Symbol Of The World Part 2
Level made by Max
Walkthrough written by Selene
IMPORTANT NOTE: There are no level jumps in this little adventure, for that reason you
have to choose each level by selecting New Game and then choose the levels from
the menu. In order for the story to make any sense you must choose the levels
in the following order (as stated by the builder): Paris Street, Colombia, Temple Of North Wind and finally
Temple Of Symbol.
I could not find any secrets in this
game at all and in the second level I found lots of shotgun ammo, but no
shotgun, so if you've found any pickups I've missed please let me know and I'll
add them to the walkthrough.
Level 1- Paris Street:
Pickups: Shotgun, uzi
clips, crowbar, flares, uzis, small medipack
Enemies: Armed thugs
The Tourist Information Desk- A Scroll
On The Counter:
As the level starts we get a glimpse of a dark
Parisian backstreet on a rainy day. The camera pans through the window of a
building and on the other side we see Lara standing inside some sort of Tourist
Information Office. There is a guy behind the counter there, pacing about like
a monkey in a cage. He is supposedly friendly and will not hurt Lara, so take
care not to shoot at him. The scroll you found in the previous adventure is
laying on the counter, but you can't pick it up. The entrance door is located
in the E wall, but you can't leave that way it seems.
Weapons In The Attic- The Missing
Scroll:
There is also an open doorway to the right of the
counter (in the W wall) so follow the ramp up there to a small attic. As
you approach the other side of the room where the pickups lay scattered on the
floor a conundrum takes place downstairs and we hear the screeching of car
tires, doors slamming, glass shattering and gunshots and finally footsteps
running off and a woman (presumably our new arch-enemy Sophia) laughing.
Pick up the shotgun and two sets of uzi clips from the floor, then
return down to the ground floor. On the way down you’ll find that someone is
late leaving the party: a masked thug with
a gun greets you and his intentions are all but friendly. Kill him and continue
down to where you started. The guy behind the counter seems to have escaped
from the attack unharmed (lucky him), but the scroll on the counter is gone. It
doesn't appear that he's intending on telling you what happened either and now
you have something else to worry about: a thug is
firing at you from outside the broken windows N. Get out there and retaliate
and once he's off your back you can start thinking about exploring these dark
and dreary streets further.
A Very Useful Crowbar- Looting Some
Buildings:
First of all go straight forwards (when Lara has
her back turned to the broken window) and on the right side ahead you will
find a crowbar. If you go through the
dark hallway in the W wall to your left you'll eventually run into an invisible
wall preventing you from going further that way. So instead head right (E) and
at the junction go left to find a door in the N/E corner. It's closed, but
seeing as how you have the crowbar it won't be for long. Pry the door open and
enter the dimly lit hallway. Pick up the flares behind
the first fence by the E wall and as you approach the closed door to the N an
armed thug attacks. Take him down and
kick the door open, then enter and pick up the uzis
laying on in the corner.
As you leave the room turn left and go into the room
where the thug came from. Jump up onto the sill and immediately draw guns,
shooting a sniper up in the window on the far right. Go below the window where
he stood and in the S wall you will find another door that you can break open
with the crowbar. At the long hallway turn right first and pick up the small medipack over by the cupboard, then turn
and go down the hallway to the other end. Continue along the hallway until you
reach a room with a fixed camera angle where an armed thug attacks from behind. Kill him and pick up
the uzi clips on the low crate in the
N/E corner, then climb the larger crate in the left corner. There is an opening
in the ceiling right above it so climb up to face a ramp going upwards.
The Warehouse Massacre- Au Revoir Paris:
As you run up and out you'll see a quick camera
showing you the outdoor area and a door down below where a bunch of armed hooligans are waiting for you. Let
them know how Lara repays such hospitality and then drop down to enter the area
where they came from.
You will be shown a short clip of a ledge high up in
this same room. There are some uzi clips in
the trench ahead near the N wall and some more in
the trench to the right (by the E wall). As you bend down to retrieve
them some bursts of light will illuminate the place: a thug armed with a grenade gun is trying to blow
you up. Kill him while trying to avoid the grenades as best you can. Climb the
stack of crates in the N/W and then turn around and do a standing jump to grab
the yellow box.
