Legio VI Victrix
Levels
by Taras
inspired
by German walkthrough by Soulofimmortal;
English
version by dmdibl
The
walkthrough sometimes refers to savegames, designed to aid the player at
difficult moments. These are available in savegame thread for Legio VI Victrix
(level 1925) at laraslevelbase.org. Downloaded savegame
will have all secrets and Bonus Keys available up to that point.
Click
here
for the German walkthrough (with screenshots) and assorted savegames.
Level 1: Sea Girt
Secret
Bonus Key #1
Search
for the 4 Callinicus Rudders
After
an impressive and lovely opening flyby two vultures attack, so dispose of them.
Get Lara back on the block on which she started the level, and look forward
over the ship. At the mast level there are wire mesh grates. Do a run jump/grab
to the first, pull up, and follow the upper level grates to the starboard, jump
over a couple of gaps, then turn toward the mast and jump to pick up the first
Callinicus Rudder. Hang and drop from the grate to the deck.
Look
toward the bow of the ship. The left, port, ramp is blocked at the top by two
barrels. Lara can run halfway up the ramp to trigger the barrels to roll, then
side flip over the railings to escape being crushed to death. If you have
trouble with this, you may find it easier to go up the starboard ramp, then to
the top of the port ramp, and do a running jump over the barrels, land, and
dash down the ramp and to the side to escape the rolling barrels. Then go to
where the barrels were and pick up the second Callinicus Rudder.
While
Lara explores the strangely deserted ship two more vultures attack. On the main
deck, back toward the stern, are some goodies on crates to pick up. Then return
to the ramp with the rolling barrels. Between it and the outside railing are
some crates; shoot them to reveal a lever. (All together find 2x Hell Breath ammunition, Life
Potion.) Throw the lever to raise a trapdoor back on the side of the
ship near that block where Lara started the level. Go there, jump over the
railing onto the projecting ledge, and do a run jump/grab to the newly raised
wire grating. (While exploring the ship this wire grate may collapse. Simply
use the lever again to raise it back up if this happens.) Climb up. Go to the
stern of the ship and drop off the back to pick up the third Callinicus Rudder
and a Life Potion.
Directly
beneath Lara is a lower balcony. To drop down to it use the Ctrl bug: Lara
drops off backwards with Ctrl (Action) pressed, as though to grab the edge, but
release Ctrl just as Lara is about to grab so that she misses, then immediately
press Ctrl again so that Lara glides in under the higher balcony and lands on
the lower one. Use the jump switch there.
Turn
to the starboard and make a jump to the collapsible platforms, jumping around
the corner and up to that newly opened door. Inside find the Golden Key. Jump
up to open the trapdoor. Climb out, slide down the ramp to main deck, and turn
about to see the captain's cabin door to the stern. This is the target of the
timed run.
Now
go back to the front of the ship, this time to the inboard of that ramp with
the rolling barrels. Look around for a keyhole opposite that huge explosive
barrel. Use the Golden Key, enter, and find the fourth Callinicus Rudder.
Timed
run.
Outside,
go up one of the nearby ramps and to the wheel at the helm. Lara can't get in
front of it; instead position her to the side. Turn the wheel seven or eight
times to raise the captain's cabin door for a short time. Rotate Lara right
(clockwise) about 45 degrees, do a back flip/twist so that Lara will land
running most of the way down that ramp, and sprint like crazy down the middle
of the ship. When the sprint bar shrinks to zero have Lara jump (Lara travels
faster while jumping, rather than simply running), when the sprint bar is
somewhat restored do a concluding sprint to the captain's door and roll with
Lara against the door. This should take her under the closing door.
Place
the four Callinicus Rudders about the room. After the last is placed, see the
block descend to give access to the torch. From the entrance, there is a wall
switch in the back left corner. Use it, and climb the pole to get out.
Getting
to the Ship's Hold.
Go
back up that ramp with the rolling barrels and pick up one of the torches. At
the bottom of the ramp Lara can light the torch on fire (save game before
attempting this, in case Lara also lights herself on fire). Take the torch to
that large explosive barrel. See the black powder trail; use the Action (Ctrl)
key to light it with the torch. Take cover from the explosion. Now the
crawlspace is open, and Lara can crawl through to use the wall switch. Crawl
out, go through the opened double doors. (Note as you enter that there is a
closed door on the left that gives access to Secret Bonus Key #1.) Go down into
the hold of the ship.
Four
Stones of Byzantium
The
first things you encounter in the hold are four capstan-like apparatus. Lara
can use the horizontal levers to rotate these a quarter turn or half a turn or
whatever, and this will cause the crates up on deck to rotate aside giving
access to those four pyramid plugs (Stones of Byzantium). If you use a quarter
turn (and choose the wrong direction), then one of the deck crates may end up
blocking access to the stern of the ship by making the jump very difficult. It
isn't clear which lever controls which deck crate unless you use them one by
one. So either use the levers one by one, going up on deck after each one, or else
rotate all the levers a half turn, to avoid closing off the stern. Then go up
on deck and collect all the Stones of Byzantium, one at the bow, three at the
stern.
Return
to the hold of the ship. Go beyond those capstan-like apparatus to a red-lit
alcove where Lara can place the Four Stones of Byzantium into their sockets.
Clearing
the Way
Go
through the opened door. Step gingerly into the left doorway as sliding spike
blocks activate. Run past them, angling to the right, to the other side, and
throw a wall switch.
Exit
by the doorway. Go across to find a brand new torch. Light it, and have Lara
stand under the nearby rope to ignite it: the battering ram swings free and
smashes into the anchor that is blocking the way. Enter the newly opened area
and kill two mutants. Jump into the central hole: a trapdoor will open later
and be the exit to the next level, so note where it is.
Explosive
Finale
With
the lit torch go back past those capstan-like apparatus, and see an open door
to the right. Go into the room and find small powder kegs (Greek Fire) and a
trail of black powder. After lighting it Lara has about thirty seconds to dash
to the now open trapdoor, and dive in and swim to the next level. This is quite
easy. The ship is destroyed and Lara gets safely away. However...
For
the Secret Bonus Key #1
Getting
the Bonus Key is much harder. Make sure Lara is facing the door as she lights
the black powder. Run out and right, continue right, jump while running, and
rush not through the double doors (closed) but into that doorway noted earlier.
While running Lara must hit the spacebar to get rid of that torch as it only
hinders her, but also immediately light a flare to be able to see in the
darkened room for the Bonus Key. Jump to the Bonus Key in the far left corner.
If possible do a jump/twist to land over Bonus Key #1.
Pick it up and run back out. If done right, Lara can roll to the lower ramp and
bounce down. Sprint through the hold of the ship, and past that swinging beam.
If time runs out, Lara catches fire and dies. If you are close to making it,
then jump at the end. If Lara is sailing through the air it doesn't seem to
matter that time ran out. She flies through that open trapdoor into the water,
and swims until the level ends.
Knights of the Round Table - Part I
2
Secrets, including Bonus Key #2
Secret
(Shotgun=Hell Fang)
Enjoy
the attractive room. Right at the beginning run into the back right corner (NW)
and pull the lever there. Back flip with twist, sprint and jump across the
depression and run to the timed gate. If Lara runs in she falls right through
the floor to her death. So at the doorway threshold jump angling to the right
and grab to catch a hidden pillar, pull up. Turn left, jump and grab to a
hidden wall ladder. Climb down and find the Secret, Hell
Fang. Climb up, back flip/twist to grab the pillar, then make a running
jump out the doorway.
