Lara and the Four Shafts WALKTHROUGH

 

 

Levelset by Elke Schwarz a.k.a. Eelkemama

Walkthrough by: Nina Croft

 

CREDITS: The author of the walkthrough would like to thank some people @ TRLE Community, who helped finding all the secrets and solving many puzzles in this game. Thanks to José, who helped finding secret #3 in level 2, to Pablito_it who helped finding 4 secrets in level 3, to raikutee who helped finding the first yellow key in level 2, and to owee who helped me find the second red key in the level 4. Of course, thanks to the author of the levelset herself, for all her help and patience during the making of this walkthrough.

color legend: green - supplies; green bold - weapon; blue - items; blue bold - keys; orange - interactive; orange bold - secret; red - enemy; pink - hazard

 

LEVEL ONE: THE LONG WAY TO THE FIRST SHAFT

 

secrets: eight

 

ENTRANCE: When the level loads, go to the left and find a concealed opening in the wall close to the plant. Behind that plant, in the corner, you'll find flares. Climb in that opening and pull the lever to open a door inside the building. Use the jump lever in the corner to the right of the gate to open it and kill a dog beyond it. In the near right corner pick up Revolver ammo. Go through the open door which is on the left.

 

Ignore the bike for now and climb on the upper level of the room. Upstairs, kill two bats and drop in the whole in the NW corner. Crouch and shoot two vases here to find laser sight and revolver hidden inside. Climb back up and use two levers to raise two blocks under the second door in the previous room. Also, find a jump switch in a ceiling alcove S and flip it to open the second door near the gate.

 

Go downstairs and out of the room. The door opposite is now open, and two blocks in front of it are now raised, making it possible for you to go through on the bike. However, you need to open the inner door in order to proceed. First you enter the doorway (climb on the raised red block) and approach the inner door that is still closed, because stepping on the checkered floor tile will open a hatch in the ceiling back at the previous room. Go back and go right on the wooden ledge. Up in the ceiling you'll see an opening covered with cobweb, so climb up to the upper level.

 

Enter the tunnel in the far right corner and make a left turn around the corner. Follow this passage to the next corner but don't turn left yet. Instead, climb into a raised crawlspace, drop into a small shaft beyond, lower yourself and crawl into the next crawlspace, and a block that blocked the passage will lower. Climb back in the raised crawlspace and return to the passage. Now proceed through the passage to the lowered block and into a room beyond.

 

CORRIDORS: An ice elemental will start chasing you around. So run through the doorway ahead and go left, making a U turn inside. Jump into water here, and find green key on the bottom of the pool. Swim further into the tunnel beyond the key, climb out of the water and use the lever to raise a block in the pool that will allow you to climb back. Dive again and swim back in the main pool. But before climbing out, swim into the far left or right corner, into a tunnel behind the entrance, where you'll find a UW lever. Pull it to open a gate upstairs. Now climb out of the water using the block you've raised and go back to the corridor with a window. The gate you've just opened is on the other side of the window. You'll go there a bit later. For now, shoot the window to break it and enter the room with transparent floor.

 

GLASS FLOOR ROOM: The transparent glass floor of this room is mostly lethal. Look at the floor beneath: you'll see some different textures, marking the safe path across the glass. So run jump diagonally to the left on the safe part of the floor, walk to the other side and jump diagonally to the right. Use the lever to open the door, walk back to the end of the safe patch and jump diagonally to the left, with a right curve in mid-air to land in the doorway. Remember the red raised block and the door next to it, and go left, making a U turn into the room with a mirror. Use the mirror to locate the concealed opening in the wall (turn to face the entrance, and the opening will be to the left of it). Climb in it and use the jump switch to open the door above. Climb down and up the ladders above the entrance to the mirror room. Upstairs, go right and step on the floor tile that will open the door elsewhere. Return back to the room with glass floor and see the change: it no longer has the lethal glass floor. Go across, return to the corridor and go left, and through the gate you opened by that UW lever before.

 

Take two clips of revolver ammo. In a small room beyond push open the glass door to the left, and kill one soldier lurking in the next room. Don't go through the doorway yet. Instead, go left, then left again, to face the S wall. In the left corner of the S wall there is a raised opening. Jump up to grab it and crawl in. Drop on the other side and find shotgun shells, which is secret #1. Return back to the room with shields and go through the open door opposite the entrance.

 

ROOM WITH SLOPES AND LADDERS: From the entrance jump forward to land on the first slope and bounce off to land on a flat pillar ahead. Grab the ladders and climb up and all the way to the left, until you can pull up in the opening above. When you do, a block will raise in the room with ladders, enabling you to get back to the corridor. Proceed down the passage to a T-intersection and go right. Climb the higher step and step on the floor tile that will lower the block next to the door (you can see it through the window here). Return to the opening above the room with ladders. Run off the edge to land on the slope below facing downhill and jump to land on a flat block. Climb the red raised block and jump diagonally to grab the opening above. Return back to the room that used to have the glass floor, go through the doorway opposite the entrance, and the block you've just lowered will be straight ahead. Use the green key in the keyhole here to open the door, go through and use the jump switch to open the second door back at the beginning. Return all the way back to the motorcycle.

 

COURTYARD: Drive out of the small room and up the slope to the left. Follow the wooden ledge to the red block you raised much earlier, and through the open doorway to the left. When you enter, get off the bike and pick up flares from the ground. Climb into the opening with cobweb in the far left corner from the entrance, follow the short passage to a vase, shoot to break it and take the crowbar hidden inside. Here, in this passage, you'll find a pendulum in the ceiling alcove, so use revolver with lasersight to break it. This will open the door outside in the courtyard. Return to the bike and drive through the open door, up the slope and through the breakable wall. Park the bike here and climb into an opening in the far right corner. Follow the passage on the other side to a floor tile that raises a block back at the courtyard. Pick up revolver ammo as you go and return to the bike. Stand at the top of the slope, facing downhill, and pivot Lara to the right, to face the wall. Jump diagonally to grab it, pull up and take revolver clips, which are secret #2. Drop down to the courtyard.

 

POOL: Climb into the opening above the raised block and follow the passage to a pool. In the next jump sequence avoid falling into the deep water, because you'll be stuck there, unable to climb out of the water. When you enter the room with the pool, turn left and walk onto the metal ledge. From here drop into the shallow below and crawl into the opening, where you'll find the shotgun, which is secret #3. Climb back up to the pillar at the entrance and turn to face the pool. Run jump onto the first pillar, diagonal run jump on the second, another diagonal run jump on the next, then a standing jump to the last pillar, and finally, jump into the passage beyond. Save your game here.

 

BACKYARD: Use the crowbar to pry open the blue door and kill the soldier inside without stepping through the doorway. A nasty gun turret is placed inside this room, to the right. Now run in the room and crouch behind a low wall, using it as a cover. Crawl into the dark corner, stand up and walk cautiously around the room, until you can see the gun from behind. Use laser sight to aim at the fire sign on the red cylinder to destroy the gun.

 

Now climb the ladders in an alcove to the right of the entrance and pull up into the opening above. Kill another soldier lurking in the backyard. When you enter the backyard, go left and stand against the second block of the stone ledge to the left of the entrance. Pull it once and climb behind it. Drop into the opening and enter a small room. Follow the triangular hallway to flares, which are secret #4. Return back to the courtyard, and jump over the steep part of the ground and gso to the left. Jump over into a small hole next to the wall. Crouch and crawl under the pillar to find shotgun shells, which are secret #5. Crawl back and jump over the steep ground. Go to the other side of the backyard, jump over some more sloped ground and go to the far left corner. Crouch and crawl under the pillar here, and into the room beyond.