Pull up and turn left and now you can do a standing
jump over to the first rafter E. Do a running jump over to the next one and a
standing jump while pressing Action to lower Lara's arch will land her in the
doorway. Proceed forwards carefully so you don't drop into the room below and
at the edge deal with the thug down
there. Once he's dead you can drop down and have a look around. On the crate to
the right (when Lara's back is towards the opening she dropped down from) there
are some more uzi clips, but otherwise
there's nothing of interest in this room. The doorway to the N is open, run out
through it and over to the other side to end the level.
Level 2- Colombia:
Pickups: Normal shotgun ammo, flares, Ba Cartouche,
small medipack
Enemies: Scorpions, werewolf, Sophia
The Legendary Sun Temple- Finding The
Way In:
We'll see Lara sliding down a slope to land somewhere
near the mysterious Temple Of Sun. Apparently little to do out here so enter
the Main Courtyard through the triangular opening to the E. There's a gate
ahead, but it's not open so we'll need to do something about that. Go over to
the grassy mound by the S wall and stand on the elevated part facing W. If you
look up you'll spot a block and this is our way so jump up to grab the edge and
pull up onto the block. Do a running jump W to land on the slope and immediately
jump so that Lara will land on the flat ledge running along the W wall. The
camera angle is fixed here, so it's a bit difficult to see where you're going,
but run to the end and drop down on the other side (which is a slope).
As Lara starts sliding jump again to land on the corner block. Here there's an
opening right above Lara's head, so stand facing E (on the very edge of the
block) and jump up to grab the edge where you can pull up into the room
above.
There's a ramp going up ahead of you and very little
else to do here so for now we don't have much of a choice. Follow the ramp to
the end and Lara will drop down into an opening. We find her standing on a
block above the Main Courtyard. Do a standing jump while pressing Action
towards the next ledge ahead, this will cause her to grab the edge as she
falls. Pull up onto the ledge and here you'll be faced with a lever. Pulling it
opens the gate in the E wall so here it's time to drop down (if you drop
from the W edge her fall will be shorter as she'll land on a block) and
enter the temple.
All About Cages And Ropes- Getting To
The Other Side:
Well, we didn't get very far here did we? Straight
through the opened temple gate there is nothing but a room far below and a rope
+ some cages over to the left that seem to be held up by ropes. Do a running
jump while pressing Action to grab the rope and turn left to face the cages.
Note that you have to face the first cage exactly on the middle. A few
millimetres too far to the left or right and Lara will fall straight through
the ropes holding the cage up. This only means certain death, so be sure to aim
correctly.
Getting To The Top And Choosing A Path;
Once you're standing on the cage proceed forwards and
perform a running jump to reach the next cage. Ahead of it there is a
crawlspace. To reach this do a running jump while pressing Action and she
should grab onto the edge below the crawlspace. Pull up and crawl through.
Ignore the opening on the left as it's just a dead end. At the end you will
crawl into a green type of antechamber. There's an open doorway to the W and
going through it is about everything there is to do here. Enter and draw guns
to kill the red scorpion that comes
crawling out from its hiding. Go up the stairs on the left (the right set
doesn't lead anywhere) and on top turn left to face the higher block E. Do a
running jump towards it, pressing Action in the last moment to grab the edge
and pull up. On your left you now have a ledge held up by rope work, similar to
the cages of before.
This part of the block is flat, enabling Lara to stand
on it. The other part of the block (on Lara's left as she pulls up) is
sloped and will send her sliding back down. Position Lara so that she's facing
the highest peak of the flat part and run over onto the sloped section. As she
slides jump at the edge, angling her right in mid-air, and she should
eventually land on the suspended ledge. We now have two choices: a lava room to
the S and a room with a deep trench going through the middle to the N. The
latter is the one we'll be starting with so do a running jump over to the
opening of the N room.