Blue
Gem
Beneath
the Arthur picture there are two gates (W), both of which can be pushed open.
Go through either to get the blue gem. Come back out. Near the timed door you
can pull Lara up on a cobweb. From here jump into the closest corner, pull the
lever, and on the left side beside you a gate opens.
Go
into it, slide down the slope into the water, and look for a high spot on the
right (S) where Lara can stand to jump straight up to grab the first floor of
the structure in the middle. Ahead, Lara can make a jump to a balcony and
collect a Heal Potion. Jump back, now run to
the other side, jump to another balcony to collect a Light
Potion (flares). In any case, you need to get on that ladder. Climb up
to the armor ledge and jump to the second floor of the central structure, and
go across it to find a lever to pull. Turn around, go and jump to the pole to
the left, climb up to back flip to the top platform. Here Lara can place the
Blue Gem.
Jump
back into the water, and again climb up to the first floor, and see the opening
on the left. Get there, jump upward from standable platform to platform, then
right, and finally up to the exit.
Back
out in the starting room see that a transparent yellow block has risen. From
this jump to the platform with the Arthur picture, where you can pull the jump
switch. It opens double doors down to the right (N).
Underwater
Labyrinth
Enter
the doors. For now ignore the electric discharge and the bowls ahead; Lara will
light the left one later when she has a torch. Instead jump into the water in
the back left (NW). Don't expect to get through the spike passages in one go as
you need to explore all the corners of this small maze. So when Lara's air gets
low return to the start to replenish air supply. You should find: 3x Hell Breath, Hell Demise,
Hell Fang, Light
Potion, and an underwater ceiling lever to pull.
Lamorak's
Spike Challenge
When
you make it through swim up into an area with many closed gates. After a lot of
searching it may seem that there is nothing to do here. There are pictures of
Lamorak, and on one wall the picture is missing a part. Enter here, and go
left, always avoiding the spikes. Here you will find a block that Lara can push
forward once. A spike tile deactivates. Now go to the opposite side of this
room, to the right of the entrance (when entering), and pull the block in the
back corner twice, then get around to the other side of it and push it forward
twice onto the pale tile. Another spike tile is deactivated. Go to the third
block and pull it backward all the way to the entrance so that the picture of
Lamorak is completed. A gate opens
(SE). Go into it and hit the wall button, which opens a door in bottom of the
pool.
Lynette's
Rose
Swim
through and pull up on the left side of a room, turn to face the underwater
gate in the pool. With Lara looking down, use the shotgun (Hell Fang) to shoot
the gate. When it's destroyed, swim inside and pull the underwater lever. Now
Lara can climb out and use the raised blue block to jump up and grab to the
higher floor. Pull up, and directly in front of you is a deeply shadowed wall.
The shadow hides a crawlspace.
Jump
to it, crawl through, shoot another gate, then use the floor lever, which opens
the large gate lower down. Get back out, and drop to enter the new area. Again
it looks like there is nothing to do. There is no sense trying to get the rose
in the spikes. But examine each of the floor tiles carefully. Light a flare:
one of the white tiles is brighter than the others, and is a disguised
trapdoor. Face east, directly in front of the armor on the east side, and open
the trapdoor.
Drop
in, and shoot an invisible something. Jump into the water and wade most of the
way back, pull out to the right. Turn around and look up to find the hidden
jump switch. Use it and a passage in the water opens. Jump into it, pull the
lever, go back all the way to the top and take the rose that the spikes were
previously protecting.
Back
to Lamorak's Room
Swim
back to the room with the pictures of Lamorak. Go through the newly opened gate
(SW) and find an opening from which Lara can drop onto a slope. You are now
about to face a series of very tough challenges, the most difficult places in
the game. Brace yourself.
Drop
down on the slope. This may be an illusion, but this seemed easier if Lara hugs
the left wall. Jump shortly before the end of the slope, trying to get by the
ball that drops from the ceiling. Keep running and jump over the ball that
comes careening toward you. If Lara actually makes it through alive, turn
around and shoot the grid and jump into the opening.
Bedivere
Hell Chamber
Use
curved jumps as Lara slides to get her next to the right wall. At the end of
the slide, before going into the lava, make a curved jump to land on the slope.
Jump back and forth between the slopes above the lava, curving to the side with
each forward jump to make progress. Approach the flame emitter as close as
possible. Jump back and forth and wait until it runs out. Continue jumping back
and forth until the flame starts again. Save now and then reload the game.
Hopefully the fire will stay out long enough for Lara to get by using back and
forth jumps. If Lara lands directly on the flame emitter, even if it's down,
she will still catch fire. [Download savegame,
Lara standing safe on steps by lava.]
Make
it to the double doors where Lara can pause to rest. There is a lion's head
over the entrance of the slide that needs to be shot. From the lowest step in
front of the doors one can see a tiny sliver of the lion's head; nonetheless,
it is possible to shoot it with the shotgun. If that doesn't work, then jump to
the shallow part of the slope left of the doors. From here (with the help of
the save and reload trick) jump by the fire emitter to another standable area.
Find the lion's head which hangs above the entrance slide. Shoot it. Whichever
way you do it, the mouth closes and the large doors opens.
Go
through into a new area, making sure not to stumble right into the lava. Go
around the building and spot the ladder to climb. Use the save and reload trick
to get the fire emitter down so Lara can leap to the ladder. Get to the alcove
on top. Jump to the roof of the building and use the floor lever. This opens
the gate at the front of the building. Drop down.
Walk
inside, shoot the armor, and use the wall lever that is exposed. Now back to
the room with the lava trench and the flame emitters. Run jump left to the
slopes and start bouncing. Get by the flame emitter. One square from the wall
where it is very dark Lara will land on a standable block. [Download savegame with Lara on block.] Turn toward the wall
and make a standing jump to a crevice, and shimmy to the right. Climb up and get
around to the right into a passage. A side passage to the right has a Hell Demise. Go up the stairs, pull lever, through
the newly opened door, turn left and up more stairs, make a jump back into
Lavorak's room.
You
arrive at a wall button, push it, turn around and go straight to the other end,
push that wall button. The door in the pool is now open. Jump in and swim
through the side opening.
Deadly
Skull Room
Climb
out of the water. There are two gates to the left. The first is an exit. The
rear should open when you step on a triggering platform in front of it. Go
through. You are now in the deadly skull region. Jump across to the fire pillar
in the far right corner. Drop and hang, shimmy around to see that there is a
lever in the corner. So drop to the lever and pull it to open a door. Now Lara
has to get out, but most of the skull tiles are deadly.
Face
south, away from the lever, and turn slightly left, for a standing jump: from
the pillar on your left, the next south tile is deadly, the next south tile is
safe. (Remember this First Safe Square.) On the safe square, turn left, east: a
pillar is directly ahead, the adjacent tile to its right is safe, stand jump to
it. Now Lara can crouch down and look to the right and spot the slanted part of
the floor. Side flip right to that slope, slide forward and jump to grab the
block ahead. Pull up, climb the ladder to the top. You are back at the
beginning; exit the first door. Go back through the rear gate, and this time
jump from pillar to pillar about the room to reach the door that opened, get
in, and use the lever. Finally the spikes in Lavorak's room disappear.
Jump
back to the pillar. From here jump to First Safe Square (see above). Repeat the
procedure you used before to reach the ladder and get out of the room. Swim
back to the pool.
