The Lost Soul of Maria

Levels by Chris Radford (October, 2006)

Walkthough by Harry Laudie

[Note
] I want to thank the author, Chris Radford, for explaining the prophecy puzzle numbers solution for me. My thanks also to P.D. Lambeth for contacting him and forwarding his answer to me. [End note]

 

The game starts with a scrolling of the story. Then the playable level loads.

 

Level 1: Maria's Castle Gardens

 

You start by dropping onto a slope. Jump to the next ledge and slide to the ground next to a water trench. To the north are another water trench and a closed gate. If you go to the closed gate you can see signs that state graveyard on them. Go west, beside the water trench, and enter an archway. You reach a floor lever next to a deadly lava floor. Pull up to a short block to the east and jump to the east to grab a climbable wall on a sloped ledge. Climb to the top of the sloped ledge and shimmy to the left. Pull up, back flip, roll, and jump with a right curve to land on the edge of the higher block. Pull down the wall switch and the floor next to the floor lever is safe. Safety drop to the ground and use the floor lever. You get a cut scene of a gremlin walking besides a building. You also hear a gate open.

 

Go east back towards the start area but turn north into a path with large trees. Look to the left for a small doorway with another floor lever. Continue north and pass an opening with cat statues. Notice a closed gate at the bottom of some steps. Continue north over a bridge and see a key lock and a closed gate to your right. Continue north to a small building and see a very tall tower with a cage at the top to the far north area.

 

Turn left and go between the castle and a small building. This is the path that the gremlin took. Go west and enter the tunnel in the west wall. Just follow the tunnel and see a cage over a water pool. Dive into the water and enter the south underwater tunnel. Continue and pull up near a cage. Run south up the ramp and run through the picture in the back wall. Go west and slide down a slope into a lower area. Go to north-west corner and pull down a wall switch. You get a cut scene of an underwater wall opening. You cannot cross the spike pit so return the way you came back through the picture. Now the underwater tunnel has changed. Follow it to the end and be careful of the cage that falls in the pool. Swim up and leave this area. Go back pass the buildings and the trees and return to the starting area.

 

Now go north and into the water trench. Swim into the underwater tunnel at the end. Pull up onto a ledge overlooking a very large courtyard. Dive off the ledge into the water below. The water in the center of the pool is deep enough to cushion the fall. Pull up onto the south ledge but ignore the doorway for now. Go east and follow the tunnel to an area with many fire emitters on blocks. You get a short flyby of the area.

 

Go to the block in the south-west corner and pull up to a corner. The corners are safe from the fire emitters. When the fire is down, jump to grab the climbable block to the east. Quickly shimmy to the left as the fire starts again. Climb up to the corner and when the fire is down, go east to climb another wall. Climb the wall to where the texture changes. When you see the reflection of the fire stop, back flip to another ledge. Then quickly hop back and grab the edge before the fire starts again. When it is safe again, run and jump into the alcove in the west wall. Stand jump east to grab a wall. Climb up to a safe corner. Jump to the floating block to the north and stand on a corner. When it is safe, run and jump to pull down the jump switch on the south wall. If you look below you to the north, you can see that a fire has stopped on a block at the north wall. Climb down the east wall and safety drop to the ground.

 

Go to the north block and stand on a corner. Jump north and climb the climbable block to the top. The fire that was here was stopped by the jump switch. Climb the east wall and when you are above the slope, back flip and roll to land on the slope facing to the west. Slide down forwards and jump forward to grab a ledge. Pull up and run between the walls as the camera view changes. At the end, jump down to the walkway below you.

 

Go east into a tunnel and pick up a small medipack. Now follow the walkway west and then south. Go through two rooms with wooden structures. You see many fires in the room below you. Press the two wall buttons on the south wall. The fires in the room below you have stopped. Exit and follow the walkway east and then south into another opening. Go down some steps and slide into a room behind some spike traps. Go south to the room where the fires are now off. Push the wall button on the north wall. You get a cut scene of a gremlin walking through the room that you have seen before. Now the lava is gone and the floor is safe. Now exit this room and jump over the now disabled spike traps.

 

You emerge back outside near the water pool. Go to the north-west corner and jump up to grab a ledge. It is hard because of the angle of the ground. Run and jump to the south to grab two climbable blocks and pull back up onto the ledge. Swim back through the water and return to the pathway with the trees. Find the small doorway in the west wall and enter the room. Use the floor lever and get a cut scene of the tower and the cage at the top is down. You can walk through the picture at the back wall but it is a pit with no escape. Exit this room and go north again over the bridge.

 

You can jump the small fence or go around the small building to get to a large open area with water pools. Before you go to the tower, go west to the far hills. Go south behind the castle and jump into an opening in the east wall. Drop into a room for secret #1 and pick up flares and small medipack. Exit the room and go towards the tower. Kill two big insects and notice a man hanging from a tree.

 

Start at the west side of the tower and climb a block. Turn south and jump up to grab a climbable wall. Pull up to a block and jump south-east to grab another climbable wall. Pull up and jump north-east to a ledge. Save at this point because the level crashed when I missed the next jumps. Jump north-west to a ledge and pull up. Jump south-west to grab a climbable wall. Climb up to the top ledge. Go around the corner and use the floor lever. You get a cut scene of the cage dropping in the water and spike trap room that you visited earlier. Drop and grab the edge of the tower. Shimmy to the right and drop onto a ledge. Follow the ledges back to the ground.

 

Go to the south-west to find the tunnel from earlier. Swim again back to the cage area and pick up the Bridge Key from the pedestal. Return back to the outside and go north to find the bridge. It is to the left of the tower. Cross the bridge and use the key to open the gates. Enter the gates and the level changes.