A Lever In The Sanctuary:
A common word of warning (and most likely a very
obvious one too): do NOT try to drop or jump down into the trench. Lara will
not survive the fall no matter what you do. Instead hop left onto the white
block there. This part is as simple as it gets: stand on the white block facing
the opposite slope. Do a running jump to land on said slope and continue
bouncing back and forth between the two slopes until Lara eventually finds
herself standing on firm ground on the other side. Do a running jump across the
gap to the other side and continue on until you reach The Sanctuary (as we'll
call it for simplicity).
Inside this Sanctuary there is a werewolf which crawls out from the right side as
you enter. The best thing to do would be to kill it straight away (but DO
mind the flame on top of the small
pyramid-shaped altar in the middle). To the right of where you entered
there is an alcove where you can pick up some normal
shotgun ammo. Over by the right wall (N) there is a ladder by the
bright patch, but that is just a hoax....it's not possible to climb it.
However, there is also a ladder concealed by the dark on the opposite side of
the room (S) and this one is climbable. Stand in front of the ladder and jump
up, then press Action to grab it (in this case Lara does not respond when
you press the Up arrow key together with Action like she usually would). The
surface on top is sloped, so she'll only slide back off when you try to make
her climb up. There's a simple solution to this: climb around the corner to the
right, as far up as she can and backflip/roll + press Action to grab the
opposite ledge. Shimmy right past the broken column and pull up.
Leaving The Sanctuary Behind:
There's an opening by the W wall, but there are burners at the bottom so it's best to avoid
it. Pulling the lever in the dark corner over to the far right side of the
ledge does not do anything with the burners, but it does open a gate
somewhere else. There's nothing else to do here now,
so make your way back down to the floor again. Leave this room the way you came
in and do a running jump across the gap to the ledge by the trench. You'll have
to get back the same way you came over, by bouncing between the two slopes.
This time start with the one on Lara's right (when she's facing the trench) and
repeat the same procedure until she stands on the white block again. From there
do a standing jump to the doorway and a running jump over to the suspended
ledge again.
Trial Over Fire- The Gate That Opened:
Now it's time to explore Do a running jump to the
doorway S. On the other side you will find a lava
pool and some sloped blocks. Go left and look up S to find a
crevice. Press the Duck key together with the Up arrow key and she'll vault up
into the narrow opening, where you can pick up some normal
shotgun ammo. Hang from the edge again and shimmy around to the
right until she can pull up. There is a slope to the S so do a running jump to
land on it (sticking to the right side). If she lands facing upwards
backflip/roll to land on the next slope, if she's facing downwards simply jump
at the end.
She will slide down into a small room where you'll
find the gate you opened earlier. But first pick up the flares from the ledge by the E wall. The gate
you opened is in the W wall and there's also another opening in the S wall. If
you go through the S opening you will only be following some ramps until you
slide down to the starting area. In other words, go for the W opening first.
The first thing to greet you as you enter is a red
scorpion so let it know how much you appreciate it.
The Cartouche That Couldn’t Be Reached:
Go around to the N/W corner and proceed carefully. A sliding door trap is activated in front of
you. To get through this alive stand as close to it as you can (approximately
in the middle) and roll as it starts opening. Proceed carefully around the
corner to avoid sliding down into the fire pit waiting
for you on the other side. Do a running jump across it and press Action in the
very last moment to grab the edge. Pull up and go through the opening ahead.
There are two red
scorpions in this area so the first thing to do would be to shoot
them both. Climb the ladder in the S/W corner and turn around on top, then do a
running jump to land on the ledge in the dark corner opposite. Follow the
latter around until you reach a gap with a slope straight ahead. Do a standing
jump from the edge to land on the slope and immediately jump forwards. Press
Action in the last moment to grab the ledge above the hanging crate and pull
up. Follow through the opening on the left, but do be careful as there is a
concealed sliding door trap ahead
which will be activated as
you approach it. Use the roll technique to make your
way past it and enter the next room.