Lamorak's
Room Again
Lara
can use the lever that was surrounded by spikes, and drop a rope. Note those
slopes by the side of the pool, near the rope. Facing the rope (Lara faces
south), stand jump over the slopes, bounce, and spring to catch the rope. Swing
to the upper platform West. Use both floor levers. Go to the red roof in the
north, from here spot the light beam in the middle and the key on the invisible
platform. Drop to the ground, and back to those slopes so Lara jumps, bounces,
and grabs the first rope. Swing to the second rope, and then swing to that
invisible platform and pick up the key. Lara can't jump back to the rope.
So
drop in the water, get out on the side with the slopes, get on the first rope,
swing to the middle one, and then to the third rope. The next jump is very
difficult because Lara hits her head on the ceiling and so falls short. From
here it may be easier to swing to the right to the red roof. Swing Lara, stop,
wait until she pulls her legs up on the rope again, then press the swing key
and Lara does a super jump. Raymond has a better solution: aim Lara for the
keyhole on the balcony, swing Lara up to the ceiling at the top of her arc,
then wait for the moment she starts to descend, then jump. This keeps Lara from
hitting her head, and she will fly over the railing onto the balcony. [Download
savegame, Lara on balcony in front of
keyhole.]
Use
the Golden Key in the keyhole. See a screen shot of a gate opening in the upper
corner (NE) of Arthur's room. Now swim back through the underwater labyrinth to
the earlier rooms of this level. Get out of the water, go back to
Arthur's
Room
Get
on the raised yellow block and jump to the platform with Arthur's picture. From
here, make a running jump to the right, grabbing the block on which the pillar
stands. Get on the platform, jump across to the ledges with armor over the
double doors, and on to the platform in the corner. Collect a Hell Demise from the opening. Here is the gate the
Golden Key opened.
Follow
the path to the left, jump over the two gaps. Go to where the sloping roof
forms a peak in the middle. Make a running right slant jump from the highest
point, grab, and pull Lara up above. Drop down and see that there are keyholes
for Gold and Silver Keys.
Timed
Run
From
looking at the keyholes, go to the right about the corner to find a switch. The
timed door that this opens is directly across the room from the keyholes.
The
timed run can be done this way. Flip the switch. Rotate Lara right and back
flip/twist and sprint briefly down the passage. About two thirds of the way
down the passage angle right and do a running jump up to the ledge. Run
diagonally across the ledge heading for the open timed gate. Make a running
jump over the chasm (good thing you're not looking down) and land on the other
ledge, then leap straight from there into the open gate (use Ctrl).
Once
through the timed gate go back right through the curtain, down the stairs and
into a new area. Kill two dragonflies. Go into the middle of the area and look
up to the ceiling to spot the dangling blue ball. Shoot it with the shotgun.
This opens the door further on (S), and in the next area in the back, locate a
torch.
Torch
for a Silver Key
Bring
the torch back to those central fires and light it. In this large room there
are four unlit wall torches on the ledges at the cardinal compass points. By
using nearby blocks Lara can jump up and light the wall torches in the North
and East. The roof in the West is inaccessible because it requires a running
jump and grab. So get on the South ledge last, light the third wall torch, and
right of it (W) spot the hole in the ceiling. Drop the torch directly under
this hole (press the "1" key to drop the torch at Lara's feet).
Hoist
Lara up into the ceiling hole, follow the passage, and at the end step on the
collapsible tile. This clears the way so you can access the passage from the
West roof. Drop down to the ground, and jump into the water pool to the east.
Swim the passage and open the underwater door. Follow the only route and at the
end turn right to pull an underwater lever. Swim back and get out of the water.
Look to the South ledge where you left the torch. There is now a raised blue
block.
Now
do a jump/grab to the West roof, pull up into the open ceiling passage, run
along it to where the raised blue block has lifted the torch. Take the torch
and run back, and light the fourth wall torch. Jump down with the torch, and
leave it in the middle of the room.
Go
back to where you initially found the torch and climb the ladder to the top.
The door is open. Skirt the edge of the room and take the Silver Key, then get
back down.
Golden
Key
Retrieve
the lit torch and carry it north out of these rooms and back toward the
keyholes. Remember that lower room with the underwater labyrinth entrance, and
near it the electric blue rays, where Lara was supposed to light the left bowl
once she had a torch? Now is the time. Throw the torch down and safety drop,
and repeat to get all the way down to the lowest floor. Light the left bowl.
Discard the torch as it is no longer useful.
Take
the long route back to the top: Arthur's room, right across ledges to NE
doorway, left to jump two gaps, jump from peaked roof, pull up to keyhole area.
Get back to the large room where you lit the wall torches, and continue through
the south door.
Look
left and spot the newly opened gate. Get a new torch, light it, and use it to
light the wood pile there. The lava basin west in the previous room is now pure
water. Jump into it and get the Golden Key. With the keys return to the
keyholes and open the gate and go through.
Secret
Bonus Key #2
In
front of you are collapsible tiles. Position Lara so that she can jump to the
first tile, then jump to grab the edge of the second tile. Better save the game
as Lara pulls up. Turn at once to the right and push the movable blue block
into the wall. If done quickly enough the collapsible tile will fall, leaving
Lara's feet over empty air, but she will continue the animation of pushing the
block into the wall. Keep pushing. Go and pick up Bonus
Key #2.
Insane
Spike Run
Back
to the opening and survey the situation. There is a third collapsible tile, and
beyond that a series of spikes popping up. Jump to the collapsible tile and as
soon as possible move to the first spike tile. (I saved here.) Lara needs to
make a U-turn sprint through the spikes, but the timing is so close she doesn't
have time for a normal run jump at the end. This means on the final tile she
will need to veer sharply left and jump, doing an awkward curved jump to the
left.
Lara
will land on...more spikes. Run across them diagonally left and jump to a
collapsible tile. (Save the game if you make it this far.) Jump the gap to the
next series of collapsible tiles, and draw pistols. Run down the center of the
last collapsible tiles (save game). As Lara falls off the edge start firing
madly.
If
she shoots a blue ball in an alcove as she falls, then a trapdoor opens below
and she falls safely into water. If she fails, the trapdoor stays shut and Lara
is killed. You really need the Uzis for this, but you only get the Uzis in the
next room, after having accomplished this task (another mark of the author's
sense of humor). So try again and again until with luck Lara shoots the blue
ball. [Download savegame has Lara in water.]
Percivale's
Room
Fall
into the water. Swim along the passage into a new colorful room. The left (S)
movable object goes to the other end of its slot onto the obvious tile, the
right movable goes directly in front of the fireplace, on the right side.
Turn
to see an orange cone rise in the south. Climb on it and jump to the arch over
the entryway. Go to the other end, by the stature, and spot the jump switch
high in the right corner (NE). Lara needs to angle left and jump to the slope
of the fireplace archway. Slide and grab the edge, shimmy to the middle, pull
up and backflip/twist to catch that jump switch.
The
water passage is now flooded to the top at its other end. Dive back into the
water, swim the passage up to the blue ball alcove, swim to the end and pull
the underwater lever. This floods the Percivale room. Swim back. Now Lara can
swim through that crack in the fireplace.
Surface
in the new pool. The jump switch in the center of the pool is unreachable. When
facing it turn to the left. One of the blocks in the wall is strikingly dark.
Push it in as far as it goes. A block rises under the jump switch, so now you
can jump up and pull it. Then go back to the dark block in the wall and push it
farther inward until a lever is revealed. Use it.
Swim
back into the Percivale room and around to the south, use the raised blue block
to jump to the top. Look around north and collect Ekatuns
(Uzis) and Ekatun Ammo.