 

Level 2: Maria's Temple Bridge

 

Go west through the first gateway. Jump north to a ledge and pick up the shotgun near the north wall. The wall of the ledge is climbable but you do not need to go down there yet. However, you can look down and see something in a fire. Jump back to the bridge. Go west through the next gateway. You see two floating heads over some columns. Jump over the side of the bridge and into the water. Pull up onto the ledge connecting the two columns. Pull the two wall switches on the columns and get a cut scene of the gates opening on the bridge. You may see a tunnel in the north wall. That leads to the other pool. Jump to either side ledge and go to the south ledge. Run and jump to grab the climbable column. Climb to the top and jump to the bridge.

 

Go west through the open gate and get a cut scene of a gremlin walking through a picture behind you. The gates also close behind you. In front of you and behind each picture is a deep pit. Go south through the doorway and jump to a column. The camera view changes. Go down the slope and jump south to grab a wall. Climb down and save in front of a timed switch. Pull the wall switch, turn and jump to the west column where the fire is now stopped. Run and jump to the nearest corner on the column at the north wall. Run with a left curve and jump to the ledge in the structure at the west wall. Walk through the pink wall and kill a big insect.

 

Turn and face east and climb down the west wall of the ledge. Safety drop onto a block. Go to the west wall and pull down the jump switch. You get a cut scene of the cage dropping above you. Go back to the east block and climb the wall. Jump west to the fire emitter and pull up onto a corner. When it is safe, run and jump into the west tunnel. Follow the tunnel to a room with a pit of lava surrounded by a fence. Enter the west wall tunnel and get a cut scene of fire. Continue down the tunnel and carefully jump over the fire and around the corner. Push the big button on the wall. Jump back over the fire and run back to the room with two fire wraiths on your tail. Jump over the fence and drop into the lava pit that has now changed into water.

 

Swim into the crawl space in the middle of the south wall. Swim up the awkward tunnel and in a long upward section you can find flares. At the top, pull up into a corridor for air. You can dive in the water and see two rotating heads through the semi-transparent picture.  Follow the corridor and you arrive in an opening overlooking the rotating heads. At the north wall are two dark figures. Turn to the south and pull down a jump switch over the entrance opening. Two ropes have dropped from the ceiling. Kill another big insect that appears. The skull tiles in front of you are deadly fire traps. Only the wooden tiles are save. Jump to the safe tiles and use the rope to swing over to the west wall. Press the big button and get a cut scene of the entrance gates opening. Use the rope to swing back to the wooden entrance ledge.

 

Jump north to the face tile just beyond the skull tile. You get a cut scene of three fire wraiths leaving the area near the level start. Jump back to the entrance and follow the tunnel back to the water to get rid of the wraiths. Then return to the entrance area again. Use the second rope to swing east and onto the column where you started earlier. Jump north through the opening and exit back through the open gate. Go to the bridge where you saw the fire at the bottom ledge. Jump into the water and swim into a tunnel in the south wall. Follow the tunnel to the end for secret #2, Uzi ammo and red shotgun shells. Swim back to the pool area and pull up into the ledge. You can pick up Uzi ammo from the top of the block with the big button. Push the big button and you get a cut scene of a pole and some fire emitters.

 

You can jump to the east ledge and run to the hole in the fence at the west wall. That tunnel just leads back to the pool at the bottom of the other bridge. You can climb the column behind you to the ledge where you got the shotgun. Jump back to the bridge and go west towards the pole. Climb the pole and look east to see a key. Keep climbing up and go through a hole. Then back flip onto a platform.

 

Jump to the east platform and pick up Uzi's from the pedestal. Run west off of this platform and land on the lower ledge. Pick up the Graveyard Key from the pedestal. Run and jump to grab the pole and slide to the ground. Run east back over the bridges and the level changes.

 

Level 1: Maria's Castle Gardens Again

 

Run south back into the open area with trees. Continue south and jump the fence. Be careful of the fire and go to the east wall. Use the Graveyard Key in the key lock to open the large gates. Wade through the water and go to the north-east corner. Follow the signs to the graveyard. Enter the graveyard and the camera view changes. There is a cage at the east wall. There are four graves and four gravestones. Go to the south-east corner and pick up the Gravestone Complication from the pedestal. Examine the book and it states:

 

"John D. Mecrew - Strangled

Edith Vowaster - Injected

Kevin Lenderton - Gassed

Nemeth Orgustov - Electrocuted

              1953"

 

You have to the move the gravestones to the appropriate gave as indicated by the pictures. Here is the correct order.

 

John D. Mecrew - Strangled - south-west

Edith Vowaster - Injected - north-west

Kevin Lenderton - Gassed - north-east

Nemeth Orgustov - Electrocuted - south-east

 

I had trouble pulling the gravestones near the walls. Pushing them seemed to be no problem. When the four gravestones have been moved to the proper locations, the cage at the east wall drops. Go there and push the big button. You get a cut scene of the hanged man on fire and something in water. Exit the graveyard and go north to the hanged man. Pick up the Tub of Organs from the water. You get a cut scene of large gates opening.

 

Get out of the water and go south. Jump the fence and run over the bridge to the path with trees. Look to the right for the opening between the cat statues that you skipped in the first visit. Go down the steps and go through the open gates. You get a cut scene of a sign on a wall. The sign states:

 

"The oracle says that the only

way to save Maria, is to enter

           her dreams

and bring back her soul......"

 

Continue down the tunnel and you get a cut scene of a gremlin reading a book at an altar in a foggy church. After that scene the next level starts.

 

Level 3: Maria's Cryptic Darkness

 

Just follow the corridor and the gate opens for you. Follow the red arrows on the wall and enter the church. The gremlin from the cut scene is still reading the book. Hop into the tunnel in the east wall. Jump over a slope onto a ledge and pick up a large medipack. You cannot get the medipack later. Return back to the church again.

 

Hop into the tunnel in the west wall. Run down the ramp and enter a large room with high columns. Turn to the south and enter another tunnel. There are two tunnels that go to the same place. Inside a small room, look to the north wall by the water trench and pick up the revolver. Run over either of the two grates over lava pits in the floor. Continue south, jump over a water trench and run to the back wall. Push the button on the wall and get a cut scene of a picture rising to reveal a tunnel. Turn around and go north. The grates over the lava are gone. Go to the right side and safety drop into the pit onto a safe tile. Enter an alcove for secret #3, revolver ammo and a large medipack. Jump over the lava and pull up onto the ledge. Exit back to the large room with columns.