There's a cage ahead, with a cartouche on a pedestal
currently out of your reach. There's nothing but a dead end to the right, but
to the left you'll find two openings. Ignore the passage on the right, that's
for later. Instead go to the end and turn so that Lara is facing the opening to
the right. If you use the binoculars you will see a ledge ahead, above another
hanging crate. Getting there is tricky, but it can be done by a running jump,
then press Action in the very last second. Do a running jump while pressing
Action to get through the opening on the left where you can see some burners in
the distance.
The Burning Cage- A Lever In The Dark:
These burners are
located on top of a suspended cage. Do a running jump towards the cage and
press Action to grab it. Do NOT pull up though, but instead shimmy around to
the left until Lara is hanging above a slope. Drop and immediately backflip/roll.
Now you'll have to drop down to the ground rather than going straight ahead. In
the S wall there is an opening covered in foliage. Climb up there and pull the
lever to open a cage in a previous area.
The Ba Cartouche:
Return back outside and locate the ladder in the S/W
corner. You'll now find Lara at the very entrance to this room. Go through the
doorway here and jump to the ledge above the hanging crate. From there do a
running jump WHILE pressing Action to grab the edge W (yes, this is where you
came from in the first place). Follow the hallway around and at the end turn
left so that Lara is facing the opening E. Do a running jump over to the floor
ahead and go around to the right. Eventually Lara will reach an open door and
the natural thing to do would be to go through. A smart choice it seems,
because here you'll find open access to the cage that you saw from the other
side. Meaning that the Ba Cartouche is
now yours to take.
Battling Sophia- The First Part:
Leave the Cartouche Cage the way you came in (not like
you have any other choice) and jump back to the hallway where you came from.
Head N down the hallway once more and return to the room with the burning cage same way as before. Here you'll
need to continue the same procedure as before to make your way to the room
opposite. The scroll on the floor ahead is not for you to pick up, but step
onto the lowered tile in the centre of the floor and the door ahead opens.
Enter the room and you are faced with your old enemy Sophia. She shoots some mighty harmful bolts from that staff
of hers, but stay as close to her as possible and Lara should escape with no
damage done. Once she's down go to the receptacle in the N wall and place the
Ba
Cartouche in it.
Finding The Raised Block:
Doing so causes a block to raise somewhere else and
that means we'll have to leave this room. Drop down to the pit where you found
the lever and use the ladder to climb up on the other side. Go to the entrance
and drop down again, then go through the opening in the E wall. Turn right in
the next room and climb up to the S doorway. Follow the ramp up until you slide
back down into the starting area. Return through the triangular opening and
continue straight on to the opening with the rope.
Make your way via the rope to the suspended cages and
from there to the crawlspace like before. Go all the way through and as you
reach the open area the low block on your right is the one you raised earlier.
Climb that one and from there continue making your way up onto the taller block
and the white/black block by the S wall until you can turn right and pull up
onto the grate ledge. Go right and face the opening N/E. Do a running jump to
it and enter the next room.
A Globe To Move- Leaving Colombia:
A fly-by camera kicks in as you approach the wall with
the Greek script on it. When it ends go and pick up the small medipack ahead. Climb the low block to the
right of the entrance and the taller block on its left after that. Turn left
and do a standing jump to grab the bookshelf. Pull up to find a globe. It just
happens to be moveable so push it all the way onto the ornate tile at the end.
Drop down from the shelf and go right to find an open gate in the S wall. Climb
up and slide down towards the grate at the bottom to end your adventure in
Colombia.
Level 3- Temple Of The North Wind:
Pickups: Shotgun, normal ammo, small medipacks, revolver
ammo, 5X Gems of Wind, revolver, lasersight
Enemies: Wild boars
The Snowy Courtyard- Looking Around:
The new adventure starts somewhere in the snowy
mountains of Tibet (or some similar location) with a gorgeous fly-by and some
really beautiful music to set the atmosphere. Turn around to face W. There is
an opening ahead, which is the only thing of immediate interest (to the S
you'll find a lowered ornate tile, but nothing else and to the N a closed gate:
these two are for later).