On the opposite side of the room note the spike traps. Climb on the block
directly between them, and walk forward to the edge. Lara is facing the
fireplace. Now jump up and grab the monkeyswing. Turn around and swing to the
entryway above the female statues holding the braziers. Turn to face the gap in
the wall, drop and grab it.
Climb
through. A flying skeleton starts to plague Lara, but it seems harmless so
ignore it. Carefully get the torch and light it. Climb on the block (save your
game here) and throw the lit torch through the gap. Hopefully it falls on the
ledge and not in the water. Climb back out and use the torch to light those
statues. Jump into the water and swim through the open gate to end the level.
Knights of the Round Table - Part II
5
Secrets, including Bonus Keys #3 and #4
Swim
down the passage until you come to a candlestick. Don't swim through the gap.
Turn right, swim up through the apparent ceiling and pull out of the water.
Secret
#4
See a
chain to pull. But first turn left and climb up the curtain, move right and
drop for the Secret, Light Potion. Get down,
pull the chain, and hear the bell. Dive back in and now swim through that gap.
Notice the two gates on the left that are closed; they are connected to Secret
#5. Swim through the open gate on the right, into the room and find the opening
to surface.
Galahad's
Hall
In
the great hall pull out of the water onto a tile with blue light rays emanating
from it. Run around the hall stepping on all the blue light ray tiles (but
don't step on the pink ones). A door opens to the north.
Enter.
There is a fire under the chain which makes it impossible to climb. So go to
the right, by the unlit candle, and pick up the torch. Lara may have to crouch
in order to get it. Take the torch to the blazing candle and light the torch,
then use it to light the unlit candle. The ground shakes, the flame goes out
under the central chain. Climb up, backflip, go right to the
Lava
Room
Enjoy
the music, watch the flyby carefully. It shows the bridge over the lava, and at
the other end there is a shootable wire mesh on the right side of the platform.
This is part of Secret #5. If you are not going for secrets this is an easy
area. Draw pistols and jump up to shoot the cage hanging to the right. It falls
into the lava. Go to the other end of the bridge, jump up and shoot the cage
there on the left, and it, too, falls. Now the center door opens and Lara can
enter.
Optional
for Secret #5
(Thanks
to Mr. Jungle and Karl Chen.) Tricky secret, one measly Heal Potion. At the bridge Lara can go to the southeast horse
statue and climb onto its platform and go to the outside corner. Turn to face
east, make sure Lara is at the very edge, then swivel left 90 degrees to face
the platform edge at the other end of the bridge (N). The point of this
maneuver is that Lara's right foot must appear to be off the platform over
empty space. Take out the shotgun (Hell Fang), aim at that shootable wire
mesh--you are shooting from the side, which is why Lara must be as far right as
possible. I fired five times, went across the bridge to check, and the wire
mesh was gone.
Turn
Lara's back to the lava, drop back using the Ctrl bug to get into that alcove.
Throw the lever and come back to look over those slopes. (Lara does little
sliding on the slopes, mostly immediate jumps.) Facing right, do a standing
jump to the left edge of the first slope, jump at once with left curve to grab
the edge of the second. Shimmy all the way to the left, and save game.
Pull
up and jump with a slight left curve to the next slope, but before Lara lands
SAVE YOUR GAME (new slot). This seems to work best if the fire emitter is just
starting. Reload. Lara lands on the slope, jumps at once to the fire emitter
slope (which is hopefully out), jumps with left curve to last slope, and
springs to grab the bridge. This may take several attempts, but isn't that
hard.
Pull
up to the bridge, turn left (S), run back to Galahad's Hall. The door at the
chain is closed, so go straight out to the balcony and side flip over the
railing. Jump into the water hole, swim the short ways back to those two gates,
the right one is open. Go in behind the blocks to get a Heal Potion (not even a Life Potion).
There is a glowing stained glass ceiling where Lara can surface to breathe, but
this hardly seems necessary considering the paucity of pickups.
Swim
back to Galahad's Hall [download savegame,
Lara swimming], run around on those blue light ray tiles to open the north
door, climb chain, and run across the bridge.
Trapdoor
Puzzle
Lara
continues through the central door after shooting the cages (and perhaps
spending a minute or two to get the secret). Go up the stairs and through a
door which closes. There is a small pool of lava and some pipes ahead.
Take
a running jump into the alcove to the right. Lara can just run over the corner,
over the lava, to the right. Find the floor switch and throw it. Proceed
through the open door and turn immediately left, jump and pull up. Make a
U-turn to the left and lift the hidden trapdoor in the floor, the one next to
the end square. Turn around and walk by a closed door to the right, through the
open gate, and drop down back by the lava pool.
Repeat,
jumping to right alcove, go through open door. But this time turn right and
pull up through that trapdoor that you opened. You have just avoided a trigger
tile. Now when Lara walks forward the door on the right is open, so go in and
throw the lever. Drop back down to the lava pool--except it is now clear water.
Jump in and pull the underwater lever. This floods the entire room.
Swim
forward, go straight and down into lower rooms. Swim through the wider portion,
then look for a horizontal triangular crevice on the right side where the walls
narrow. Slip into the small opening, find the underwater lever to use, and to
its left on the ground the Light Potion. Swim
back out, to the right and pull up out of the water.
Slide
down the next slope. Previously all the vases were impervious to bullets, but
suddenly the two vases in this area can be shattered. Shooting them doesn't
seem to do anything, but it does alert you to what follows. Climb down the hole
with the ladder sides. In the two underground rooms you can run around shooting
all the barrels (and the armor) to get 2x Hell Breath,
and Light Potion.
Secret
#6
Go to
the dividing point of the two rooms, and stand in the first room, which has a
lower floor. Look two squares away and see that one set of floorboards has been
rotated by 90 degrees. That is a trapdoor. Get around to the opposite side to
open it. Drop down and pick up a Hell Fang
secret, climb out.
Continue
to the exit and climb the ladder. Go to the big doors and shoot the vase to get
access to the wall button, press it to open the doors. Enter the lovely new
room and listen to the music.
Room
with a Harp Riddle
Go up
the left staircase to the top, turn left, walk to the harp and move it forward
three times into the corner. A door has opened, though you have no clue. It
should now be obvious that Lara runs back down the main staircase and leaps
into the fireplace. (Avoid the glowing tiles.) At the back is a smoking tile.
Walk on this and Lara falls through. The gate opened when Lara moved the harp.
Now throw the lever. Climb back out and jump out of the fireplace.
Trot
up the staircase again, and this time go to the back of the central structure
and find the open door. Go in. Notice the two platforms hanging from the
ceiling, and on the left one is a rose. The ceiling has grids on it which are
monkeyswings. So jump up, grab, and follow the grid tiles to swing over to land
on the platform with Lynette's Rose. Now Lara has two of them.
Drop
down on the right stairs. Go up to where you were, see the two pedestals on
either side of the big doors, and place the two roses there. Lara may not want
to place them. It seems to work if Lara is at an angle: she stands somewhat on
the side toward the doors, and turns at a 30 degree angle to the pedestals. It
also helps if you don't simply press Ctrl. Go into inventory and select
Lynette's Rose, then Lara is more likely to place it.
When
the doors open, enter the new room. Turn left and go jump to pick up the music
scroll: "Queen for a Day." Take the scroll and put it on the podium,
making sure the knight isn't too close. Lara strums the harp a bit.
Now
run back down the staircase and jump into that odd little pool. The block in
the underwater entrance has lowered so Lara can now swim through. Pick up
Lynette's Cross and Hell Demise, turn and swim
through the gate. Keep going straight through the jagged course and pull out on
a ledge into the darkened cave.