 

LAVA ROOM: Climb the higher block and turn to face the entrance. Jump to grab the switch and flip it, thus making two swinging ropes appear in the lava room. Run jump to grab the first rope, climb all the way down and swing towards the second rope. Climb all the way down the second rope and swing towards the sloped pillars ahead. Leap off the rope and grab the edge of the second pillar. Pull up, slide and jump to land on the second pillar, slide and jump with Action to land in the opening ahead. Pick up Nitrous Oxide Feeder. To get back across the lava room, you need to run jump to grab the back of the sloped pillar diagonally to the left. Pull up, slide and jump to land on the next pillar. Slide and jump from the edge to grab the ladder on the flat pillar ahead. Climb and pull up. Jump up to grab the bars on the ceiling and monkey swing to the other side. Return to the backyard, and enter the room where you destroyed the machine gun. The door here are now open, so proceed through.

 

SECOND BIKE: When you enter a small courtyard, turn right and go into the near right corner. Climb up in the opening and follow the passage to a floor tile that will open the red door in the courtyard. Return back, cross the courtyard and use the crowbar to pry open the blue door in the far left corner. Enter the fenced room, use the Feeder on the second bike and drive out and through the opened door. Drive up the ramp, and park the bike near the closed red door to the right. Go to the left, then to the right at the T-intersection, to another red door that is closed. To the right of it there is a raised opening, so crawl in and land on the floor tile that will open a door back where you left your bike. Return there, go into the passage, kill a soldier in the way and go to the very end of the passage. Turn around and jump to flip the switch above, that opens the door near the raised opening. So go there and enter the room with a mirror.

 

Use the mirror (and binoculars if necessary) to locate the opening in the ceiling (when facing the mirror, the openin will be in the back left corner). The wall beneath this opening is climbable, although there is no ladder. Climb up and back flip on the ledge above. Follow the passage here to a room where you'll find the red key, then crawl through the opening in a small corridor where you will find some shells and another floor tile that opens the door back in the room with mirror. Return to the room with mirror, and go back to your bike. Drive into the room with mirror and through the open door. Once in the paved passage, use turbo-drive (Sprint key) to get across a pit in the way, and to break the wall on the other side. Park your bike here and climb into the opening ahead.

 

PUSHABLE BLOCKS PUZZLE: Go right and follow the twisted passage. On the next T-intersection turn left, and take shotgun shells from the floor in this dead-end. Also, climb into the opening above and find some revolver ammo which is secret #6 on the other side. Return to the passage and go left, and follow it to a small room beyond a closed gate. In the far left corner of this room there is a pushable block. Push it inside all the way, so it ends up next to the second pushable block. Push the second block once, and to the left of it you'll find the third pushable block. Push it twice and turn right to face the fourth pushable block.

 

Push this block once so it ends up behind the first block (and the fifth you don't see yet). Now go around the second block and push it twice to stand against the wall, to the right of the third block. Turn right to face three remaining pushable blocks (in this order, from left to right: block 4 - block 5 - block 1). Pull the middle block 5 away from the wall, and then go to the right of it and push it against the second block. Now you can access the jump switch hidden between blocks 1 and 4, and use it to open the gate. Shoot a soldier that will attack you and go through the gate outside the room with pushable blocks.

 

CHURCH: Inside the church, go around the fenced central construction and drop through the concealed opening just below the dead soldier. Climb on the other side to end up inside the fenced area. Go around the central pillar and climb the left ladder here, but all the way to the ceiling (just grab the ladder and climb four times up). Back flip with roll to grab the ladder behind, climb just a bit so that Lara can bend her legs, and traverse to the right around the corner. Back flip with roll to grab the next ladder, climb just to make Lara bend her legs, traverse to the right around the corner and back flip with roll to grab the last ladder. Climb a bit up and traverse to the left around the corner. Back flip into the opening behind (or back flip with roll and Action to land there).

 

UW PASSAGE: Drop in the small backyard, kill a soldier lurking here and use the red key in the keyhole to open the door. Climb in the shaft and use the pole to get to the lower level. Open the door and enter the hallway beyond. Go to the right, turn right at the lampost, and proceed. Somewhere in the middle of this passage, between two lamposts, you'll find a jump switch up on the wall to the right. Use it to open the door ahead, and proceed towards the next lampost, then turn right at the corner and through the door. Dive in and swim through the UW passage, timing your swim through two spike traps, until you reach an opening in the ceiling where you can surface, pull up and find revolver ammo. Jump over to the other side and use the floor tile to open a door nearby. Dive in the water again and continue swimming further down the passage. Climb out of the water and go outside through the open gate.

 

ALLEY: Go down the stairs and kill one soldier in the way. Down in the alley kill another soldier. Now look at the closed red door on the left side of the alley. Directly opposite this door, on the right side, there is a concealed opening in the wall (here the texture has some holes in it). Step inside this opening and sprint towards the timed door to get through before it closes. Once behind it, use both levers to raise two blocks outside in the alley and re-open the timed door. Exit, go to the other side of the central building and use two raised blocks to get on the roof. Use the lever here to open a door nearby. Drop down to the ground. The door you've just opened is located in another concealed opening, to the right of the first concealed opening (the texture here also has some holes in it).

 

INNER ALLEY: Follow the passage to a T-intersection. Straight ahead the tunnel is blocked, so go to the right. Ignore the jump switch up on the wall to the left, just go forward until you hit the wall. Up above there is a crawlspace. Squeeze in to trigger the floor tile that will lower the block in the blocked tunnel. Drop down to the floor, and return back to the intersection. This time turn to the right and climb in the tunnel that was blocked earlier. Shoot the pendulum to the right to raise a block elsewhere, and now return to that jump switch and flip it to open a door. Go right of the switch, then left at the intersection, and through the open doorway. Now a block raised here, so you can climb it and flip the jump switch above the entrance. This will open a door elsewhere. Exit and go right, and when you hit the wall, turn left, then left again, and through the open doorway. Flip the switch here to open another door and exit. Return to the intersection, go straight and when you hit the wall turn right. Follow the passage here to another open door, go in and flip the switch to open the last door. Exit, go left and return to the intersection. The door you've just opened is near some stacked blocks you can climb. Go around them (forward at the intersection) and turn right to go through the open doorway. Climb the block to the left and flip the switch here to raise a block up above. Exit, go left and climb the blocks nearby. Once on the top block, turn left (E) and run jump with a left curve to land on the roof above the first jump switch. Run jump on the next roof and go to the pole. Save before grabbing the pole.

 

ROOM WITH BURNING FLOOR: Turn to face South and strart climbing the pole. Once up in a small room, you have to back flip from the pole and land on the safe floor, and this is not easy. The dark floor around the pole is lethal, and you have to jump over it. So, when Lara climbes in the room, don't climb too high, just until her legs are in the same height as the floor. Then back flip from the pole to land on the safe floor. Once there, turn right (W) to face a corner pillar with ferns, to the right of the floor spike trap. Climb in a small concealed opening, get down on the other side and collect shotgun shells, which are secret #7. Climb back to the room.

 

Between two corner pillars with ferns there is a passage (North). Climb here, shoot a soldier lurking in the passage ahead and push open the glass door ahead. Inside a small room go right and step on both steps in the corner: the one disables the spikes back in the room with the pole, the second will open a door above the spike trap. Then collect two pairs of revolver clips from the floor and the green key from the pedestal on the left. Return back to the room with the pole and this time climb into the opening in the other corner pillar (E) with ferns, and use your new key in the keyhole here to open a door elsewhere. Return back and finally, climb into the opening above the disabled spike trap. Follow the long passage to a ladder and climb up (at the top of the ladder, press Action to make Lara release her grab, then quickly press Action again to make her grab the ladder again, then quickly press Up to make her squeeze into the crawlspace above the ladder before she bends her legs again). Follow the crawlspace and climb down the ladder on the other side.