Head through the mentioned opening and approach the
two openings on each side. A wild boar attacks
from the left so kill that for a start (taking cover on the long block by
the left wall if necessary) and then go through the rightmost opening first
(N). Pick up the shotgun and normal ammo for it that some unfortunate soul
will no long be needing and return to the previous hallway.
The Hall Of The Elements- A Quest For
Five Gems:
Go through the opening opposite and continue until you
reach a larger room where a fly-by kicks in showing you the area, which we for
simplicity will name The Hall Of The Elements. There is a type of box which
bears a resemblance to an Abyssinian Wishbox on the altar in the middle. You'll
also find one gemstone receptacle around the altar, as well as one gemstone
receptacle in each of the adjacent four alcoves. Said alcoves bear differently
coloured markings above them; green, yellow, red and blue. We're still lacking
a few gemstones though (no less than five to be exact) so let's not waste any
more time. Let the games begin!!!
Go over to the snowy bank in the N/E corner and stand
right below the tallest point, facing the ledge up on the E wall. Jump up to
grab it and pull up, then climb the blocks to the right up to the top, where
you'll find a closed gate. Drop down the blocks on the other side and face the
opening to the S/W, then do a running jump over to it. Pick up the small medipack from beneath the skeleton hanging
on the right wall and continue through to the opening opposite of where you
entered. Hop over to the T-shaped ledge and face right (W). You're faced with
the sight of a block in the middle of a deep pit with a chain swinging back and forth in front of it.
Stand at the edge and jump forwards, pressing Action to grab the block below
the chain. Shimmy left around two
corners and pull up, out of the chain's reach.
Turn around to face the next ledge and do a standing jump over to it, once more
pressing Action to grab the edge.
A Cold Dive And Sharp Obstacles:
Head through the doorway in front of you; on the right
you'll see a silver harp, but we have no time for playing around (as lovely as
it might have sounded) so go left instead. You now find Lara in a room with an
icy pool and a closed gate ahead. The gate will remain closed, so the pool
seems to be the only option for now. Dive in and go through the underwater
opening in the E wall. Proceed along the passage until you reach an opening on
the right where a set of spikes is
popping down from the ceiling. Go as close to them as possible, then swim
through as they retract and on the other side there is another set to be avoided the same way. On the
other side Lara can surface in a lovely pool and climb out of that cold water.
Here you'll find nothing of interest apart from the doorway to the W, so what
other choice is there?
You're almost abruptly stopped in the next room by a
closed gate in the right wall, but in the N/W corner left of the gate there is
a ball hanging from the ceiling. Climb onto the right side block and draw
pistols to shoot said ball. It shatters, but the closed gate still remains as
locked as before. Return to the pool, swim back through the two sets of spikes to the first pool and climb
out of the water. The gate in this room turns out to be the one you opened by
shattering the ball from before, so now you have access to the room beyond it.
Chains And A Lot Of Jumping For The 1st
Wind Gem:
In this room you'll find the remains of a skeleton,
some revolver ammo in the corner by the
broken chains S/E, two closed gates in the E and S wall (the latter is the
one leading out to where you shot the ball, so it won't open at all). There's
also an open doorway to the W and seeing as how that's our only option we'll
have no choice but to go through there first. In the next room you will find a
ledge with chains swinging across all
along it. Take special note of the open doorway on the right halfway down the
ledge. Whatever you do stay on the ledge, do not drop down along the sides (this
for two reasons: one is that you'll lose most of your health and the second is
that there is no way you can out of that deep pit). Stand a few steps away
from the first chain and do a
standing jump past it as it swings towards the left. For the next one stay on
the right side, angled towards the opening on the right and when the chain goes left do a quick standing jump to
land on the block in front of the doorway. We're not going in there yet though
as there's nothing of interest there, but a standing jump angled to the left as
the first chain ahead swings left
should with some luck land you between the first and second chain. For the last three you can time your
run past each one of them as they swing away until you find Lara standing on
the other side.