 

Run north to trigger and kill two big insects. Go to the north-east corner to find the open picture. Follow the steps down to a small room. There is a decapitated body sitting in a chair. Go to the north wall and pick up the decapitated head from the floor in front of the picture. The head does not match the body so just exit this room. Go to the north-west and enter the large north corridor. You can see a ladder to your right to use later. There is also an underwater tunnel in the trench but is blocked by an underwater gate. First go north and turn left into the open gates.

 

Go up some steps and see a closed gate and a key lock. Continue north up the next steps and you come to two closed gates. Press the wall button between them and the gates open. Continue to the north end and hop onto the central platform in the water. Turn around and climb the ladder on the column on that platform. Do not go south yet but you may see a pole in the distance. Turn around to jump onto a ledge. Notice a gate to the west side. Jump into a north-east opening. Jump to the east ledge and follow it to jump into a south-west alcove. Save the game in front of the wall switch for a timed run. Pull down the timed wall switch to open the gate that you saw. Hop back with a curve into the corner. Run and jump to the east ledge. Then jump to the first opening and face the north wall. Side jump to the left twice and you should enter the open easily. If I faced the open gate and jumped for it, I always grabbed the edge and the timed gate shut before I could pull up into the opening.

 

Jump to the west corner column and grab the ceiling. Monkey swing south to drop onto another column. Jump east into an alcove and push the wall button. You get a cut scene of a key. Safety drop into the water and climb the ladder on the column again. Now go south and climb the pole. Back flip to a ledge. Jump the gap to the south ledge and pick up the Sanctuary Key from the pedestal. Had you come here at the start, it would have been an electrified trap. Follow the reverse route to get down. A safety drop into the water still costs a lot of health. Go down the south steps and use the key in the key lock to open the gate.

 

Enter the gate and it closes behind you. You may now need several medipacks to survive. Go forward and beetles pour out of the hole at the south wall. Go there and put your hand into the hole to pick up a Mosaic Tile. Turn and run back to see a red arrow on the west wall. That arrow points to a crawl space. Pull up into it and crawl to another room. Go to the west wall and push the wall button. You get a cut scene of two gremlins warming their hands at a fire and the gate is open. Turn and go back to the crawl space. As you drop, back flip twice and you should drop into a water hole. Turn and swim into an underwater tunnel and follow the tunnel back to the water pool you jumped over earlier. To the north are the fire and the two gremlins. Unfortunately, the beetles are still with you. Run north and carefully jump the fire. Jump over the water and enter the next corridor. Push the wall button on the platform in front of you. This stops the beetles and they disappear.

 

Go east up the steps and then climb down a wall ladder. You are in a cage. Go north to exit the cage and follow the corridor. You get a flyby of monsters and a key lock. You also see a sign that states:

 

"No Hell monsters to be released

If so, death awaits thee

Maria's soul is now dying in discomfort

       Maria"

 

Continue east in the corridor and see the sign and the key lock. Go east to the front of the sign. Turn around and climb the ladder that you saw in the flyby. Go forward and jump the gap. Push the wall button at the end. You get a cut scene of a cage opening. Climb down the ladder again and kill the two monsters. Be careful as the monsters can poison you. Enter the open cage and follow the tunnel in the north wall.

 

Go enter a large room with a pool and hear electrical arcing. There is a cage and a ladder at the north wall. Go north and climb the ladder. Save in front of the timed wall switch. Pull down the wall switch, roll, and jump to a floating platform.  The fire on the next platform goes out. Jump there and go south to a safe wooden ledge. Run and jump to the next south ledge and pick up a small medipack. Then go to the south-east platform and then to the north-east ledge. Push the wall button and the cage descends in the north wall. Drop into the water and swim north. Go to the north alcove and push the wall button. You get a cut scene of a key and the electrical arcing has stopped. Climb the column in the corner again. Jump south to the ledge and then to the floating platform. Pick up the Hell Monster Key from the pedestal. You probably could have jumped to the south ledge before and ignored the timed wall switch. Dive into the water and go south.

 

At the south wall, use the key to open the cage. Run back north by the pool and shoot the two monsters as they come through the tunnel. Drop into the water when they get close and pull up when they go away. With patience, you can shoot them this way with pistols. When finished, go to the south-east corner of their cage and pick up a second Mosaic Tile. Exit this area and go west back to the cage where you entered. Climb the wall ladder back to the top and be careful when you jump over the fire again. Go south to the water trench and the ladder in the corner.

 

Climb the south side of the wall ladder. Back flip to a ledge and shoot a big insect. Turn west to a ledge and pick up flares, large medipack, and blue shotgun shells. Jump north to grab and pull up onto a ledge. Turn and jump into the tunnel in the south-east corner. Go to the end of the tunnel and jump down to a south-east ledge. Pull up onto the walkway. Just follow the walkway branches and place the two Mosaic Tiles. You get a cut scene of the church again and a tour of another tunnel. You also hear a trap door drop. It is best to retrace your path back to the tunnel and ledges. A safety drop from the walkway is fatal. Return to the room with the columns and go east to follow the tunnel back to the church.

 

Go across the platform and hop into the east tunnel. At the end, jump over the hole and the level changes.

 

Level 4: Maria's Cryptic Darkness 2

 

You start by dropping into a room from the trap door of the previous level. The north corridor is blocked by several gates. Go south and enter a room with a blue sphere. Do not step on the tile under the sphere, as it is a deadly electrified trap. As you enter, you get a flyby of a cave with floating pink cubes. That cave is south of the sphere. Go around the sphere to enter the cave and kill two monsters. Remember that they can poison you. You can jump through the pink cubes in this cave.