 

STAIRCASE: Climb into the open doorway to emerge on a staircase. Climb up the ladder in the far left corner, then a bit to the left, and drop on a ledge. Turn right and run jump on the first slope. Bounce off and land on the second slope. Keep jumping off the slopes until you land on a small balcony high above the stairs. From the edge of the opening take a diagonal running jump with a left curve to grab the ladders on the left. Climb to the left, land inside a small alcove and use the jump switch to change the architecture of the room. Drop to the floor and climb in the opening opposite the entrance.

 

INSIDE THE HOUSE: Cross the next room and climb into the opening above the pool. Swim down and to the left, through a UW passage curving up. Here surface and climb out of the water, and don't move. Observe the boulders rolling inside this room. You need to sprint to the ladders on the other side, avoiding the boulders. So time your run, sprint and quickly climb the ladders. Backflip to land on the ledge behind. To the left (when facing the ladder) there is a closed door you need to open. So go to the right and find a pushable block at the end of the passage. Push it into the tunnel, all the way it will go. When you do, turn to the left and flip the jump switch above to open that door. On your way back pick up flares from the small sideroom on your way back. Return to the ladders above the boulder room. Turn Lara's back to the ladders. In the right corner of the room there is a crawlspace. Crawl in and take SMP, which is secret #8. Return to the intersection and take the other passage, where the door opened.

 

In a small hallway beyond go to the next T-intersection, don't turn right, but first flip the jump switch mounted on the wall straight ahead. This will open the first door in the passage to the right. Return there and go through the open doorway. To the left you'll see the second door which is still closed. Climb into a small opening high above to the right, drop on the other side and use checkered floor tile to open the second door. Climb back and go through the second doorway. Climb the ladder, but not all the way up, and backflip to land in an opening behind. Follow it and cautiously turn left, in front of the pit with spikes. When facing the spikes, pivot Lara to the right and stand against the wall. Jump up to grab the invisible crack in the wall and traverse to the other side of the pit. Drop in the passage beyond.

 

LEVER PUZZLE: In this hallway you'll notice a red closed door in a raised alcove to the right. Proceed further down the hall until the game prompts you to save. Do it, in case you make a wrong move here and use the wrong lever. All in all, there are eight levers here, and you must use only four, in their proper order, to open that door. If you look at the ceiling, you will see the right combination of levers: just use the four levers on corresponding floor tiles to open the door. The right combination is (from left to right): lever 4 in the second row, lever 2 in the first row, lever 3 in the first row and lever 2 in the second floor, respectively.

 

TRENCHES: Jump into the doorway and hurry to run down to a trench, before the gun turret kills Lara. Run to the right, around the perimeter, and kill a soldier coming from behind. Then walk to the edge of a low wall and shoot the fire sign on the red cylinder behind the turret, to blow it away. Then you can climb on the block opposite the entrance and pick up some revolver ammo in the pit. Climb on the block to the right and stand jump diagonally with a left curve to grab the jump switch and flip it to open the red door in the room with the turret. Go back there and through the door. Use the checkered floor tile in the passage to open the gate outside. Go back and proceed through the gate.

 

To the left is a red closed door, so go right and up the stairs. You'll see a red block rising and preventing you from accessing to a lever beyond. So proceed around the corner and climb on the wooden ledge above the stairs. Run jump to the next and run jump to grab the opening ahead. Pull up and step on the checkered tile to lower the red block, don't drop down left but return via the wooden ledges to the block you lowered. Use the lever to open the door back in the room, return there and jump in the opening. Drop on the other side.

 

Don't step on the steaming floor with skulls of the room ahead, but jump diagonally on the block to the left of the entrance. Stand jump on the next block and run jump on the three other to reach the last block. Finally, run jump diagonally on the tile in the far right corner, pull up in the opening and follow the long corridor to the opening above the room with steaming floor. Drop to hand on the edge of the opening and traverse to the right until you can pull up on the ledge. You'll see a note on the screen: "The first piece is found". Use the crowbar to pry Western Shaft Key from the wall and use the jump switch to raise a block to the left. Climb on it to finish the level.

 

 

LEVEL TWO: WHERE IS THE SECOND SHAFT

 

 

secrets: six

 

GARDENS: When the level loads, turn right and walk to the stone block in the corner. Turn to face the sandy valley and slide just to the first flat ground. Now turn around and look at the stone block in the corner. Crawl into the triangular opening and follow the passage to find the yellow key. Crawl back out. Slide down in the valley and go to the other side of it, killing two bats as you go. Drop in a pit in the far left corner, lower yourself and crawl into the opening to find the blue key. Climb back up and go through the doorway nearby. Use the key in the keyhole to the left to open the door to the right. Enter a big room with a pool. Kill a soldier shooting at you on the right and take his SMP. Jump in the water and climb on the central pillar with the fountain. Pick up another SMP from the fountain, which will also trigger the raising of a block near the pool and climb back up. Don't climb the raised block yet, since the door above it is closed, and go into the first garden through the doorway between two windows.

 

Go to the other side of the garden and through the doorway behind the pillar on top of the stairs. As you enter the second garden, climb on the block to the left and pick up an SMP hidden in the grass, which will also open the gate on the other side. Go through the open gate into the courtyard of the big house ahead. Push the glass door open and enter the library.

 

LIBRARY: Go around the first book shelf and find the pushable block painted as the wall. Pull it twice out of the tunnel and enter the second library. Go left and climb the single shelf to an opening above. Squeeze in and follow the tunnel to the third library. Drop down to the floor. All shelves here are climbable, so climb the long shelf and use the checkered tile to raise a block back in the first garden. Drop down to the floor, climb the single shelf to the left of the window and return back to the first library. Enter the second library again, and this time go through the doorway to the left. Kill a soldier lurking around and find a jump switch attached to the wall to the left of the entrance. The door opposite the entrance will open, so enter a small room and take the red key from the left pedestal. Return to the first garden, use raised block to climb on top of the pillar, pick up revolver ammo and use the lever to open the door back in the room with pool. Return there and climb to the open door. Use the yellow key in the keyhole to open the door in the pool below.

 

TO THE SHAFT KEY: Swim down and through the doorway. Once inside a flooded room, swim to the right and into the corner, and flip the UW lever to open the door nearby and drain the pool. Go through into the room beyond. Use the red key in the keyhole in far right corner, to open the door in the far left corner. Enter a small storage, climb the smaller block and take flares, which are secret #1. Return to the previous room and find a jump switch to the left of the entrance when facing it. It will open the door to the next room. The checkered floor tile that opens the next door is located opposite the entrance, in the triangular crawlspace at the bottom of the pillar. You have to squeeze between the pillar and the stone plate in the corner, to get inside the crawlspace.

 

Proceed through the doorway into a small corridor with lava pit. To get across, simply jump on the slope to the left or right, facing uphill, slide back and grab the edge. Shimmy to the other side and pull up on a wooden platform on the other side. Drop in the pit ahead and jump over the slope to land in the next room. Turn right, then right again and jump over the sloped block into a shallow pit. This will disable one set of spikes in the next room. Jump back into the room. In the far right corner (from the entrance) there is a cobwebbed opening. Pull up inside to find revolver clips which are secret #2. Return to the dark room and climb the ladder in the far left corner from the entrance. Climb to the left around the corner through a triangular opening and climb all the way to the left, until you can drop on the wooden ledge below. Drop to the floor. Two metal floor tiles along the left wall will disable first two sets of spikes. Crawl throught the tunnel with disabled spikes and pry the Northern Shaft Key from the wall with your crowbar. Then turn around and use the jump switch to open a trapdoor nearby. Crawl back to the lava room and go into the corner with metal tile and turn to face the lava pit. Above Lara you'll see wooden ladder. Jump to grab it, climb into the room above and use the jump switch hidden behind some ivy to open another door. Climb the ladders here and pull up in the doorway.