Dark
Cave
Lara
should be standing with a crawlspace in the wall to the left. This is too high
for her to reach, but it is her goal. Ahead of her is a pillar that she needs
to get on to. To the right are some raised stones. Get to the other side of the
raised stones and use them to make a running jump/grab to the pillar.
In
order to make the jump Lara has to take off from the highest point of the
little hill, and yet angle right to a point on the pillar where she can grab
it. This is a little tricky. Light a flare to see what is going on.
Once
Lara grabs the pillar, climb up. There is an overhead monkey swing, but it
isn't obvious which tiles belong to the monkey swing. The dark tile above the
pillar is part of the monkey swing, but the dark tile to the side isn't. Go in
the direction of the crawlspace in the wall, turn right, follow the wall to the
crawlspace. Turn to face the crawlspace, drop down and grab the edge, crawl in.
Following
the passage to the next cave and get out. A transparent spider is running
around the cave; try the shotgun.
From
where you entered this cave, see two basins to the right and left. Go across
between them, stepping around the skeleton. Then come to a tiny basin and step
off here. Turn around and note the passage in the water under the stones. Lara
seems to be standing, not swimming, in the water. But if you press the crouch
key Lara will kneel down and start to swim in that opening. Find and use the
underwater lever. Get out of the water. The door has opened.
This
Time with Uzis.
Stand
and look across to the ledge. If Lara tries to leap she will of course fall
down and be killed. Have Lara draw the uzis (Ekatuns).
From standing exactly in the middle, turn around and slide down backwards, as
Lara falls shoot with the uzis. Something (a stone) shatters, the pit suddenly
fills with water, and Lara avoids certain death in the spike trap. Swim up to
those ledges, climb out, and go out to the new area.
Congratulations,
you are entering one of the memorable areas of the game with lots of exciting
(or hellish, depending on your perspective) challenges.
Take
a moment to orient yourself. Looking somewhat left, see double doors that will
be the object of a timed run. Looking somewhat right, you see the gate that
will be the start of that timed run. And further right are double doors to a
letter puzzle that ultimately you want to reach. First we have to open that
gate.
Run
all the way to the rear of the horse statues, turn left and climb the ladder to
the very top. Now take three steps down, with Lara on the left of the ladder.
Lara does a backflip/twist and curves right to land on the ledge to the side
behind her. Now do a banana jump around the pillar. Use the jump switch (the
gate opens). Then do a safety drop to the ground.
Timed
Run Adventure
Go to
the open gate and inside. With Lara before the switch save your game. Pull the
switch, which opens those double doors of the other tower for a very short
time. Turn Lara right, and do a backflip/twist. She must come down running next
to the right doorjamb, practically clipping it with her shoulder as she sprints
out. Aim directly for the corner of the tower and sprint. The sprint bar goes
to zero as Lara turns the corner. Jump and curve through the closing doors.
Easy,
wasn't it? [Download savegame, Lara standing
by wide open doors.]
Once
through the double doors, climb over the boxes and jump up to the ledge, then
make a running jump over the gap to the ledge on the left. Go inside to those
triangular ledges, and use them to flip Lara up above. Lara can't shoot the
bell. Go outside, and straight ahead see Bonus Key #3.
For now it is unreachable.
Turn
left. In the distance see the Life Potion that
Lara can reach. Make the jumps across to it and then come back. Now you are
ready to tackle those glowing yellow platforms.
Crazy
Jumps!
Jump
to grab the first platform and shimmy to the right. Pull up and jump so that
Lara hits the near edge of the second slope. Slide, then jump curving to the
right and twist in midair. Lara lands backwards on the third slope, so that she
can jump with a sharp right curve to the fourth slope. From here she can jump
curve right to the next slope, slide down backwards and hang.
Shimmy
all the way to the left and pull up. (If Lara delays for a moment, her feet
start to slip on the slope, so just her toes are on it, and that gives her a
bit of extra distance for the jump.) Backflip/twist and curve right to grab the
last platform. [Download savegame, Lara
standing on last yellow platform.]
Spiculum
Longini
Jump
over to the tower, and across to the next opening. Take the zip line down to
the roof. Run around that turret to find the floor lever and throw it to open
the double doors of the building where Lara stands. So hang and drop and go
inside. Stop and think a moment as you examine the letter puzzle. Look at the
motto on the wall. I think you will agree the solution has to be C-A-I-U-S. So
throw those levers and the door opens. Enter and pick up your richly deserved
Spiculum Longini.
Remember
Bonus Key #3
Exit
the building and go around to the left to find the double gates have opened. Go
to the well and jump into it (the reddish water is safe). Throw the underwater
lever, the gate opens, climb out. Pause. Notice that the well has a ladder on
its side. Climb back out of the well, and see that a glowing cone is now beside
it.
Climb
up to the roof of the well. Get a goodie. Turn to face the entrance. Start in
the area that is on Lara's left, going around to get the pick ups: 2x Hell Demise, Ekatun Ammo and the Hell Fang.
End up in the southwestern corner, jump on the block and push the dark-sided
block twice. Run through the room to the next, and see the dark block up on the
wooden boxes. You know what to do: pull it twice.
Take
a running jump/grab to the ledge, pull up. Push this block in only twice. Jump
up to the left and spot the switch on the other side of the block. Use it and a
gate opens. Go there and pull the dark block back three times. Eureka! Jump out
to get Bonus Key #3, a Light
Potion, and Hell Breath. (This is Secret
#7.)
The
door has shut behind Lara. Even a safety drop down will kill her. The only way
down is to aim for the exact corner of that pool below. Do a running jump
toward it and immediately press Ctrl to extend the distance that Lara travels.
Lara lands in the pool with at least 4 mm to spare.
Now
back to the well and jump into it. Pull up into the open lower gate. Go left,
climb the ladder, step across to the the hole in the floor and drop down. Lara
is back in Galahad's Hall. There is nothing to do on the balcony, so side flip
over the railing to the floor. Find the door that you heard opening.
For
Bonus Key #4
In
this room run over the collapsible tile in the back right. You can see spikes
directly below and a long slide down. Back up and do a jump with Ctrl, so Lara
sails into the hole over the spikes and hits the slope going down. (You can
also just climb down and to the side.)
At
the bottom, get into the trench between the high facing slopes. The slope
puzzle may seem baffling at first, but it is easier to do than it looks. Go
down the trench a bit. Turn left and have Lara jump up and hang from the slope.
Shimmy right. It appears that the low ceiling block will keep Lara from doing
any slope-to-slope bouncing, but this isn't so.
Pull
up and backflip, then jump with right curve into that ceiling block, but hit
Ctrl so that Lara slips down onto the lower slope. Backflip from there, and
again jump with right curve into the ceiling block, hitting Ctrl. Make progress
in this way until Lara gets beyond the ceiling block to the next slope, and
backflip from there to the corner of the upper ledge with the transparent vase.
Shoot the vase. [Download savegame, Lara in
ice caves.]
Cross
the room diagonally and shoot the ice sheet, continue through. Climb on the
block, and pull up. Turn around and jump in front of the moving block. Run
forward as it moves away, and fall into the hole. Stop and look up: there seems
to be an area in back of that moving block.
Secret
#8
Get
on the block near where Lara fell down. When the block moves away from the hole
jump up and run forward. Find Hell Demise and Bonus Key #4. Now avoid the moving block and drop down
the hole as you did before. [Download savegame,
Lara with Bonus Key.]
Shoot
the ice crawlspace and crawl through. To the left is a Hell
Breath, then return and continue on straight.
