travel through the pipes to
the bottom of the far door. Pull the chain in front of the door. The pipe elbow
rotates to join a different pipe. You can also see the mouse hole now. Go to
the back row of four chains, face the closed door and pull the two left chains.
The pipes rotate and the way is clear. Go to the mouse hole near the piano and
use the mouse. You get a cut scene of the pipes and at the end the west closed
door will open. Enter the room and Death appears again in a cut scene. When he
is gone, an ice wraith appears. Run back downstairs
to the pool to get rid of it. Back up to the stairs and enter the new room. Go
to the north-west corner and search the cabinet for orange
bottle #3. Stand in front of the north glass pane where the key in the
terrarium is located. Jump into the glass and the glass should break. Pick up
the key (Messingschlussel)
and run down the short stairs to use it. The two
lizards can get in the way and nibble at your feet but seem to cause no
damage. The door besides you opens. Enter and search the cabinet for clock #4. Exit to the pipe room. I noticed that if
you save and reload the mouse would appear back in front of the pipes. Pick it
up again just in case. You cannot put out the fire in the fireplace. That is
why I needed to reload.
Exit
the room and go to the west balcony. Enter the doorway and go up the stairs. A door at the top of
the stairs should be open if you have obtained all the secrets. Enter the room
and go west to find a small medipack
in the sunken tub and a large medipack in a cabinet. Go east to find a large medipack in a cabinet
and a small medipack on
the bed. Exit and room and go down the stairs and to the front door.
There
are four small tables there. Put a clock on each table and you hear a humming
noise. You may notice that the clock near the archways is running backwards.
Move the tables according to the map you got from under the tiger. Move the table to the south-west by the
stairs west three tiles. When stopped a white globe should appear above it.
Move the south-east table north three tiles and west three tiles. A white globe
should appear. Move the table to the north-west by the stairs west three tiles.
A white globe should appear. Move the north-east table south three tiles and
west three tiles. A white globe should appear. During all this moving you may
have to evade a knight. The second time I did all this moving, the knight did
not appear. When the last table is in place, electrical arcs flow between the
tables and the clock at the back. You also hear a door open. Death rises from the
floor and says something that sounds as if he is trapped.
Now
go back up stairs into the west doorway and up the other stairs. The doorway to
the right is now open. Enter the room to see three pull chains and be attacked
by bats. Go to the west wall and search the
shelves for a small medipack.
Pull all three chains and get cut scenes of the chandeliers in the room below
lowering from the ceiling. Go to that room and climb the lowest chandelier.
Jump south to the other two and on the third chandelier pick up a key (Totenkopfschlussel). Go
the stairs to the basement area again. Go west and see the knight near the door you have to open. The floor has
water now but the water is safe. Lure the knight to the north a little and go
open the door. Watch out for swinging chains when you enter the room. Go south
pass the chains and the knight should follow you. If not, wait for him, as you
need him. As you enter the last section, the door opens and a huge spider jumps out at you. Go around the spider and into
the room and face a big spider web. On the floor near the west wall pick up tri-bike keys (Zundschlussel).
Get back to the tri-bike while the knight and spider fight it out. Drive into
the room and drive into the spider web to break it. Pick up the Golden Urn (goldene Urne) from the floor.
Go
outside and avoid the chains and the knight. Go back upstairs and go in front
of Death. Use the Golden Urn and get a cut scene of Death fading away. Then the
levels end with a final "Ende" cut scene.
Trapped shadow: How is this?! I
move to strike and yet – cannot!
Lara: Back to where you belong!
11-feb-2006