 

TO THE BIKE: When you hear dramatic music, turn to left and jump to grab the long ladder. Climb all the way down to the bottom and jump over a shallow pit to the block ahead. Climb on the two next blocks and turn around. Look up and you'll see a jump switch. Use it to open the door on the top of the stairs and continue climbing until you emerge in a sandy inner courtyard. Kill the soldier shooting from the valley to the right, and take an LMP from the ground just to the right of the entrance, under the pillar with some ivy hanging. To the left of the entrance there is a closed door you need to open first. Stand to the left of the pillar with ivy where you found the medipack, facing the wall, and jump up to grab the edge of the roof above. Shimmy to the left and drop to grab a jump switch on the wall below. This will raise a block on the other side of the valley. Before going to the door, roll and run to the other side of the valley. In the wall find a crawlspace and go in to find shotgun shells which are secret #3. Now go to the block you've raised, climb it and use another jump switch to open the door back near the entrance. Cross to the other side of the valley jumping over the steep rocks and proceed through the doorway.

 

Ride the bike across the valley and break the floor in the far right corner. Park your bike here at the intersection. Push open the glass door straight ahead, follow the passage and kill a soldier around the corner to the left. He'll drop the yellow key, take it, return to the intersection, go right, shoot the glass and use the key in the keyhole to open the door left. Ride the bike again and go up the long ramp beyond the door. Continue driving up the ramps to the top, carefully, and park your bike at the top of the room, in front of the closed door. Use revolver with laser sight to shoot the pendulum above the door to open it. Proceed on foot into the alley, kill a soldier lurking around and climb into the opening E. Enter the big room with yet another closed door and shoot another pendulum above the door to open it.

 

PUSHBLOCK PUZZLE: In this small room you'll see two wooden pushblocks, but there are three more behind them you have to pull out. Start from the left one (although you can start from the right one if you want). Pull it out of the alcove twice, then go around it and push it into the corner. Go to the other block and pull it twice towards the first. Now pull it once to the right, then once towards the entrance. Finally, push it once to the left so it stands next to the first block. Go to the right and pull the block twice out of the alcove. Go around it and pull the fourth block once. Now go around to the other side of the last block and push it into the corner to find the blue key on the ground. Go back to the intersection. Go left (S) and all the way to the end of the alley. Crawl into the opening to the left to find revolver clips which are sectet #4. Crawl back out to the alley and go to the closed door. The keyhole is located on the wall opposite the door (N), so climb up and use your key there.

 

Inside the next room climb the stacked crates to the right of the entrance and flip the jump switch to open the passage to the next room. Climb in the opening and drop to the floor of the next room. High above you'll see a closed red door. Enter the passage to the left and push the block on the right into a small room beyond. Inside take the yellow key and use it in the keyhole to open the door above. Return back and climb up, going through the doorway.

 

FUME ROOM: Drop down in a pit beyond the door and climb the sloped block ahead. Slide, jump over lava on the next sloped block, slide and jump to grab the ledge ahead. Sprint forward and steer to the left, since this is a damage room and Lara will start losing her health rapidly. Jump on the pillar ahead, then on the next ledge, sprint to the other end and jump in the big opening ahead, where Lara will be safe. Save your game here before proceeding.

 

FALLING LEDGES: The ledges you see above lava are breakable, so be fast. Have one thing in mind when you need to get across such ledges: while you hang from them, you will not trigger them, and you can shimmy and adjust your position safely without risk to break them. You can also save while pulling out onto them, but do it in a new slot each time. Once on them, you'll have full time possible to perform a jump/run jump to the next ledge. It is always recommendable that you save your game whenever you manage to grab the ledge. Start pulling up and save in a new slot (use F5 shortcut, not the Esc menu).

 

So stand jump to grab the first ledge, traverse to the right and pull up. Pivot Lara diagonally to the left a little, then run and jump to land on the second ledge (or run jump with curve to grab it). Run across it steering to the left and jump to grab the next ledge. Pull up, run jump on the next ledge, then steer to the left and jump on the next, then on two more and finally, from the last ledge jump to grab the roof of the central construction and pull up. Use the checkered tile here to open the door below and ignore the switch on the pillar with the red NO! sign. Climb the block E and run jump to grab the edge of the roof. Shimmy to the left and down the ladder. Proceed throught the opening.

 

Around the corner to the left there is a block you can climb on. Use the jump switch here to open the door of the next room. Climb in the doorway and run jump to grab the wooden ledge. Turn around to face the entrance. To the right of the entrance is a vase, shoot to break it. Then jump to flip the switch on the wall to the left, and it will raise a block in the corner near the entrance. Climb on that block, take flares which are secret #5 from the broken vase, then climb into the opening and slide into the alley.

 

ALLEYS: Kill two dogs and go forward. Enter the small building to the left, kill a thug and take two clips of revolver ammo from the crawlspace behind the breakable glass. Return back to the alley, go left, then left around the corner. At the intersection go right (N) and push the block on the left into the room. Inside the room take an LMP and the blue key from the floor. Exit and go left, back to the intersection. Go forward (S) then right at the next intersection (W) and open the door with the key. Inside use the switch to open one gate at the end of the alley. Exit, return to the nearest intersection and go right (S). Go to the end of the alley, then turn right, and climb the ladder at the end of the alley, on the right. Inside an opening you'll find an SMP which is secret #6. Climb down, go to the other side of the alley (E) and open the door of the small library. Take Uzis and uzi clips from the floor, climb the book shelves and drop on the other side. Climb into a small alcove and use the checkered tile here to open the church gate. From this alcove take a diagonal run jump to land on the book shelf, and return to the alley. Go back to the first alley where the church gate is now open.

 

Enter the church and find a switch on the wall to the right (when facing the altar). Flip it to open the door of another building in the alley. Go out, then forward, then left at the intersection and enter the open house here. Jump over the table and chairs to land on the block in the corner with a checkered tile that will extinguish a fire in a fireplace elsewhere. Go back to the alley, then go towards the church, but this time enter the second library which is to the left now. Climb the lower book shelf to the right and then on the higher shelf, and shoot the pendulum above to open the door. Drop to the floor, go through the door you've just opened and into the fireplace. Climb the back wall inside the fireplace and pick up yellow key from the roof. Climb down, exit the building and go back to where you entered the alley the first time. The last closed gate is in a small passage to the left. The keyhole is hidden behind the second plant to the left. Unlock the gate and go through to end the level.

 

 

LEVEL THREE: LARA MUST FIND THE THIRD SHAFT

 

secrets: seven

 

 

GARDEN WITH PYRAMIDS: Open the gate with the jump switch above Lara, go in the garden and kill two dogs in the way. Stand to face the first pyramid, and the entrance door on your left. Go in the far left corner of the garden to find an LMP which is secret #1. On the wall on the right you'll find a jump switch hidden behind a tree. Pull it to open a door elsewhere. In the second bush behind the entrance you'll find the green key that opens the gate on the other end of the garden.

 

ALLEY: Once out in an alley, go left and through the open door. Just to the left of the door you'll find a pushblock. Pull it out twice and go into the opening behind to use the floor tile that will lower a block in the other corner of the room. Go there, drop and use the lever to open another pit in the room. Climb back up, drop in the second pit and flip the switch to open the other door back in the alley. Exit, go left and through the door you've just opened. Use the jump switch just to the right of the entrance to open the door at the end of the alley. Go out, then left and into the water at the end.

 

Straight ahead you'll see a closed gate. Remember it and swim into a long tunnel to the right. Follow the tunnel to a UW lever and an air pocket above where you can surface. Use the lever to open the timed gate back near the entrance, roll and swim back to the gate before it closes. If it is closed, use the lever again to re-open it. Once beyond the gate, climb out of the water, then up the ladder above the pool, squeeze inside a small opening, and use the jump lever in the small room to open the door back in the previous room. Return there and enter the house through the open doorway.