Follow the ledge around to the left and in the next
room you can pick up a small medipack from
between the broken chains to the right. On the left side of the room there is a
sloped block. Stand facing the bottom of the slope, pull up and backflip/roll
to land on a flat block further up. Now do a standing jump to the block N above
the unlit torch and face E to spot a bronze ball hanging from the ceiling.
Stand as far back on the block as possible and it should be no problem to jump
up and shoot the ball. Once that's done turn S (where you came from) and face
the opening above the block. Do a running jump and press Action to grab the
edge, pull up into the room an pick up the Gem
Of Wind from the raised tile in the middle of the room. That's about
it for this room, so drop down onto the block below the opening and from there
run onto the slope on the right. Now you'll have to return to the ledge with
the swinging chains.
Returning To The Hall Of The Elements:
Like before run past the first three chains, then do a
left-angled standing jump to the ledge jutting out in front of the doorway.
This time do a standing jump while pressing Action to land in the doorway.
Enter the room and step onto the lowered tile, then leave the room and go back
to the ledge with the chains (I
can not emphasize enough how important doing that is. If you hadn't done it you
would have had to go through a copious amount of backtracking, like I had to
the first time I missed it). As for the last two
chains you can either time a run past them or simply jump to get by.
As you return to the cell you
will see that the doorway right in front of you is
open. Enter and pick up the revolver on
the right side and the lasersight ahead.
Return through the N opening and continue past the pool to the hallway
opposite. At the chain and block do a
standing jump to grab the edge like before, shimmy around two corners to the
right and pull up on the middle. Turn around and jump forwards, this time
pressing Action in the last moment to grab the other side. Hop into the opening
ahead, follow through the room with the block and skeleton and drop down into
the Hall Of The Elements.
The Bridge Of Elements:
Nothing is going to happen no matter which receptacle
you place the Gem in, so let's keep it until we find the rest. Climb back up
onto the snowy bank and pull up on the ledge above like you did before. This
time climb the two first blocks on the right and drop down right onto the
wooden bridge running along the ceiling. Right above the altar there is a
yellow mark. Upon looking around you'll also see something different: three
doors above each element sign (well, apart from the red fire sign, which is
where the still closed gate is). So the options we have are N, W and S. We're
going to begin with the S doorway.
A 2nd Gem At The End Of The Maze:
Run down the S arm of the bridge and slide down to a
concrete block below the doorway. Pull up into a very dark room with some
broken chains stuck in the wall and focus your concentration on the hallway
leading down to the right (W). This areas seems a bit maze-like, but stick with
me and I'll explain where to go. First head into the first opening left and
around the right corner where you can pick up some normal
shotgun ammo. Continue running down the W hallway and prepare
yourself to fight a stubborn little wild boar coming
from the first passage on the right. Go in right where it came from and
continue going right at the corners until you eventually reach a small space
with some more normal shotgun ammo. Go
left (S), right (W) and then left and right around the corners to a passage
where you can pick up one final batch of normal
shotgun ammo. From there head back out, turning the left corner and
then the right. Make it a first left and left again. Now you can continue ahead
into the dark passage where you can kill one more wild
boar. Continue around where it came from and you will eventually run
into a dead end. Not quite though: Stand with Lara's back to the slope (so
facing S), backflip and jump forwards to grab the edge and pull up. No more
ground ambush!!!
Go left and face the ledge N/E. Follow it to the end
and hop to the block right (S) and from there to the E block. Turn again to
face S/E and hop over to the longer L-shaped ledge. Continue making your way
with small hops until you can finally seize your prize: a second Gem of Wind (note that the exit is down
on your right as you jump over to the gemstone). Once you've gotten it slide
down the slope W, go left and left again, then straight ahead out through the
exit.
Much Ado About Nothing- Bouncing &
Swimming & A 3rd Gem:
Return to the bridge and this time we're headed
through the N opening. Go through the dark antechamber and you'll face a dead
end ahead and two openings to the left and right. Run into the left (W) room
and pick up the normal shotgun ammo. As
you step onto the raised tile in the middle you'll see a golden gate opening
somewhere else. Leave and this time go through the E opening opposite. Angle
Lara slightly left and do a standing jump to land on the flat block next to the
slope on your left.