 

Enter the crawl space in the south wall. Follow the crawl space to a room with a central column and many floating pink cubes. Go to the south wall and jump up to grab the edge of the pink cube. Pull up into the pink cube and stand inside it. Run and jump to the north to get inside another pink cube and the camera view changes. Then stand jump to the west for the next pink cube. Walk west to the edge and just jump straight up to grab the next pink cube. Turn to the east and pull up into another pink cube. Stand jump to the east, through a purple cube, and land inside a pink cube. Run and jump to the south for the next pink cube. Pull up to the west to a wooden ledge. Follow the ledge to a wall button. Push the wall button and get a cut scene of two gates opening back near the sphere. Kill a big insect and work you way down to the ground floor again. The water is not deep enough to cushion a fall. You have to kill another big insect on the trip down.

 

Return through the crawl space in the north wall. Go north back to the starting area and see the two open gates. Take either gate, as they both go to the same room. You see a movable statue near the water. Go west into the water and pull up behind a column. Push the wall button and get a cut scene of a pole on a platform back to the east. Run there with many beetles at your heels. Go pass the pole and back out the east gate. Loop around to the right and enter a west tunnel. Go to the end and push the wall button to get rid of the beetles. Return to the previous room with the pole. Climb the pole and back flip to the upper ledges. Enter the east opening and see a semi-transparent floor. In the south-east corner is a "red-X" on the floor. Drop to the floor below and move the statue underneath the "red-X" tile. You get a cut scene of the fires stopping at the west side of the room. Go there to go around the column to a wall button. Push the wall button and get a cut scene of three gates opening behind two large statues.

 

Exit this room and go east and enter the newly open gates. You get a flyby of the room showing the upper walkway, a cage, two heads and a torch. Go the east wall and go behind the central column. Climb the back of the column to get onto the walkway. Pick up the torch and drop it onto the floor below. Climb down the wall and kill three monsters. Pick up the torch and light it on any wall torch. Then light the unlit wall torch on the north column. You get a cut scene of the upper cage descending. You may have to drop the torch and side jump a few times to get out of the cut scene. Go back to the column and climb back up to the walkway.

 

Stand at the east edge of the walkway on the descended cage. Press CTRL and Lara places the decapitated head into the empty air next to the other two heads. You get a cut scene of three heads flying up to the ceiling that has now opened. Go north and climb the wall. When you are high enough, shimmy to the left around the corners. Then climb higher to the very top of the column.  You could shimmy around the corners to the right to drop onto a ledge but I found nothing there. Run and jump to land in a pink cube. Stand jump west to pull into another pink cube. Run and jump to grab a higher pink cube to the north. Pull up to the wooden ledge. Run into the blue sphere and the level ends.

 

Level 5: Over-Darkened Hell

 

The level starts with a flyby up some steps to Lara in the blue sphere. Step out and pick up the Tub of Organs from the floor. Run down the stairs and follow the corridor. At the end, place the Tub of Organs in the receptacle at the east wall. The doors in the north wall open in an unusual manner. Enter the door and hit the LOOK key to restore the view. You enter a tunnel with bloodstains on the floor. At a T-junction go east and enter a small room.  There are chains on the walls. Kill the four red ghosts that appear. Exit the room and take the west branch of the tunnel. You emerge into a large corridor and the camera view changes.

 

Go east to the bottom of the hill and pick up a Letter From Maria from the pedestal. It states:

 

"I'm dying slowly through exhaustion

The demon has stolen my soul forever.

My body's weakening and the blood is

splashing out of my mouth.

The pain is excruciating, and the demon is

torturing us until we cannot take anymore.

The only way out is suicide.

Find me, I need your help..."

 

Go west up the hill and enter the alcove. Pull down the wall switch and the gate opens. You enter a room with two statues on a high ledge. There is a pink water trench ahead of you and a skeleton on the floor. Pull back the skeleton and get a cut scene of a platform near the pink water. Go around the column to the right side and run into the pink water. You should fall into a hole. Swim into an alcove for secret #4 and the grenade gun. Pull back up to the ledge. If you go west through the tunnel, you trigger three floor blades. The pink water is safe so I went around the structure to get to the other side and the platform. You can also notice that the statues seem to be breathing. This route has the advantage of not loosing health and the floor blades are very noisy. East of the platform is a small medipack. If you pick it up, the floor blades will start. If you look to the west you can see a closed gate.

 

Stand on the platform and pull up to a north ledge. Turn and jump to grab a climbable block. Climb to the top and turn to the east. You can enter an east alcove for flares. Return and pull down the jump switch on the east wall. You get a cut scene of the area with the jump switch. Notice that the block you climbed is now higher. Drop into the water and pull up to the west side of the hole. Climb the ledge and the block again. This time jump east to pull up to a higher tunnel. Follow the tunnel to the east and pick up two Uzi ammo in front of a hole. Ahead of you is a closed gate. First safety drop into the hole. You drop onto the ledge with the statues that you saw near the skeleton on the floor.

 

Turn to the east and run and jump to the east ledge. Enter the tunnel and follow the walkway to a wall ladder. Climb the ladder and pull up. Slide back and grab the edge. Shimmy to the left before Lara gets into a climbing position again. Pull up, back flip, roll, and jump with a right curve and you should land on the corner of a higher platform. Do a run and jump to the slope to the north-east. Slide and jump with a right curve to the next slope and jump forward to grab a ladder on the block. Climb up to the top of the block. Monkey swing to the east, turn south, release and grab the block. Pull up onto the block. Turn and hop onto the ledge above the monkey swing. Go west and enter a tunnel. At the end, pull down the chain in front of a gate. You get a cut scene of a gate opening and a flyby back to where you are standing.