 

HOUSE: Enter the library to the right. Climb into the middle opening between book shelves, and push the block here to the left. This will open the secret door in the library, so go through, pick up revolver ammo from the floor to the right and use the switch here to open the gate outside in the alley. Also use the jump switch on the other side of the entrance to open the exit door back in the dining room. Go back, then out to the alley, and go right, through the open gate on the other end.

 

COURTYARD WITH THE WELL: Kill a dog here, and climb the small ledge to the left. Behind the gate you've just gone through there is a concealed jump switch that opens the steel door in the far left corner of the courtyard with the well.

 

ROOM WITH BIG SLIDE: Go through and don't slide immediately down the slope when you enter the big dark room. Instead turn left and jump on the pillar next to the wall and climb down to the left to find a LMP which is secret #2. Jump back to the slope and slide down into the room. Kill a soldier lurking around and drop in the room below the big slide. Go around the slide and find the red key. At the bottom of this slide there is an opening with ladders on both side. Turn to face the slide and hang on the edge of the opening. Drop to grab the opening below, crawl in and follow the tunnel to another big room with h-shaped ledge.

 

There's no need for you to drop on the floor of this room. Your goal is to push/pull the block in the near left corner to the far right corner over the h-shaped ledge. But the ledge is missing some blocks, and you need to find the way to fill the gaps. So use the switch in the near right corner to raise first two raising blocks (and the fifth) and push/pull the block along the ledge, to the intersection. Pull/push the block over two raised blocks to the last block of the central ledge, which is stable. Return to the switch and use it again to lower blocks 1, 2 and 5, and to raise blocks 3 and 4. Push/pull the block over these blocks too, to the next gap. Use the switch once more to raise the block 5 again and finally push/pull the block onto the checkered tile in the corner, to open the passage in the upper room. Return via the crawlspace to the room where you found the red key and climb into the opening above the ladder.

 

Follow the long tunnel back to the room with big slope, climbing several blocks along the way. Once in the big room, go to the back side of the slide and climb the ladder to the top of it. Slide just a little and jump to grab the ledge above. Pull up and return to the courtyard with the well. Climb the opposite ledge and use the switch to the left of the bathroom window to open the door back in the house.

 

INNER ALLEY: Return there, go across the dining room into the library, then to the right, and through the door you've just opened. Inside the passage, climb into the alcove to the left, then through the opening above, to find a LMP which is secret #3. Drop down to the floor and go to the alley with a glass panel. The ladder here is useless for now, so go all the way around the perimeter, and flip the switch at the end of the alley, to open the timed door nearby.

 

Go into a room with slopes and ledges. Climb on the slanted block, back flip and land on top of the central pillar. Turn to face S, run jump and grab the sloped ledge ahead. Shimmy to the left around the corner, pull up and back flip with Roll and Action to land on the ledge behind. Run jump diagonally with a left curve to the next ledge, then again to the next. Turn to face the ledge with spikes and walk to the edge. Hop back once to prepare for carefully timed run jump. When the spikes are down, run and jump to land on the ledge with retracted spikes. Immediately jump forward onto the next ledge before the spikes extend again. Jump on the last ledge with checkered tile to lower two blocks down on the floor level. Drop down and go through the new opening.

 

As you enter, turn right and go into a small passage with a jump switch on the left. Use it to lower a block nearby, and climb on the ledge on the left side from the entrance. Push the block off the ledge and into the pit with the checkered tile to open the steel door, and enter the next room. Kill a soldier shooting at you. From the entrance, go left then around the corner, and climb the ladder. Climb another ladder, follow the tunnel and drop into a pit with a switch. Pull it to open the gate down in the passage behind you and go down the stairs and through the gate you've just opened. You'll pass past another gate that is closed. Enter a small room with central pillar, climb on it on its right side which is lower, and use the lever to open the second gate. Go out to a small courtyard.

 

Shoot the wasp nest in the treetop to open the gate and proceed through. Take the flares in the street and find a pushblock near the end. Push it to the end wall, climb up and drop on the other side of the wall. Inside this small room you'll see four glass ceiling tiles. Jump up through the one nearest the entrance and pull up to the roof, where you'll find an LMP which is secret #4. Drop down to the lower room. Enter the inner alley on the other side of the glass panel. At the end of this alley you'll see a note on the screen asking you if you have collected the red key. If you forgot to pick it up, use the switch in the alcove above the red keyhole to lower the blocks on top of two ladders in the glass panel, thus opening the shortcut back to the courtyard with the well. If you have the red key, just unlock the door with the key and proceed through.

 

EQUATION PUZZLE: When you enter, look to the left, and you'll see a blue panel. If you look through it, you'll see two equations: 12=x+7 and 9=x*3. So remember the results: 5 and 3. Enter the room to the right and go into the far right corner of this room with wooden floor. Look up in the ceiling above the right most lamp in this room and notice the pendulum swinging. Shoot it to raise the block in the alcove on the opposite wall, climb it then into the opening above. At the end of the hallway find revolver clips which are secret #5. Drop down and return back in the corner near the pendulum you shot. In the corner you'll find a pushblock. Push it out of the corner twice, then once to the left. Enter the passage behind and pull levers 3 and 5 to open a gate nearby. It is located in the far left corner from the entrance to this room. Go there and use the lever to open another gate. Turn around, make a few steps forward and turn right to stand against the wall. The opening is right above you, so climb up and drop in a corridor. Kill two soldiers on the right.

 

CORRIDOR: Go right and climb the next ladder. Inside a small room above the pool, jump into water and swim into the far left corner. Climb out of the water and go to the ledge above the pool. Straight ahead on the wall you'll see a jump switch. Flip it to raise a block back in the corridor. Then climb back to the higher block, turn to face the water and diagonally to the right, and run jump onto the middle ledge. Go left to the wall, and drop on the lower edge left. Use the checkered tile to raise a block above the pool and climb back up to the middle ledge. Go right, jump on a single ledge to the left, then jump to grab the raised block, pull up and turn to face the middle ledge. Run jump to grab the jump switch that opens a door in the corridor, jump back on the raised block and turn to face the ledge with burner. Use a diagonal standing jump to land on the corner of the burner ledge when the burner is off. Lara should be safe in the corner. Pivot her towards the pillar with a ledge behind it. Jump there, then pull up into the opening, and back in the corridor.

 

Once there, climb the block you've raised in the pool room, then up in the room with glass ceiling. Drop in the lower room, go to the other side and take the LMP which is secret #6. Pull the switch near the secret to raise another block which will allow you to get back to the corridor.

 

Enter the open doorway, and follow the passage to the right. Go up the stairs and climb on the upper level, where you will find a checkered floor tile that opens the other door in the corridor. Return there and enter the other room. Pick up some flares from the floor. Climb into the opening in the far left corner of the room and use a jump switch to fill the room with sand. In the far right corner from the entrance now you will find another jump switch that opens the door above. Then use the sand mound to climb to the doorway.

 

ROOM WITH PIT: Drop next to another closed gate which is on the left. Go right and to the edge of the green pit. Run jump diagonally to the left to land on a wooden ledge above the pit. Jump to the other side of the pit and turn left. On the wall you'll find the ladder, climb up then left into the cobwebbed opening. In the tunnel beyond use the checkered floor tile to raise a block in the room with the pit. Go to the opening above the pit, but don't drop down to the wooden ledge. Instead, jump up to grab the ceiling bars and monkey climb forward, then to the right. When you approach the wall, drop to grab the ladder, and shimmy to the left. Use the jump switch here to raise another block on the other side of the pit. Slide down into the pit, use the pillar with a ladder to climb up, then jump to the ledge with raised blocks, climb them and use the jump switch above to open the gate near the entrance to this room. Go to the other end of this ledge, jump on the wooden ledge, then diagonally jump in the doorway and go through the open gate.