Time for some heavy slope activity. Do a standing jump
onto the slope next to Lara, making sure she lands facing up so that she can
grab the edge. Shimmy as far to the right as she can, then pull up and
backflip/roll to land facing upwards on the slope behind. Shimmy left to the
wall, pull up and once more backflip/roll/grab. Now Lara should be hanging from
a smaller slope block. Pull up and backflip/roll to grab the edge of another
slope behind. Shimmy right as far as you can, then it's another
backflip/roll/grab. Go all the way left, pull up/backflip/roll/grab. This last
time shimmy all the way to the right again, then backflip/roll to finally land
on firm ground.
There is a gemstone in the pool ahead, but the current
is so strong that you can't get anywhere near neither that nor the underwater
opening N. Ignore the left opening for now, go to the pool and do a standing
jump to grab the block on the left side by the swinging chain. Pull up out of the chain's reach and turn right. You'll now need
a running jump to get you to the block with the chain
opposite, but this won't be as easy as it seems. Make sure Lara
stands on the rightmost edge and perform the jump, angling her a tiny bit left
in mid-air so that she can grab the edge without getting hit by the chain. Shimmy around the right corner and pull
up by the wall. The next one is a bit easier: time a running jump past the chain to land in the opening ahead. In this
room there is nothing but a small water-filled opening.
Make sure you drop into the water facing the S edge,
otherwise you will be dragged unprepared into a spike
trap. And SAVE your game before starting, because you're in for
another tiny maze, this one under water. Time your swim past the first spike trap and the next
one on your left. Now you're faced with a maze where ALL openings
have spike traps shooting out of
them. The first thing we'll do is to find a pickup, as it can be hard to get
back to it once you've gone out for air. Swim straight forwards, through the spike trap and around the corner to find some revolver ammo. Make your way past the spikes again and immediately turn left to face
a set of three consecutive spike traps.
They will not pop up at the same time, but in a pattern making it easy for you
to go through there (but not quite so easy going the other way, that's why
we went for the pickup first). At the end turn into a water-filled shaft
and swim through it to the end where you can surface and climb out of the
water.
Pick up the small
medipack between the chains and turn right to climb the block next
to it. Turn around and do a running jump N to grab a taller block. Pull up and
turn left, then hop over to the next ledge and enter the doorway at the end. In
this room there is another bronze ball, but this time it's so high up that
we're lucky we have the revolver and lasersight. Shoot it to open a gate down
in the water maze and return to the other room, sliding down to the pool again.
Dive in and swim once more back to the triple
spike trap. I couldn't manage to get out of it without losing health
as the trap is now inverted in
comparison to when you came in, but keep a steady course and go straight ahead
through the trap opposite and another
one around the left corner. Finally you'll reach an open gate (this is the one
you opened by shooting the last bronze ball). Swim through and you reach the
opening ahead, dive STRAIGHT DOWN to the bottom and pick up the 3rd Wind Gem. Once you get it let the current
carry you up to the other side of the pool and climb up.
This time go right through the opening I told you to
ignore earlier and drop down at the end to find yourself in a very familiar
area: turn around and go straight ahead through the doorway and you're back at
the bridge.
A Bronze Ball In The Tower- The 4th Gem
Of Wind:
Now we only have one room left: the W room. Go past
the icy grate in the floor and continue until you reach a pit in the floor. At
the bottom of the pit there is a golden gate, but it's currently closed. So
jump across the pit to the other side and continue by pulling yourself up on
the right side. Go around the corner and pull up onto the block by the left
wall, then face the dark ledge S/E and do a running jump towards it, pressing
Action to grab the edge. Look across to the N and you'll see an open gate (remember
where you stepped onto the elevated tile before reaching the pool room with the
gemstone? This is the golden gate you saw opening back then and that is the
reason why we went here last). Do a running jump to grab the ledge by the
open gate and proceed through. At the end there is a room with bars all around
it, a gorgeous view over the faraway mountains and a fixed camera angle. There
is also a bronze ball hanging from the ceiling and we know what that means.