 

The gate in front is gone and two fire wraiths start to attack. Run west and safety drop into the hole onto the ledge again. Jump west into the deep water hole where you found the secret to get rid of the wraiths. Run around the water again and go west to find the open gate. Continue west and go around two large light cone structures on a wall. The light cones are not solid crystals and you can walk through them. Save the game after the light cones. Continue down a tunnel and run down some steps. You get a flyby of the area and four red ghosts attack. At this point, the graphics mess up very badly. Even the load screen information was gone. I had to exit the game completely, and restart it. Look to the statues to the north between the pillars. Pull out the right statue that is over a bloodstain. Move the statue onto the bloodstain in the middle of the platform and the doors open in the west wall.

 

Enter the doors and go down the stairs. You can see the teeth doors in the room below you through the grate in the floor. There is a closed gate to the north. Notice the gear train on the west wall and a place for a missing gear. Hop the south slope and follow the tunnel to a room. Kill the demon god on the platform in the room. Climb the column in the north-west corner of the platform. Jump to a south ledge and pull up to the top platform. Run and jump to the ledge at the west wall. You can walk through the light cone to the picture. Pull down the wall switch and get a cut scene of doors opening and some red ghosts. Turn to your left and pick up a large medipack and two blue shotgun shells. Retrace the route back to the lower platform. Return through the east doorway and shoot eight red ghosts. The picture at the south wall is a fire trap.

 

Go to the south-east corner and fall through a hole. You will land in some water. Get out and go north to pick up a large medipack from the floor and doors open near the north tunnel. Then go into the north tunnel and carefully get through the teeth doors. After the second teeth doors, you can see a crawl space in the west wall. Enter the crawl space for secret #5 and revolver ammo. After the third teeth doors there is a fire emitter on the floor. Then you face some spike bags and fire emitters on a trench floor. Just drop into the trench and go through the fire emitters when they are stopped. The spike bags will swing harmlessly above your head. Be careful when you pull up at the end of the trench and jump around the last spike bag.

 

Climb the north wall ladder up into a small room. Pull back the skeleton on the floor and pick up the Demon's Cog. You can see another room with spike bags through the west wall gate. The gear does not fit on this gear train. Go down the ladder and back through the teeth doors and fire emitters. Climb the ladder in the corner and return to the upper tunnel. Go north and place the Demon's Cog in the gear train on the west wall. The gears move and the gate opens in the north tunnel. Go through the gate and into the area that you saw through the gate earlier. Go west under the spike bags to the bloodstains on the ledge and get a flyby of the area. Kill two vultures that appear in the flyby.

 

You now face a series of jumps and fire emitters. Most of these jumps can be done with stand jumps and grabs to pull up onto a column. You can safely stand on the corners of the column when the fire is on. Jump a few columns and notice a wall switch and a fire on an upper south-west corner ledge. Work your way over the columns to a green flat area in the north-west corner. Face south and jump to grab a wall ladder. Pull up and turn to the east. Run and jump to grab another ladder. Climb up a little, shimmy to the right and back flip onto a platform. Go to the south end and jump to grab the beam on the east side. It is very difficult because the red poles get in the way. You can try two methods. Both methods are equally frustrating and hard to do.

 

Method 1: Run along the right side poles of the platform. Near the end curve to the left and jump with a left curve to grab the beam. It is hard to guess where to turn because the red poles also block the camera view. That red demon head also causes you to get pushed off the jump path. Save a few times after you make it.

 

Method 2: This trick I saw in a forum. Face the beam at an angle from the edge and walk back two steps. Start to walk forward and press down the JUMP key during the walk. After two steps, release the WALK key (SHIFT) and Lara will jump the same distance as she would with a running jump. This is a longer jump than a stand jump. You still need to jump with a left curve to grab the beam. It is hard to guess where the walk ends because the red poles also block the camera view. That red demon head may still causes problems. Save a few times after you make it.

 

Run and jump east to a floating blue platform and then to the east ledge. Jump towards the corners as the demon heads interfere with the straight jumps. Go to the top of the ledge and use the sword in the skeleton as a floor lever. You have to use it at an angle from the back wall. The fires you saw on the west platforms have now stopped. Also a rope has dropped from a higher platform to the west. Jump over to the west beam and jump to the rope. Swing to a west platform and jump down to the south-west corner ledge. Pull down the wall switch and get a cut scene of another alcove where the fire has stopped. Run off the ledge to the west. Slide down the green slope and grab the edge. Shimmy to the right to pull up onto the flat green corner.

 

Pull up to the block and jump to the ladder again. Climb up and back flip onto the ledge from the cut scene. Get into the north alcove and save in front of the switch. Pull down the wall switch and get a cut scene down to the bottom of the lava pit below you. Many safe tiles appear in the lava pit but some have fire emitters on them. Exit to the ledge and kill a vulture. Get down to the flat green tile and jump to the first column. Climb down the north side to a safe tile in front of a closed gate. Jump to the next safe tile. Then run and jump to the tile with a fire emitter. Continue to run and jump to grab and pull up onto a safe block to the south-east. This is a nice shortcut and avoids two tiles and a fire emitter. Turn and kill another vulture if it comes into view.  Follow a few more safe tiles to reach a wall switch on the east wall.

 

Save in front of the timed wall switch. Pull down the wall switch and get a cut scene of the gates opening where you climbed down into the lava pit. You have to hope that the fire emitters are down when you want to jump onto them. However, you can take the shortcut so that you do not have to land on every tile. And I noticed, that if you save and reload, the fire emitters are usually off when the reload is done. Jump into the either open gate and the gates close behind you. Run into the blue sphere and the level changes.

 

Level 6: Prison of the Labyrinth

 

You get a cut scene of a female torchbearer walking down a corridor. She looks to the right, probably at Lara in a cell. She continues to walk and lights a wall torch to open a gate. She continues to walk and stops near a closed gate. Then you see a dark figure among spinning red rings and the view changes to Lara in a cell behind closed gates.

 

Look up to the ceiling and pull up into a crawl space. Follow the crawl space south and drop into another room. Shoot the panel on the wall and pull down the panel switch. You hear a gate open. Crawl back to the starting room and exit the room and enter the corridor. Cross the corridor and enter another cell. Pick up a small medipack from the south-west corner. Follow another crawl space in the ceiling to another cell and pick up the Blind Man's Key. Crawl back to the first cell and return to the corridor.