 

PIANO ROOM: Enter the white passage with two windows. You can climb through the first window to find revolver clips which are secret #7 to the room with a fireplace and a piano. Go to the other side of the room, to the closed door. To the right, on the fireplace wall, you'll find a switch. Use it to change the room, go to the other side of the fireplace and this time you'll have a ladder here. Climb up then left, then up again. Once on the top, climb to the right and use the jump switch to open the door. Drop down and go into the bathroom.

 

LIBRARY: Use the lever to the right to open the door of the library. Push open the glass door to the left and proceed to the library which is on the right. When you enter, go to the left and behind the open door and pry the Southern Shaft Key from the wall. Find the revolver ammo on the other side of the library, as well as another switch that opens the door in the hallway. Before you leave the library, climb the ladder on the bookshelf, and inside the tunnel above use the checkered floor tile to open the door back in the room with the equation. Leave the library and go right, through the door you've just opened. You're back at the corridor. Climb the first ladder to the right, back to the room with equation puzzle. Go to the right, climb the low ledge to the right (where the equation is) and jump on the pillar under the gate. It will open meanwhile, so you will be able to proceed through here. But, if somehow you forgot to take the shaft key in the library, this door will remain closed, and the game will prompt you: "Door closed - shaft missing!" In that case, return to the library and take it.

 

HELICOPTER: Climb down the ladder on the opposite wall. Go left, then around the central pillar, and into the far left corner of the room. Use flares or binoculars to locate the ladder and climb up to the roof with helicopter. Behind a plant on the Northern wall you'll find a switch. Use it to raise a block near the helicopter. Climb on it to end the level.

 

 

LEVEL FOUR: THE  LAST SHAFT WILL BE FOUND

 

secrets: four

 

COURTYARD WITH FOUNTAIN: When the level loads, go left across the shallow pool and find the green key in the plants. Turn right and go towards the door with the keyhole. Pick up the SMP from the grassy patch in front of the door and unlock the door with the key.

 

BREAKABLE LEDGES: When you enter, do not fall into the pit which is deadly. Turn diagonally to the right and jump with a right curve to land on the very angle of the first ledge. Run diagonally to the right, steer sharply to the left, jump and steer to the left more. Grab the second ledge, pull up and run (or use Jump + Action to try to land on the near edge of the second falling ledge and run forward immediately). Jump from the edge and grab the stable ledge ahead. Pull up into the opening above and use the jump switch to open the door in the courtyard and disable the spikes near the entrance to this room. Drop to the stone ledge and jump on the third breakable ledge. Run on the last ledge, steer to the left and climb into the opening with retracted spikes, before the ledge collapses. Run off diagonally to the right with Action to land in the opening with entrance and go back to the courtyard. The door you've just opened is on your left (N).

 

SMALL LIBRARY: Enter the room with a fireplace. In near right corner from the entrance you'll see a clock. On its left side you'll find a pushblock. Push it out of the opening and push/pull it onto the distinguished floor tile in the small room behind the fireplace (that same pattern is above the door of the theater). This will open another door in the courtyard. At this moment, both doors in the library are closed, so leave the room, cross the courtyard and enter the open doorway on the other side (S).

 

THEATER: Inside the theater, go right and use the switch on the wall opposite the stage to raise the curtain. Go back to the stage, climb on it and drop into a hole there. Follow the passage under the stage, kill a soldier that will attack you, and find the red key at the end of the tunnel. Return back to the theater, go out to the courtyard and return back to the small library. Unlock the door and pull up in the doorway.

 

BACK TO THE LIBRARY: When you drop to the floor of the library beyond the door, turn right and raise the floor hatch. Climb down the ladder here, kill two bats in the underground room and pick up an LMP lying on the floor. Stand on the distinguished floor tile in the middle of the room to open the secret door in the library. Climb up the ladder, and use the switch behind the secret door to open another secret door in the first library. Climb through the doorway and use another switch in the first library to open another gate in the courtyard with fountain. Leave the house with fireplace and cross the courtyard. The gate you've just opened will be in the far left corner (SW). Go through.

 

EMPTY HOUSE: At the intersection, go left and use the floor tile at the end to lower a block to the right of the entrance. Return there, jump on the block and use another floor tile to open timed door near the first floor tile. Jump on the lowered block, and sprint down the passage to the door before it closes. Once on the other side, the door will re-open. Use the lever here to open the big gate in the courtyard. Return there, go to the other side and through the gate (E).

 

In the room beyond the gate go left. Use the jump switch on the wall opposite the closed gate to open it, but don't go through yet. Instead, go to the wall N and climb into an opening concealed with ivy. Drop on the other side and climb up the ladder in the small tunnel where you'll find an SMP which is secret #1. Return back to the previous room and go through the second gate you've just opened.

 

COLOR PUZZLE: Straight ahead is the closed gate you need to open. To the left is a room with four burners and four colored tiles beneath them. Enter here and stand in front of the first burner. Wait for the flame to subside and back flip over the white tile towards the burner. When you land on the flat tile beneath the burner, one block will raise in the other room. Slide down the slope while the cutscene is running, to avoid the flames and go into the room where the block raised (to the right of the gate where you entered). On the pillar behind this block is a ladder. Climb it to find an LMP which is secret #2. Then push/pull the white block onto the white floor tile on the opposite side of the room, behind the pillar in the near right corner from the entrance. NOTE: You don't need to go to the room with colored glass cases now, you can first raise all four cases and then complete the puzzle, but this way, raising and pushing one block by one, will keep you safe from a potential bug, especially if you are using Vista or Win7 OS. In other systems there should be any problems, so you can raise all four blocks first, and then go to the other room to move them.

 

Return to the burner room and time your jump/backflip over the second colored tile (yellow) to raise the yellow block in the other room. Push/pull it to its corresponding colored floor tile behind the pillar in the far right corner. Return to the burner room, jump over the blue tile beneath the third burner, to raise the blue block in the other room. Push/pull it onto the blue floor tile behind the pillar in the near left corner from the entrance. Finally, return to the burner room, jump over the last colored tile (orange), and push/pull the orange block to its corresponding tile behind the pillar in the far left corner from the entrance. This will open the gate opposite the gate where you entered here.

 

Go in and use the switch in the far right corner to break down the wall in this room. Climb over, pry the Eastern Shaft Key from the wall in the near right corner, and use the switch on the raised block to raise a block back in the burner room. Return there, climb the block (watch out of the flame!) and jump up to grab the edge of the opening above. Pull up, follow the passage to a small room, climb on the block in the far left corner to find two pairs of revolver clips, then climb on the block in the far right corner and flip the switch to open the last door in the courtyard with fountain. Go into the passage towards the closed gate, and open it with a jump switch which is located in the middle ceiling alcove, in front of the door. You'll end up in the small library with the fireplace, so go out to the courtyard, and through the open door which is on your right (NW).

 

THE BIKE: Follow the passage to another closed gate, open it with the lever to the right of it and enter the alleys beyond the gate. Go right, and enter the backyard with a small pool. Jump in the water and use the UW lever to open the gate on the opposite side of the alley. Go there and ride the bike. Drive up the ramp to the right of the pool, park the bike on the ledge here and use the lever to open the gate nearby. Ride the bike again and drive down the other ramp. Straight ahead is another backyard with the open gate to the right. Ride in carefully and go to the right. Slowly and cautiously drive the bike along the ledge above the lava pool, then up the ramp. Drive down the ramp towards the closed gate.

 

Turn left, drive up the other ramp and through the breakable wall. Drop in the alley below and park your bike here. In the alcove on the left end of the alley you'll find the checkered tile that opens the room on the other end of the alley. Go in there, and in the far left corner climb the concealed ladder. At the top of the ladder use the jump switch to open the gate back at the ramps. Return to the alley and climb back up to the gate which is now open. Go through.

 

SANDY COURTYARD: When you enter, go left and pick up revolver ammo from the ground. Turn to face the wall opposite the entrance (S), jump over the steep block and drop into the pit behind a plant. You'll find the red key here. Jump back up in the courtyard and return to the gate where you entered. Directly opposite the gate is a pillar with the secret (S). Go around to the other side of this pillar and climb the ladder to get on top of it. Pick up revolver clips which are secret #3. Drop down to the ground.