Shatter it with the revolver to open the golden gate at the bottom of the pit
that I mentioned earlier, then return there the same way you came up. Go
through the gate and on a snowy patch you will find the 4th Wind Gem, meaning we're almost there.
Leave this room and climb up the first step, then turn to face E and jump to
grab the edge. Climb up and return to the Hall Of The Elements straight ahead.
Stepping Tiles- The Last Gemstone:
Now you have four out of five gems and now we're going
to retrieve the last one. Leave the Hall Of The Elements through the open
doorway S/E. Return to the Snowy Courtyard and go over to the S wall. Here
you'll find another lowered tile (as I mentioned at the very start of the
level). Where have you seen a tile like that before? Exactly, in the small room
by the ledge with all the chains. Step onto this tile too and the gate in the N
wall opens (if you hadn't stepped onto the one by the chain room the gate
wouldn't have opened and you'd have to go all the way back only for that).
Climb up into the N wall
opening and pick up the 5th
and final Wind Gem.
When You Believe Wishes Do Come True:
Now you can return to the Hall Of The Elements and
place all five gemstones into their receptacles (doesn't matter which order).
Some blue, electrical currents spark out of the Wishbox and you can now return
to the bridge via the snowy bank in the corner to find that your wish has been
granted and the E gate is finally open. Slide down the slope and you'll see a
cutscene of Sophia coming running over the bridge in pursuit of our heroine.
And with that we're getting ready for the final part of the quest.
Level 4- Temple Of The Symbol:
Pickups: Normal shotgun ammo, shotgun, large medipack, Guardian
Key
Enemies: Werewolves, Sophia
The Ocular Hallway And Library-
Gathering Some Firearms:
This time we find Lara where we left off from the last
level, still sliding down the "Highway to Hell" (that is, the slope
leading down to the bowels of the temple complex and a possible show-down with
whatever evil forces there be). She lands on firm ground in front of an opening
with water pouring down from above (and of course all the weapons from
before are gone again). Go through the mentioned opening ahead and continue
down the Ocular Hallway. Between the first set of pillars you will find the
Southern Library Wing to the left and the Northern Wing to the right. At the
far end a drop will take her down to the Hall Of The Guardian. Let's start with
the Southern Library Wing to the left. The camera angle changes as Lara enters,
but that still shouldn't prevent her from spotting and grabbing the normal shotgun ammo ahead to the left and more normal ammo + the shotgun to the right. You can
shoot the urns if you like, but it doesn't appear that they hold neither
triggers nor pickups. Leave this room and go opposite to the Northern Wing.
Here you'll find a large medipack and
more normal shotgun ammo, but nothing
else.
Battling Sophia- The Final Part:
Go back to the Ocular Hall between the two library
wings and this time drop into the Hall Of The Guardian. Go through the
antechamber and into the Sanctuary Of The Guardian. The door closes behind you
so take a moment to savour the beauty of this room (but if Lara steps off the
floor and into the black void with nebulas she will fall to her death) before
proceeding forwards to the stone block ahead. As you do so Sophia appears on top of the block and this time
she's got company in shape of her pets: two
werewolves and these are running around down there with you!!!! The
best way I could find of doing it is to run left around the stone block where Sophia stands as soon as you get control over Lara
again. On the right there is a low block and climbing that will both leave you
safe from the werewolves (and currently
also Sophia) and it will make it possible
for you to get up there with her. If you're extremely patient you can stand on
the low block, pistols drawn, and jump up and down shooting at her as Lara
aims. Sophia herself will not fire off a
single bolt if you do it this way. Climb onto the block where she stood, shoot
the werewolves from safety and finally pick up the Guardian
Key that Sophia dropped.
Another Mission Comes To An End:
There is a receptacle for the key on the right side of
the door so use it there. Go through the antechamber and climb out of the Hall
Of The Guardian. Run through the Ocular Hallway towards the running water and a
great adventure comes to an end.