 

Go north and find the torchbearer and the dark figure. The gate is closed but hop onto the boxes at the back wall for normal crossbow ammo and the crossbow. There is nothing else to do here so exit back to the corridor.

 

Go south to the end and use the panel switch to open the door. Enter the room and there is a large sign at the back wall. It states:

 

"The end is near.

The blind man will

show you the way"

 

There is a monster behind a locked gate to the west. Use the key to open the gate and kill the monster. Above the monster is a sign pointing to "The Prophecy" and to the "Number Room". First go straight to the west and the gate opens as you approach. Enter and the camera view changes. Go west and pick up a small medipack and a large medipack from the floor. The west gate stays closed. However, do pick up the crowbar off the pedestal in the corner.

 

Climb the boxes at the wall and be careful of the fire emitter. Pull up into the north wall opening and turn around. Jump south to grab a climbable wall and pull up onto a ledge with fire emitters. You can safely stand on the corners. Jump into a north wall tunnel and pick up a small medipack. Continue and climb down a ladder into a water pool. Pull up into a tunnel and pull down the panel switch to open a gate to your left. Enter the next room and climb the boxes. Carefully jump over the red pole fence and avoid the fire emitters on the floor. Shoot the monster that may be stuck at the wall if you are lucky. Jump the fire emitters and enter the west tunnel. The west gate opens so enter the room for blue shotgun shells. Go up the stairs and pull down a chain in an alcove. You get a cut scene of the area below between the two statues. Go down the stars and jump over the fire emitter again. Use the crowbar to pry the Blind Man's Eye 2 from the air, as it is not actually on the wall. Run back up the stairs to the water to get rid of two fire wraiths. Go back down the stairs and shoot the panel on the east wall. Pull down the panel switch and the gate opens. Exit back to the area where to started to climb the boxes.

 

Go east and take the north stairs up to the prophecy room. Shoot the panel on the wall and pull the panel switch to open the gate. Enter the room and the prophecy puzzle is on the wall. First pick up the Number Key Room from the platform. You get a cut scene of a gate opening in a tunnel. When the view changes back, you get the impression that the breathing statue is looking down at you. Creepy!

 

The prophecy on the wall is roughly sketched below:

 

----------------------------------------------------------------

                The Blind Man's Prophecy

 

----------------------+      +-----------------------

XI        D      VI     |       |   LXI     XL      DX

9       498     4      |       |   55     34      504

                            |       |

M        V       L       |  +   |  LV      XX      M

998     3      48     |       |  49      14      994

                            |       |

VIIII   XCI    X      |        | XXXV   VII     XC

6        89     8       |       |  29      1        84

----------------------+      +------------------------

 

1. X 0.5                          1. X 1

2. X 7                             2. X 5

= Maria No. 1                 = Maria No. 2

 

               The Blind Man's True Number

----------------------------------------------------------------

 

Left Box:

The Roman numerals are XI=11, D=500, VI=6, M=1000, V=5, L=50, VIII=8, XCI=91, and X=10. The difference between the numbers in the left box is 2.

Use the equations under the left box.

The first equation is 2 x 0.5 = 1. Use this answer in the second equation.

The second equation is 1 x 7 = 7. Maria's first number is 7.

 

Right Box:

The Roman numerals are XI=61, XL=40, DX=510, LV=55, XX=20, M=1000, XXXV=35, VII=7, and XC=90. The difference between the numbers in the right box is 6.

Use the equations under the right box.

The first equation is 6 x 1 = 6. Use this answer in the second equation.

The second equation is 6 x 5 = 30. Maria's second number is 30.

 

Add the two together and the Blind Man's True number is 7 + 30 = 37.

 

I actually had no idea how to solve this puzzle. I wish to thank the level's author, Chris Radford, for explaining it for me.

 

Go down the stairs and enter the south gate to the number room. Pick up revolver ammo from the floor. Go south and the level changes.

 

Level 7: Prison of the Labyrinth - The Number Room

 

Continue to follow the corridor and get a flyby showing a sign on a wall and a room with numbers. Go west and the gates opens as you approach. You enter the room with the sign. The sign states:

 

"One chance only says the blind man.

The fire erupts when the time is out.

The number in the prophecy puzzle room is the key here.

All other numbers will be painful"

 

Save the game for a very tight timed run. Go north down the corridor and the gate opens for you. I think the timer starts as the gate opens. You see eight locked gates with numbers above them. The numbers are: 91, 18, 74, 56, 49, 62, 85, and 37.  Turn to the right and go to the corner and use the key to open the gate under number 37. Wait for it to slowly open and go inside and wait for another gate to slowly open. Run forward to pull down panel switch #1. Go north to pull down panel switch #2. Go north around the corner and pull down panel switch #3. Sprint to the west and ignore the panel switch and the wide corridor. You can run through the water and jump out if you fall into the water trench. Go around the corner to pull down panel switch #4. Now return to that panel and pull down panel switch #5. Turn and run into the wide corridor. Sprint north and through the open door before you catch fire. Save a few times. Then shoot a monster and pick up revolver ammo from the floor.

 

In the above timed run, number 37 is the only gate that worked. If you open any other gate, statues appear in front of the switches and you can do nothing. Except reload and try again. I tried all the gates just to be sure. The gate number 37 is obtained from the prophecy puzzle numbers. Try to land in front of a switch so that you do not have to adjust your position. Remember that you can save while pulling down a switch.

 

Go to the east wall and see a statue in front of an east alcove with a panel above a fire. I think I may have shot the panel on the north wall while shooting the monster. Pull the panel switch on the north wall and the gate opens. Enter and follow the corridor. Shoot a monster that is stuck on the far side of a water pool. Follow the corridor and pull down a panel switch. Go south and pick up Blind Man's Eye 1 from the spiral. You get a cut scene of the fire stopping behind the statue. Shoot a vulture that appears. This can be done from outside the room if you have patience.  Run back to the statue and into the alcove. Shoot the panel and pull down the panel switch. You hear an explosion and get a cut scene of the timed switch room.