 

In the NW corner of the courtyard you'll find a switch. Flip it to open the glassy trapdoor next to it. Drop down to the lower level and go left (E). Climb the block with the keyhole and unlock the gate behind you. Go through, kill a soldier and go all the way to the end of the passage, where you'll find the flares, which are secret #4. On your way back, notice the floor tile which is different than all the other tiles here (to the right). Above this tile is a high crawlspace. If you approach it and climb into it, the game will prompt you: "Something must be done up here". Return up to the courtyard.

 

Next to the switch you flipped you'll find a pushblock in the corner. Push/pull it to the edge of the opening. Use the switch again to close the trapdoor, and push the block onto the closed trapdoor. Now open it again and the block will fall down to the lower level. Continue pushing/pulling it onto that distinguished floor tile mentioned above. This will open the gate back in the courtyard, so return there and go through the gate in the corner where you found the pushblock.

 

FLOODED CHURCH: When you enter, just to the right of the door you'll find another revolver clip. Jump into water and swim into the far right corner of the pool (E) and into the crack in the wall. Climb out of the water and use the checkered tile to retract the spikes on the other side of the pool. Swim back towards the entrance and into an alcove with UW lever. Pull it to raise a block in the pool and open the gate on the other side. Climb out of the water on the lower pillar to the left of this alcove and pull up on the ledge near the entrance. Run jump onto the pillar in the middle of the pool and another run jump on the other side of the pool. Go left and pull into the opening above. Find the jump switch above the retracted spikes and use it to open the gate on this side of the pool. Go through.

 

GARDENS: Cross to the other side and find the red key in the grass on the bottom of the small pool. Go to the door in the far right corner from the entrance (and notice the whitish breakable wall to the left of this door), unlock the door and ride the bike. Drive out to the garden, and to the right, through the breakable wall. Drive to the end of the corridor right, where you'll see double closed gate to the right. Park your bike here and return back a few steps, to the opening that leads to the first sandy garden. In the far left corner of this garden you'll find a pit with checkered tile that opens the gate of the second sandy garden. Before you exit, stand in front of the entrance facing it. To the left you'll see some plants. Behind and above the plants there is a high opening. Climb into it and use the other checkered tile to open the second gate back at the corridor.

 

Return to the corridor and go into the second sandy garden. Go up the sandy mound to the right of the central pillar and run jump from it to grab the edge of the pillar. Pull up and use the lever to open the first gate back at the corridor. Return there, go left and ride the bike through the breakable wall beyond the double gate. Park your bike here. Jump into the water.

 

MAKING A BRIDGE: Swim into the opening below the entrance and find the UW lever that will drain the pool. Return back to the empty pool, cross to the other side and climb into a small opening. Inside use the switch to open the gate near the bike. Climb out of the pool using the big ladder on the wall next to this small crawlspace, and go back to the bike. Ride it up the ramps and through the open gate, until you drop in the big blue room to the right. Park your bike here inside this room and turn around to face the ramp where you entered this room. To the left of it there is a shallow pit with a switch. Use it to raise a block in a pit nearby. Enter another room and climb the block to the left of the entrance, to use the checkered tile that raises another block in the pit. Proceed to the next room, which has a pit and two blocks you've just raised.

 

You obviously need to make a bridge for your bike across that pit in the next room. Once inside the room with the pit, diagonally jump to the ledge on the right, and climb into the opening behind the pillat in the near right corner from the entrance. Drop on the other side of the crawlspace and use the checkered tile to raise the last block in the pit. Return back to the room, jump to the opposite side of the pit and find the jump switch behind a pillar in the far left corner from the entrance. This will raise the middle block, and your bridge will be completed.

 

Return to your bike and drive across the bridge and in the next room. Go around the shallow pool (which is deadly if Lara is on the bike) and enter the long green alley. Drive to the end of it.

 

If you are here, and the double gate at the end of the alley won't open, that is because you forgot to take the shaft key in the color puzzle room. The blocks to the right will lower, and a huge shortcut to color puzzle room will be open for you here. So go back there, push out the block at the end of the passage, take the shaft key and return to the double gate which will open now. Drive your bike through and break the wall beyond the gate to end the level.

 

 

LEVEL FIVE: LARA USED ALL THE SHAFTS

 

secrets: none

 

BIG GARDEN WITH POOL: Park your bike here, take shotgun shells from the ground to the left and use the jump switch on the wall to the left to open the big gate. Enter the big garden beyond the gate. Place four shaft keys in their receptacles on the other side of the green wall to the left from the entrance. This will open the big gate in far left corner. Before proceeding to the next room, use the jump switch on the right green wall (climb the reddish ledge in the middle of the garden and go to the right end of it). This will open a gate in the pool in the next garden. Make sure to collect the green key from the middle reddish ledge with plants (it's hidden between two plants in the middle of this ledge).

 

Now you can proceed to the next garden, which has a pool. Jump into water and swim to the other side. Go into the shallow water in the far right corner of the pool, and use the jump switch on the wall to open the hatch at the end of the UW passage. Turn around to face the entrance, dive in and swim into the passage under water. Follow the long twisted tunnel to the opened hatch and pull out.

 

CAVES: Inside this small dark room you'll see two closed gates to the left and right. Climb the blocks straight ahead and go through the passage beyond (S). When you enter the cave, use both metal floor tiles (to the left and to the right) to open both gates in the previous room. Go back there. To prevent some backtracking, first go into the room to the left (W).

 

COLOR SPHERES PUZZLE: Inside this room you'll see some color spheres and colored floor tiles. You guessed well: you need to push/pull the spheres onto their corresponding tiles. However, the green sphere is in a pit and unavailable at the moment, and another (gold) sphere is on a raised block, also unavailable. One colored floor tile is also raised, thus making it impossible to push the sphere onto it. So, you need to raise the green sphere to the floor level, to lower the yellow sphere to the floor level, and to raise the white sphere on the raised blocks in the center of the room. Here's the sequence:

 

Use the switch in the near left corner from the entrance to raise a block next to the yellow sphere which is in the near right corner from the entrance. Go there, climb in the alcove behind the sphere and push it onto the raised block. Now return to the switch and use it again to lower the block and getting the yellow sphere in the floor level. The white sphere is nearby, so push/pull it so it stands to the left of the closed gate opposite the entrance (when facing the closed gate). Climb the ladder in the far right corner of the entrance and pull a switch to raise the block under the green sphere thus bringing it to the floor level. Go in the far left corner, pull the green sphere out of the corner and push it onto the green tile nearby. Use the switch behind the green sphere to raise a block under the white sphere, thus bringing it to the same level as the white tile. Now you can push/pull remaining spheres to their corresponding colored tiles and open the gate.

 

Go through then to the right. Climb the block and use the checkered tile to lower a block elsewhere. Return to the color puzzle room, then to the first cave. Go through the doorway on the opposite wall and find flares, an LMP and an SMP on the left side of the cave. In the far right corner there is the block you've just lowered. Go there and use the jump switch to open the gate in the room beyond the color puzzle. Return back there and go left, towards the open gate.

 

BOULDERS: Climb into the opening and go backwards, one floor tile by one. On the third floor tile you'll hear the boulder, so sprint back to the room and to the right to get out of its way. Then climb up the ramp to the second boulder. Push the boulder down the second ramp and slide down into the water. Climb out and turn to face the water. Jump across to grab the opening, pull up and climb the stairs up to a vase. Shoot to break it and use the switch behind to open the gate at the bottom of the second ramp. To get back there, climb into the opening to the right of the switch and use another switch to open the gate to the right. You are now back to the room where you found the second boulder. Slide down the ramp backwards, grab the edge, pull up and back flip through the double gates doorway. Slide into the passage.