Skeleton
Room
Don't
run down the center of the new room; instead jump to the side. Walk on the
sides of the room, crossing only where a skeleton lies under the ice. Continue
on the side and cross where the next skeleton is. Do the same for the last
skeleton. (Don't try jumping from skeleton to skeleton.) A new door opens and
you can go into the next room. A monster comes sneaking up on Lara so be
prepared to shoot it. Continue to a large open area.
Bottomless
Room, Swinging Blades, Tricky Jumps
Jump
on the large floating platform and then the next smaller one left. Now comes a
tricky jump. Set Lara up for a normal diagonal jump, though it will fall short.
Angle Lara and sidestep to one side, angle her again and sidestep back with the
net results that she has gained a few centimeters forward. Save the game. Try a
run forward. If it still falls short, repeat the previous procedure, advancing
Lara a few more centimeters. The jump must be exact. If you don't move Lara far
enough forward, she won't make the jump distance. Move her the tiniest bit too
far and she will fall off the ledge as she runs forward. (If Lara makes the
jump and gets her toes on the platform, but jiggles up and down and then falls
off try this: repeat the jump, when Lara lands on her toes keep the forward key
pressed and hit the Roll Key (End). If Lara responds you have made the jump.)
Now
you have to jump by the dual swinging blades and grab for the next block. This
is a matter of timing and luck, so just keep trying. Once successful, climb up
and jump to the next platform. [Download savegame,
Lara on platform.]
Run
jump to the slope so that Lara slides down backwards and grabs; pull up,
backflip/twist to grab the corner ledge. Get into the corner, find the opening,
and take the long slope downwards. From here Lara needs to make what looks like
an insane jump to those strange formations below left. Jump down and with luck
land on a standable portion. Make jumps to get close to those transparent
panes. Shoot them with the pistols. Then do a run jump/grab to that opening. An
elevator platform takes Lara to the top. Get out, make the jump to the corner
ledge.
Go to
the back and through the passage to find the chain and pull it. See a cut scene
of a hammer swinging down and breaking an ice pane that shielded the Golden Key
in a room you recognize.
Time
to get back. With a few attempts find the right place to stand so Lara can
jump, bounce off the first block and grab the next. Climb up. From here do a
straight short-takeoff jump (aka Walking Jump). That means hold down the Shift
key, start to take a step forward, release the Shift key and immediately hit
Jump (Alt). This works perfectly from the block Lara is standing on. (Otherwise
you would need to do a complex curved jump from the triangular surface.) On the
next block Lara can run on the diagonal. I found it simplest to do a running
jump/twist so Lara lands backward on the next slope, slides and grabs. Then she
pulls up, does a backflip/twist and grabs the large platform. This way you can
make the jumps on the first attempt.
Return
back to where Lara met the monster. Find an open gate there. Go through and
come out in a familiar room. Find where the Hammer broke the pane, and collect
the Golden Key.
Drop
back to the trench, climb up to the slope that Lara slid down. The left wall is
climbable, so work your way all the way up to the top. Keep high to avoid the
spikes. Pull up and get back into the big hall. On the left is the keyhole for
the Golden Key. Use the key, go through the open door, and advance to the next
level.
Knights of the Round Table - Part III
4
Secrets, including Bonus Key #5
Open
Sesame 1
Well,
if you've been trying to shoot the bells all during this game, now is the time
when you finally get to do it. Turn right and spot the high bell. Use the
shotgun, with Lara looking up, and shoot the bell. It rings out and opens a
high gate. Look around by the tree, in the water, for a Hell Breath. Then climb the palm tree and backflip into the open
gate. Lara needs to be high up to make it. Get the Open Sesame and drop back
down where you can use it.
Open
Sesame 2
Go in
till you can jump left to the slope. Climb up to a new area. The first timed
door is on Lara's right. The second timed door is directly across from her. Now
drop down and go forward to see the marked trigger tile. Before using it go and
study the slopes to the right. This is what you need to do:
Place
Lara's back to the lighted windows. Run over the trigger tile, angling somewhat
left. Make a running jump/twist to the slopes, bounce off and curve left to
land on the standable slope. (There is a marked JPEG at laraslevelbase.org
showing this maneuver.) Run for the first timed door which is now open. Try
jumping straight from area to area through the door. You may find this as tough
as the timed run at the two towers in the previous level.
When
you finally make it through the door, save your game. See the new trigger tile.
This is for the second timed door on the opposite side of this area. Step on
the trigger tile, run out with a sharp right curved jump and sprint across the
upper part of the slopes, turned toward the second door and jump and sprint
through. This may be slightly easier than the first timed run (small
consolation). Take the Open Sesame and leave the room.
Now
you have to go back to the entrance. Place Lara on the top slopes near the
first timed door. Find the exact spot where Lara can make a running jump and
strike the slope nearest the entrance, then bounce and curve into the opening.
[Download savegame, Lara in entrance.]
Get
down and use the Open Sesame. Enjoy the flyby, especially noting the pair of
red flags at the top of the stairs. To make sure what was written on them, get
out the binoculars and study the flags: "Hic manebimus optime," which
means something like "Here, we remain the best." Having just finished
the timed runs, you may have felt like you were going to remain here indefinitely,
but never mind. The clue is essential for acquiring Bonus
Key #5.
Go up
the stairs to the top and kill the Knight. Get his key. Use it to the left of
the door.
Tristan
et Isolde
Go
forward and note the picture. Enter the curtain in the back right where there
is a dry fountain "For Always," and a lever. Use the lever. Turn
around, run back through the curtain, go across to the gate, sprint up to the
open door and left to open the chest and get the Love Potion vial. Immediately
run out to the right and back down toward those pedestals, drawing uzis as you
run. Shoot the scorpions before they reach the skull tile or Lara will be
toast.
Hear
the sound of flowing water. Go through the curtain, see the running fountain,
and fill the Love Potion vial with the magic water. Go to the pedestal with its
empty Love Potion vial, stand directly in front of it, and use your Love Potion
to fill the vial on the pedestal. A door opens. Now go up the stairs to the
right, open the chest and get Isolde's ring. (Lara now has three of the needed
items; only the fourth remains.) Turn around and climb up into the gate.
Secret
#9
Time
to lose some health. Climb the ladder through rotating blades. Replenish health
as needed. At the top of the ladder, turn and look for a devilish secret. Can't
see it? That crack with the rotating blades is a crawlspace. When the blades
are to the side, jump and grab to it. Crawl through and get Hell Fang and Life Potion
for Secret #9. Crawl back out, drop to fall into that water hole.
Now
go back up the ladder through those rotating blades again. Run and jump through
the corridor blades, making sure not to fall into the small pits which are
fatal. Slide down the slope. Shoot the lizard, and the lizard on the other side
of the water.
First
Pool
You
are at the first pool. The gate to the left is the way to Bonus Key #5, but you
won't get there for a while. Lara has some tasks to perform. Dive into the
water and find the underwater lever beneath the platform. The lever opens the
gates. Climb on the platform and jump to that side to go through the gates and
down.
Crawl,
jump over the hole, crawl again, and take Ekatun
Ammo. Crawl back and drop down into that hole.
Turn toward the room. There is a hard to see underwater ceiling lever directly
in front, but that is for later, when the room is flooded. For now, go to the
center, turn around and jump up to grab that ladder. Lara makes it by her
fingernails. At the top, reach in to the wall holes on both sides of the room
to find a Light Potion and open the door.
Jump
over the fence in the water into the next room and reach into the hole in the
wall there. Now you can turn around and go straight to see the lava room, but
the exit door there is still shut. So instead go back to the first ladder room,
which is now flooded. Use that well-hidden underwater ceiling lever to open the
exit doors in the lava room.