 

Turn and go south back to that room. Hop onto the block near the exit and pull up into a south crawl space. At the other end, turn around and grab the edge. Shimmy around to the right and pull up into another crawl space. Drop at the other end back into the room with the eight gates. Go back to the south-east corner where gate 37 is located. Enter the tunnel in the south wall and follow the tunnel back to the room with the sign on the wall. Go east and north again. Run down towards the exit and the level changes.

 

Level 6: Prison of the Labyrinth Again

 

Go north up the stairs and go east to get back to the starting corridor. Continue to the far north end where the torchbearer is waiting. Stand in the rotating red rings and face the dark figure. Combine the two Blind Man’s Eyes and place them in the red rings. You get a cut scene of the torchbearer lighting a wall torch and the west gate opens. Enter the gate and go west. You get a cut scene of a dark figure going west and the door opens. The dark figure then enters the tunnel to the west. Go west to follow the dark figure and a gate closes in front of you. Turn around and run back to the water trench by the torchbearer to extinguish two fire wraiths. Every time you go to the tunnel more fire wraiths appear. Instead, drop onto the stairs through the clear yellow floor when the fire emitters have stopped.

 

Run down the steps into a dungeon. Go west and get a flyby of some prisoners in the cells. You reach a T-junction and a sign that states:

 

 "The Souls of Death Patients

       James     Michael

       Daniel     Helga

<--- Maria      Peter   --->

       Yvette     Oprah

       Oliver      Adrian"

 

Go left towards Maria's cell and kill a monster. Follow the corridor and get a flyby of a demon god and a room of fires under cages. You can see Maria on a bed behind a locked door. Continue down the stairs and enter the room to kill the demon god. Go to the end of the room and see many chains and numbers on the wall. I guess these are cell numbers. Pull all the chains. When you pull F22 you get a cut scene of a cell door opening. Return back to the corridor. The cells are open but empty. At the T-junction, take the other corridor and kill a monster. Follow the corridor and see more open cells. Enter the open cell in the east wall for secret #6 and revolver ammo. Enter the last cell in the west wall and pick up Maria's Cell key from the corner floor.

 

Return back to Maria's cell and use the key in the key lock. Enter the cell and run to the books on the floor near the toilet. You get a cut scene of Lara reading a book to Maria on the bed. The floor is on fire and the gate closes. You hear Maria says "Help me in my dreams, Lara" or something like that. Then the level changes.

 

Level 8: Maria's Dream

 

Lara drops from the ceiling and slides down to the floor. You hear Maria say "Find my soul, Lara" or something like that. Carefully jump over the fire emitters and pick up five Uzi ammo. Go west and the gate opens as you approach. Ahead of you are arms sticking out of a wall, as if trying to grab you. To the south are steps leading down to a closed gate. Go north and follow the corridor and the camera view changes. Pull down the wall switch near the books on the floor to open the gate. Enter a large room and get a flyby of the area. You see an empty receptacle and many fire emitters on floating platforms.

 

When the flyby stops you face five long platforms in a lava pool. On the west wall are three words, "Teeth", "Monument", and "Trophy". On the north wall are five letter collections corresponding to the five long platforms. This is a puzzle from the author's level "Lost City of Tinnos 2: The Hand of Rathmore". You have to pull blocks from the east wall onto the platforms according to the letters on the north wall. The letters form a word that the three words have in common. The magic word is "plaque". However, you cannot do this yet because the blocks are behind closed gates. Remember this for later.

 

Go to the north-east corner and pull down a wall switch. You get a cut scene of the fire stopping on the pole near the entrance. Go there and climb the pole to back flip to the second floor ledge. Run and jump north to grab the floating platform. You can safely stand on the corners of the fire emitters. When it is safe, run and jump to the ledge at the west side. You see a closed gate in the west corner. Pick up a small medipack that is on the floor in front of the gate. Run and jump to the floating tiles to the north-east and then over the fire emitters to the north ledge. Go to the north-east corner and save in front of the wall switch for a timed run. Look at the fire emitters and when they start, turn and pull down the wall switch. Then turn and run and the emitters should be down when you get there. Jump to the floating platforms and then jump back to the west ledge and go through the open gate.

 

Inside the gate, climb the blocks to the third floor ledge over the lava pool. Stand jump to grab the east floating platform. Ignore the large medipack in the fire and run and jump to the south ledge. Jump to the east wall ledge and go to the north end. Jump to the west to another fire emitter and then to a ladder. Climb the ladder and pull up onto a ledge. You can see an item behind spikes on the east wall ledge. Jump to the floating platform in the middle of the room. Use the hanging rope to swing to the south ledge. The large gate opens as you land on the ledge.

 

There is a closed gate in the south wall. Climb the east wall ladder and back flip into a tunnel. Go through a crawl space and drop onto the transparent ceiling of the room below. Go to the south wall and pull down the wall switch. You hear a horrible noise and the gate opens. Go back through the crawl space and drop into the room. Go through the open gate and crawl under the high wall blades. Enter the church and shoot a skeleton harpy. Go to the water trench in the north-west corner. Drop into a deep hole and swim into a tunnel for secret #7, revolver ammo and red shotgun shells. Go south and pick up marbles from among the books on the floor in front of the altar. You get a cut scene of five gates opening at the five platforms on the ground floor. The gremlin is still reading books at the altar.

 

Exit the room and go back to the north ledge. Safety drop onto the ledge below. Jump to the fire emitter platform and then to the west ledge. The gate is closed so you cannot return by that path. Stand on the edge and walk one step to the west. Hop back and use grab and you glide onto the lower ledge below you. From there taking a running jump to any platform in the lava pool.