 

Inside the big room with windows and another closed gate on the opposite wall, find the ladder on the last brown pillar on the left and climb into the opening. Go left and flip the switch to open the door on the other side. Drop down to the floor, cross to the other side and climb the ladder on the last pillar to the right (from the entrance). Inside the alcove flip the switch to open the door nearby and take the red key. The door you've opened is on the right, so go there and enter the maze.

 

Go forward then left and follow this passage to the end. Flip the switch to open the exit gate on the other side of the maze. Return to the entrance and take the other way. Follow this passage to the end and exit through the open gate on the left. Unlock the door with the key and go through the doorway.

 

UNDERWATER: Dive in the pool and pull the UW lever to open one gate in the tunnel (to the left of the tunnel). Swim into the tunnel and turn right at the intersection. Swim to the end of the passage and pull the UW lever to open the other gate at the intersection. Swim back to the intersection, then left, to get some air in the pool. Take a deep breath, swim back to the intersection, then left and to another UW lever. Pull it to open the third gate, swim back to the intersection, then left and through the passage, to emerge in a big pool. Use the jump switch in far left corner to open the big gate and go through.

 

ALLEY WITH TREES: In this alley, go to the right side of the central pillar and use the jump switch to disable the spikes on the corner tile in the next area. Go through the gate into the garden with pyramids, then to the left, into the garden with spikes. Go to the wall opposite the entrance and turn to face the spikes and the brown ladder in the corner. Time your run jump across the spikes when they are retracted, and land on the square where spikes are disabled. Climb the ladder and enter the alley with slanted walls. Go left and pull onto the single slanted pillar. Back flip from it, roll and grab the edge of the slanted wall. Shimmy to the right and pull up onto the flat pillar. Run jump onto the next pillar (run jump because the ceiling, though transparent, is too low). Use the lever to the left to lower a block back in the garden with pyramids, and climb back up the ladder above the spikes. Time your run jump to land on the spike filed when they are retracted and sprint away before they pop up again. Go right, back to the garden with pyramids, and to the left, where you've just lowered the block.

 

BURNING LEVER: Inside this room with red floor, there is a lever to the right, but it is burning, so you cannot use it. Go to the other side of the lever and stand to face it. Just to the right of it there is a low step that can be used as a needed boost to get on top of the wall. Run jump to land on the other wall and use the checkered tile to lower a block down at the floor level. Go into the opening behind the lowered block, and into a tunnel. Go right, turn right around the corner, then again right. Look up to the right to locate the jump switch on the wall above. Use it to open the trapdoor of the fish tank, and proceed to the end of the passage. Climb down the ladder through the opening right.

 

Go right (W) and around the fish tank. At the end of the passage two tiles are steaming, so avoid stepping on them. Run jump from the highest part of the last red block to grab the pillar on the other side of steaming tiles. Climb to the top, pull up and step on the checkered tile to disable the burner in the room above. Drop on the other side of the pillar, go to the other side of the tank and up the ladder to the passage above. Follow the passage back to the room with lever and now use it to open the gate back at the entrance to this room. Exit the way you came in and go right, into the passage.

 

As you go, you'll see a pushable sphere in this passage, ignore it for now. Follow the twisted passage to the end, where you'll see the closed gate. Directly opposite this gate is a jump switch. Use it to lower a block back at the pushable sphere. Return there and push/pull the sphere onto the checkered tile to open the gate at the other end of the passage. Finally, go back to the gate and enter another big room.

 

BOULDERS PUZZLE: In this room notice the closed gate to the left. Jump onto the wooden ledge above the burner pit, run and jump on the second wooden ledge, then to grab the stone ledge opposite the entrance. Use the jump switch here to open the gate. Jump back on the second wooden ledge, then on the first, then drop into the pit on the other side of the wooden ledge. Use the switch here to trigger one of three boulders in the next room and make it land on the triggering checkered tile. Jump to grab the wooden ledge, jump on the stone ledge near the entrance, go right and enter the room with three boulders. The second boulder is already triggered, but the first two boulders are still waiting at the top of the ramps in this room. Go up the ramp between second and third boulder and drop into a shallow pit. Lower yourself and use the checkered tile here to trigger the second boulder. Return back to the boulder room. On the pillar high above the entrance is the lever. There is also an invisible crack in the wall lit up with red light. Jump up here to grab the crack and shimmy to the right until you can pull up on the block. Use the switch to trigger the first boulder and open the gate opposite the entrance. Enter the next room.

 

TIMED BLOCKS: In this room you'll see another closed gate in the far right corner, and a high opening you cannot reach. Turn around to face the entrance and shoot the vase in high alcove to raise a block in the middle of the room. Climb on this block and run jump diagonally (no Action) to land inside the opening. Climb up to the left on the upper level. You'll see a switch nearby. Flip it to raise couple of timed blocks on the other side of the room. Immediately roll and sprint towards the blocks. Jump on the first one, then on the higher one, roll and jump again on the upper level (you don't have time to pull up on these blocks, you have to jump onto both of them). Run into the opposite corner (SW) and pull up into a raised crawlspace. Drop on the other side and use the checkered tile to open the big gate outside. Return back to the gate and go through.

 

BIKE RIDE: Ride the bike which is parked to the right behind the gate. Drive up the long ramp and to the end of the road, where you'll see a closed gate and two keyholes. Of course, you are missing the keys, so choose which route you will play first.

 

SLIDING LEDGES (YELLOW KEY): Enter the room to the right, and avoid falling on the deadly floor below. Slide backwards to the end of wooden ledge. Grab the edge and shimmy to the left and around the corner. Pull up onto the second sliding ledge, slide forward then to the left, until you stop on the metal edge at the end. Pull into the alcove above and take the yellow key. Grab the monkey climb above and monkey swing back to the entrance.

 

TIGHT ROPE (BLUE KEY): When you enter this room, save your game, because you can only use the tight rope once. If you fall into the pit, you'll be able to climb back up, but you won't be able to walk on the rope again. So in that case, reload the save and try again. Once on the other side of the rope, pick up the blue key, drop into the pit and climb the ladder back to the entrance. Use both keys in the keyholes to open the gate.

 

ALLEY WITH LAVA PITS: Drive your bike through the gate and the breakable wall beyond. Park it here and cross the shallow pool to the left. Go to the edge of the first lava pit. Jump diagonally to the right to grab the crack on the wall and shimmy to the left, to the other side of the pit. Drop on the other side and follow the alley to another lava pit with breakable ledges above. The easiest way is to do a standing jump to grab the first ledge. Shimmy all the way to the left, run diagonally to the right and jump with a left curve to grab the second ledge. Pull up, run and jump in the alley ahead. Follow the alley to another lava pit. Shoot two vases on the other side of the pit to trigger the appearance of the swinging rope above the pit. Then use the jump switch mounted on the pillar next to you to open the gate at the end of the alley. Run jump to grab the rope, swing and jump to the other side. Follow the alley to the end, climb on the block to the right of the open gate to take the red key, and enter the room beyond the gate.

 

NOTE: If you failed to pick up the green key at the beginning of the level, the game will prompt you to get back and take it. You cannot get back the way you came (because you don't have those breakable ledges any more) so you have to find the shortcut. In that case, climb on the raised green ledge in the middle of this garden. Turn to face the pillar in the near right corner (to the right of the locked gate). Take a diagonal running jump to grab it, and pull up. The checkered tile here raises two blocks nearby. Drop to the ground, go to the far left corner from the entrance, climb on the raised block and into the opening. Drop on the other side and you'll back at the first garden. Find the green key and return back the way you came.

 

LAST GARDEN: Unlock the door with two keys and enter the garden of Croft Manor. Push open the door to the right, enter the house, then the study which is open and on the other side. Push open the door to the left, and when you enter the bedroom, the game is finished. Great work!

 

 

 

9apr2010, Niš