Swim
up, retrace your route over the fence, but this time climb out right and go to
the lava room. Good fun. This is all about timing, so go for it.
Geraint's
Tower
Make
the jump into the tower and watch the sneaky flyby (it does everything but show
you the necessary jump switch). Go forward and pick up Hell
Breath, then jump into that north opening in the wall. Climb the stairs
until they start to go down, then find a pile of rubble with a torch. Pick up
the torch and run back down. As you drop into the big room there is a block on
the left under a fire. Put the torch on the block (get on block, press
"1").
Go
back up the stairs, all the way to the top until you come to a wooden door. An
unlit lamp is on Lara's right. Aha! Everything is now clear, so just throw that
jump switch. The jump switch that is right in the northeast corner where Lara
is looking. Use the binoculars, that jump switch. Standing by the unlit lamp,
Lara can jump and grab the overhead monkeyswing, swing over to the wall, drop
and catch the jump switch.
Fall
down on the rising block where the torch is. Pick up the torch and light it on
the fire, at which point a Demigod gladiator starts firing at Lara. Jump down
and draw pistols (torch falls), run up to the gladiator and crouch and shoot
him with the pistols until he drops. Retrieve the torch and take it all the way
up the stairs to light that unlit lamp.
Take
the torch with you through the open wooden door. Come to an open gate, and turn
around. Jump up and press "1" to drop the torch on the ledge above.
Then climb up after it, and pick up the torch. Run through all the transparent
textures that have an upside-down hammer on them, then in the corner jump up
through the transparent texture to the higher level.
Secret
#10
Light
the wall torch and the door opens. Go in and pick up the Hell Fang for the Secret. Then go across the room and
throw the lever, which opens the doors in the bottom room. The torch is no
longer needed.
Retrace
the route all the way back down the stairs and go straight out onto the
balcony, turn right, jump up and pull the jump switch. Look over the first
pool, which is where Lara was before. The door in the center is now open. But
to its left, the high grating is also ajar, so better have a look at that.
Secret
#11
On
the jump switch side of the balcony the roof is close enough to reach, so jump
to it, grab, and shimmy left about two corners and hang over that grating that
is ajar. Drop and grab, crawl in and pick up a secret Hell
Breath. Crawl out and drop.
Secret
#12 (Bonus Key)
Jump
to the platform, go through the gate to the next pool. Notice the writing on
the mossy ledges at the pool sides. Of course you remember the motto on the red
flag: "Hic manebimus optime." So jump to the left and step on HIC.
Jump
in the water, swim and get out on the platform nearest the other bank. Jump to
that ledge. Banana jump around the pillar, and use the floor lever to open the
underwater gate. Hop back onto MANEBIMUS. (Don't step onto any other words.)
Back
in the water, swim to the platform and jump to the first ledge. Banana jump
around the pillar and step on the word OPTIME. The central door opens. Do a
running jump inside, careful not to step on any other words while you are doing
this, or the door will close. Pick up Bonus Key #5,
Ekatuns, Hell Demise,
and Heal Potion.
(Note
that there is an unlit wall torch here. I reloaded the game, went back and got
the torch, carried it to the balcony and threw it down, took it to the
platforms and the banana jumps, and into the secret room and tried to light
that wall torch. It is just for show, Lara can't light it.)
Evil
Blue Cave
Now
jump into the water and swim through that underwater door into what we fondly
call the Evil Blue Cave. Swim forward and left and find a block that Lara can
stand on. To the side are ledges, and Lara stands on the brink of a waterfall.
Ropes hang from the ceiling, and ahead there is a high door and lower gate in the
wall. Apparently there is nothing on the wall ahead, but use Look with your
vantage point from below, through the water, and you will at once see the jump
switch on the wall. That is your goal. (If you don't look through the water you
can't see it, but you can also spot the jump switch with binoculars.)
There
is a ledge to the left, so it looks like Lara can jump to the ropes, but we now
know this author. If it were that simple, why are there two ropes? So Lara is
far too intelligent to step on that ledge.
Instead,
turn around on this block, with Lara's back to the waterfall. Use the Ctrl bug
again. That is, drop back with Ctrl pressed, release it just as Lara is about
to grab, them immediately press Ctrl again so that Lara falls on the ledge
underneath and picks up the Hell Fang.
Jump
into the water and swim through that low crack. Climb out and step on the
trigger tile. Jump to the open door, turn left and make a jump to the ledge. Do
a run jump/grab to the climbable surface to the left of the waterfall, climb
all the way to the top, and get as far left and as high as possible. Backflip.
Lara ends up with her heels on the rock, and if she tries to step back she
falls off. So rotate her slightly to the left, side flip left into the wall,
and she slides down onto the rock (get ready to grab in case she falls off).
Back
Lara up and do a short-takeoff jump (Walking Jump) to the ledge to the left of
that climbable surface. That is, hold down the Shift key, start to take a step,
release the Shift key and immediately press the jump key (Alt). Lara can just
make the jump and grab, then pull up. In this position again make a
short-takeoff jump, angling slightly right so Lara will next jump forward from
the sloping rocks to the rope. To catch the rope Lara may need to curve left.
Swing
on the rope to the next rope. From here turn Lara to face the jump switch (I
found it worked better if Lara seemed to be aiming to the right of the jump
switch). Swing and pull the jump switch. Fall into the water and repeat the climb
back up to where Lara just gets her heels on the rock, rotates, side flips to
secure herself. This time turn to the open doorway and jump through it.
[Download savegame, Lara in waterfall
doorway.] Follow, crawl, and emerge in a new area.
Lovely
Large Lake, Gladiator Statues
The
first goal here is to find four switches. To start, turn right at once, jump
into that little fenced off area with the trees, and press the curious knobby
projection on the wall. That's one. Go back to where Lara entered this area,
climb up on the ledge and jump to the little balcony to get the Ekatuns.
Now
dive into the lake. Don't worry about the fish, they are only curious. Swim to
the right (S) and in the middle of the side find an underwater opening where
Lara can throw a lever. Watch flyby. Now swim to that central island with the
gladiator statues and use the underwater ceiling lever and once more watch a
flyby. Climb up on the little island and look about. One switch to go, and that
is the jump switch at the house wall. You can see that to reach it Lara needs
to traverse those spinning circles.
So
get to the island with the spinning circle. Make the running jump to the first
spinning circle. These prove to be like collapsible tiles, Lara can only stand
on the surface for a brief time. Try to jump to the right of the next spinning
circle, then curve run around to the left to jump to the third. Jump to the
wall switch at the house. [Download savegame,
Lara pulled jump switch.]
Lara
drops in the water: turn right and swim to the north and in the bottom middle
of that section find an opened trapdoor. Swim through and climb out. Find the
bunch of swords in the center of the room, pull them out, move them north, and
then push them all the way down the room to that empty wooden tile next to the
water entrance (NE). This time the flyby shows that the big doors of the
building are open.
Swim
there. Lara can pull out of the water on the left side of the embankment, in
line with where the gladiator island is. Go up into that building.
Pellinore's
Mirror Room
Enter,
turn right, jump on top of the glowing block. Turn so Lara faces the entrance,
draw pistols, and jump up and shoot that shield up near the ceiling. A door
opens in the back of the room.
Go
there and get the mirror and drag it out to the middle of the room where that
light beam is. You know it is positioned correctly because a new light beam
will be projected from the mirror. A block goes down near the entrance, so get
that mirror and position it at the end of the light beam. Next the mirror in
the back left corner is freed, so move it to the light beam. Then the other
door opens at the back of the room; go back there and drag the final mirror out
and position it.