 

Go to the south platform and enter the tunnel. Pull out a transparent block with yellow pieces in it. Pull it as far as possible and then get behind it push it to the west end of the platform. This corresponds to the letter "P" in the left letter collection on the north wall. Move the other blocks to the appropriate positions for the other letters, "L", "A", "QU", and "E". When all five are in the right places, you get a cut scene of the spikes gone around the item on the high east wall ledge.

 

Climb the pole again and use the fire emitters and ledges to get to the timed wall switch in the north-east corner. Pull it and make the jumps back through the timed gate. Climb up and use the fire emitters and the east ledge to get back to the ladder in the north-west corner. Climb the ladder and hop to the corner ledge. Run and jump to grab the ledge to the south. Pull up and pick up the glass jar off the ledge. Safety drop to the ledge below. Use the fire emitter with the large medipack to get to the south ledge with the receptacles. Combine the glass jar and the marbles and place them in the center receptacle. You get a cut scene of the gate opening near the start of the level. Carefully get down to the ground floor as before and exit this large room.

 

Follow the corridor and go south to the open gate. Wait at the gate for a skeleton harpy to appear and kill it. Be careful of the fire emitters and enter the pool of water for the Light Star. To the east are a tunnel and a sign stating "Hell". To the south are a tunnel and a sign stating "Heaven". To the west is an open tunnel. There are arms in the walls reaching out at you. Creepy! Go west and see two wall signs pointing to Heaven (left) and to Hell (right). You need some more items still. Return to the water pool.

 

Go south into the Heaven tunnel first.  You get a cut scene of an angel, spikes and a fire. The gate opens for you as you approach. Enter the gate and see an item behind spikes and fire at the west wall. Go to both sides of the angel figure and pull down the two wall switches. The gate opens in the south corridor. Enter there and safety drop through the white floor into a cave below. Move the transparent block with yellow pieces under the yellow "X" on the ceiling. Go north and the gate opens. Climb the ladder and go return to the first room.  The fire and spikes are gone. Pick up the Light Stem and you hear a gate open. Go east to the water hole and swim through a short underwater tunnel and into another room. Exit out the open west gate and return to the water pool.

 

Go east into the Hell tunnel. The gate opens as you approach. Go down the ramp as the camera view changes. Go through a short tunnel and enter a room with closed gates to the east. Kill two skeleton harpies that rush to attack you. Climb the ladder at the south wall. Back flip to a safe tile. The tiles with the crown decoration are safe. The tiles with no crown decorations are deadly file tiles. Jump to the tile at the west wall and then to another safe tile to the north. Get to the safe tile in the north-east corner. The east ledge is deadly so climb the ladder to the west. Do not pull up but back flip to a safe tile. Run and jump to the safe tile to the west. Pull down the wall switch and get a cut scene of spikes dropping in a tunnel. Jump south to the next two tiles and jump into the tunnel in the east wall. Follow the tunnel and at the end, drop into a hole and land in water. Pull up and you are behind the closed gates. Either avoid or destroy the two mummies. Go north and turn into an east alcove. Pull down the wall switch and the gate opens. Enter the room and jump over the lava pit onto the central platform. Use the crowbar to pry Hell's Cross off the altar. Exit the room and kill the four skeleton harpies that follow you. Go up the ramp and go back to the water pool.

 

Do you remember the large medipack on the fire emitter floating platform. If you go back to the large room, the fire emitters are off. You can make the trip back up to that platform and safely pick up the large medipack. Then return to the water pool.

 

Now you have the items, follow the west tunnel to the T-junction choice. Combine the Light Star and the Light Stem to make Heaven's Light. Place both Heaven's Light and Hells' Cross into the receptacles and both gates open. Take either gate since they both go to the same place. Safety drop into a hole. Run down the stairs towards a gate that opens as you approach. Enter the open gate and the level ends.

 

Level 9: The Final Battle

 

You start with a cut scene of Lara in front of a gate. Maria says, "Kill the devil to regain my soul" or something like that. I had trouble hearing the voice over. Go east and the gate opens for you. Run down the corridor and the gate closes behind you. Continue and another gate opens and closes behind you. Go south and the gate opens. Enter a large room and get a flyby showing Maria on a ledge. The gate closes behind you.

 

At the east wall is a movable block behind two wooden structures. There is also a wall ladder protected by spikes. At the west wall is a closed gate with two large creatures. Do not get close as they can reach through the gate. Of course, when they are close to the gate, you can shoot them with pistols. In the south-east corner is a wall switch. This wall switches opens the gate beside it. The room is empty but is useful later.

 

Go south and climb onto the ledge with Maria. You get a cut scene of the creatures and a tour of the upper room showing the fire emitters and a central platform with an item. The spikes around the east wall ladder have gone. Climb the ladder and kill two skeleton harpies. Watch out for fire emitters and jump to the central platform Pick up the yellow dotted item that is Maria’s Soul. You get a cut scene of the gates opening below and the two creatures escape. You can see a ledge and a crawl space in the south wall for later. Go down the ladder to the floor and shoot the two creatures. Enter the empty cage and pull down the wall switch at the west wall. You get a cut scene showing more creatures. Turn around and shoot the two creatures from the safety of the cage, as they do not enter the cage.

 

Enter back into the room and shoot a skeleton harpy. Climb the ladder again and this time jump to the south ledge. Go through the crawl space and pull down a wall switch. You hear a knight dragging his sword on the ground. Get down to floor and lure the knight to the wooden structures at the east wall. Jump when the knight swings at you so that both structures are broken. Then lure the knight into the empty south-east room. Run out and push up the wall switch to close the gate with the knight inside the room. Go to the broken structures alcove and pull out the transparent block with the yellow pieces. Push it into the area marked by a set of horizontal spikes. Basically move it five tiles to the west and the level changes.

 

Level 10: Maria’s Home

 

You are in Maria’s bedroom and Maria is on the bed. Go to the bed and use CTRL to give Maria’s Soul back to her. Maria says, “Thank you, Lara” and the level ends. You get a flyby of the end of the story and then a flyby through a level showing all the author’s credits.

 

09-nov-2006