The
light beam is directed to the picture of Pellinore and magically reveals a jump
switch. Use it and the gates open in the side of this room. Climb up and get
Pellinore's hammer from the pedestal, and a screen shot shows a trapdoor
opening in the lake. This is near the one that Lara previously used, but farther
away. Lara now has all four items that she needed so time to move to a
conclusion. Run out, jump into the lake, swim northeast. You may want to take a
breath before diving into that trapdoor opening and making the swim to the
final area.
A
Battle?
Lara emerges
and walks forward. Note the passage to the left (W). In the distance are two
mounted riders that are alerted to her presence. It seems that you have little
choice but to confront them with pistols, but actually you can chose to avoid
the mounted knights. Your choice:
If
you fight the knights with pistols you know that it will take a long time, and
that inevitably Lara will suffer health loss. On the plus side this is a
satisfactory conclusion to the main levels, with Lara having a showdown with
the knights and emerging triumphant.
If
you choose to evade the knights then they become a nuisance throughout this
area, the horses stomping around annoyingly. It isn't that hard to avoid them.
The Gold and Silver keyholes are at the top of the stairs, but Lara can run to
the lower side of the stairs, draw the knights to her, then jump and pull up to
the top of the stairs and use the keys without the knights bothering her.
However
you deal with the knights, know that Lara can run to the first statue on the east,
climb up, and make a swam dive to the balcony to get Ekatun
Ammo. Similarly on the west side, from the
statue Lara can swan dive to the balcony to get a Heal
Potion. Now run into that passage you first saw in the west, all the way
to the end (note the untextured pillar) and pick up a Heal
Potion.
Gold
and Silver Keys
Return
to the midpoint in this passage and find the crawlspace right (E) and climb
into it. Get up into a room and move the piano to find the Golden Key. Walk to
the left of the balcony, around the side, and find the ring lever to pull. Now
go out on the balcony and shoot the railings.
Jump
to the first rope, and swing to the second rope. Swing angling left to the east
balcony, go around to the middle, and climb up to get the Silver Key. Take the
keys up to the top of the stairs and use them.
Enter
and see that in the corners of this room are blocks on which Lara can stand to
place the four treasures in niches. Then the door in the east wall opens and
Lara jumps into it.
Bonus Level
Lara
drops into the Bonus Level. Look around a bit, and read the writing on the
green wall. [Download savegame, all Bonus
Keys.] If Lara doesn't have all five Bonus Keys she goes to the right and the
level ends. Game over.
If
Lara has all five Bonus Keys, use them in the keyholes. Go through the doors
that open, turn left, and shoot the railings. Look down to the spinning
skeletons that you have already seen from the title. Turn and hang from the
edge, drop down to a slot, shimmy over, drop down to a slot, repeat, and
finally to the floor below. Jump over the railing toward the center line of the
room as the ground is higher there.
Throw
the ring levers east and north to raise climbing blocks. Pick up the Heal Potion in the middle, and climb up the block on
the south, do a standing jump/grab to the ledge, then take a running jump over
the railing to the southeast balcony.
Climb
the long stairs all the way to the top and press the wall button, the doors in
the northeast open. Go there and enter. Take the Life
Potion from the ledge on the left, then go right through the passage.
Hear the doors close. Continue and get the Golden Key. It looks like you are
stuck inside, but take out pistols and shoot the doors where Lara got the
Golden Key. Approach the next doors and they open.
Am
I Blue?
Exit
and run diagonally across the big room. The keyhole is low down and to the
right. Use the Golden Key and enter the doors to the Blue Room. Watch the
flyby. Turn to the right and get onto the slanted ramp, jump up and grab above.
Pull up, make a running jump into that doorway, crawl through and use the lever
to open a gate in the underground passage. Crawl out and drop. Now go to the
middle of the room where the fire is and drop into the hole.
Start
to slide down the slope but quickly jump up and grab the climbable surface.
Climb about the corner to the right, get over the jump switch, release, then
grab it. As soon as Lara starts to slide again jump with curve left, and repeat
so Lara is against the left wall. At the bottom of the slide jump and curve
left into the open gate.
Climb
the stairs with the big blocks. When you reach the slope, the right side wall
is climbable. At the top, where Lara drops from the climbing surface, turn
around and go into the side passage and pull the block backward twice. Then go
up the passage and drop into the water.
Go
about the room from where Lara pulled out of the water. There is an opening
from pulling that block back; get in there and use the lever. Continue to the
back of the room, behind two statues, and pick up Life
Potion. Continue on to the east side of the room and jump into the open
gate to pick up the Javelin.
Lara
now needs to get back to the higher level, which means repeating the
underground part. Get in that hole, this time slide down on the left, and so
forth. At the top, jump to the ledge with the statues, then left to the next
ledge. Get Lara against the wall and jump to the east ledge. Now turn right and
run jump to the raised ledge, and run jump to that odd platform that seems to
be mounted on a stick. Stand jump to grab the highest ledge and Lara is at the
top of the room.
Up
here there are three movable objects. Move them under the tiles that look like
three-pronged candlestick holders. (Originally I pushed the objects to every
tile and that works, too.) Lara can stand on the outside of the objects to push
them against the wall, then move them to the appropriate tile. When all are
placed look to the statue in the middle of the room and see a javelin on the
pedestal. Go get it. I had trouble on this platform because of the pedestal,
but if Lara gets on the platform with the statue she can do a running jump into
the water.
Get
out and go back to the big room, and see the high west statues need Javelins.
Climb the raised north block and jump to the northwest balcony and pick up a Hell Fang. Then climb up to the statue and place the
Javelin. Repeat the procedure south (no pickup here). When both Javelins are
placed the door below opens.
Falling
Blocks
Proceed
with caution as lots of blocks fall from the ceiling, but they are easily
avoided by using the side niches with the skeletons. At the end throw the lever
and immediately backflip or side flip right to avoid getting crushed. Run
through, the door closes behind Lara. See the picture of Lancelot and slide
down into the next room. Look left to see the high unreachable opening; this
will be the final exit, if you can survive
The
Last Challenge
Turn
right and go into a large attractive room. Go all the way to the back right and
press the wall button. If a floating skeleton is bothering Lara she can jump
into the water and wait for it to vanish. Now the task in this room is
simplicity itself.
Throughout
this room there is a floor block and floating platforms that blink in and out
of existence. You need only jump on top the floor block, jump to those floating
platforms, and get to the ledges. From the ledges you can use the shotgun (Hell
Fang) to shoot some of the grates in the four high ceiling rooms. Then get up
to a high corner ceiling room, where Lara can use pistols to shoot the
remaining grates as she is now at their level. Throw the lever in that room,
and the levers in the three remaining rooms.
The
German walkthrough has some hints, but frankly I think this is something you
have to work out as you do it. It takes a lot
of time to accomplish.
Dust
in the Wind
Once
the four levers have been used, get back down. Return to the previous room,
climb onto the glowing cone and do a running jump/grab to that high wall opening.
Light a flare and run forward. Jump into the water and swim to the door that
opens, go through, climb out and jump up right and follow to a simple mirror
room. Collect the "Dust in the Wind" from the pedestal.
Go
around right, jump in the water while the song plays, swim to the next room.
Pull up and place the "Dust in the Wind" on what looks like a movable
object: a gate opens. Go and climb into the gate, run forward and this
beautiful and inventive level series comes to an end. Now if only the degree of
difficulty were a little more reasonable...