LARA MEETS HER GIRL FRIEND
Levels by Eelkemamma (Elke Schwarz)
Walkthrough by DJ Full
Walkthrough betatest by Dutchy
LEVEL 1: IN THE CAVES
OUT OF THE POOL
There is a crowbar in the NE corner of the pool. Get it and follow the
watery passage leading N out of the lake. Pull up in its dry part and crowbar
the door at the end.
TO THE WINDOW
Drop from the ledge for some flares in the bush. Pull up on the ledge
You have just dropped from. Hard to notice, but You can grab the vertical
wooden boards (a cam gives You a hint) and shimmy around the corner to fall on
the top of the rocks. Approach the far window and jump on its cornice over the
gap.
SOME AGILITY TESTS / SECRET #1
"Time to save", as the author says - so do it, pull up on the
window and perform a series of timed jumps in a room with toxic gas: running,
running, standing, running, running, running (You need to curve the
pre-ultimate running one and You don't have to stop before the last one, if
only You also curve it). Pass through a room with many lamps and time all but
one boulder in the next part of the passage. To the left: a Rose (SECRET #1), to the right: a switch. Take the
first and pull the latter. Time the last boulder, get a medi and exit through
the raised grate at the end. A door slams behind You, leaving You no other
choice than to proceed further.
THE MINE
Killing a bat on Your way through the mine, reach a wooden piece of
floor behind the low fence. This is a classic pad. After You jump off it, You
have a second to shoot the ball hanging in the alcove on the other side of the
corridor. Doing so opens the exit. It's better to just sprint into the
following pit - Lara gets teleported and she lands safely in the lower passage.
After the ceiling collapses behind You despite of wooden support beams looking
convincingly strong, slide down and watch the flyby.
1ST CAVE
Recommended to SAVE again. Pick up the revolver and two ammo packs, kill
two more bats and - watching not to burn Yourself - fall into the pit for a
Laser Sight. Pull up on the other ledge and shoot another hanging ball. It's in
the close left corner of the room You're in, right beneath the ceiling.
Destroying it puts out the fire pit, what makes You able to access a switch in
there. Pull it to lower the grate in the small pool near the last slope - You
need a waterskin, so pick up the one from the nearby rock and fill it. Now go
extinguish the fire covering the floor switch in the ball room. It's now cold
and free to pull. Throw it to put out the rest of the cave. Before You do
anything else, it's faster to approach the closed bars, picking another ammo
pack on Your way there. Standing next to the bars lowers the block in the pit.
Go behind it and stand on the marked tile to unlock the lava pit area... Wait!
Don't mind it for one more while, as the path over it is not yet unlocked. But
the floor switch has also made the waterskin pool a bit deeper... dive in there
to find the UW switch behind the rightmost pillar of the following flooded
room. Other series of flames is gone and You can jump the platforms (don't
worry, flames won't reappear) to grab the ladder, shimmy around and finally
throw the jumpswitch to clear the path over the lava pit. Go there and jump
through the newly created opening (yes - it's better to jump: as this is one of
these fatal frustrating engine glitches which makes Lara stuck in standing
position even though she could easily fit in if she only bent her head a bit).
Jump on the next triangular shelf, catch the ladder and pull up over the next
slope.
THE SHORTEST RIDE EVER
Climb the ladder on the pillar to the left of the entrance. Shimmy
around, climb some more and throw the jumpswitch. Look, a motorbike is riding
itself down the slope! Get on it and smash the wall! Yes, this is it - leave
the vehicle.
SECRETS #2 and #3
Get another Rose from Your left (SECRET #2)
and pull the lever. Behind the exit, bypass a sentry gun by climbing on the
shelf, jumping over the gap and falling behind the machine. Snipe its fuel tank
and enter the room. To the left of "Eintritt nur Personnel" door,
pull a jumpswitch to lower the block. From the dead-end corridor, get some
flares and pull the wall fragment behind them out to place it below the
trapdoor in the SE corner. Get SECRET #3
from where You have just pulled the block out of. There is also another
jumpswitch beneath the raised part of the corridor ceiling. Throwing it lowers
another block - the final switch is accessed. Move it to open the trapdoor.
TRIPLE PUSHABLE
Now climb the moved block, and on the higher one. Pull up through the
trapdoor. It locks You in another pushable room. The order is: a cube with
nails (move it left), a brick cube without any nails (also left), and a stone
cube (right). After solving, DEFINITELY SAVE.
DRY PIT OF NO ESCAPE
On Your right, there is a dry pit of no escape. If You fall in, You will
survive, though - and this is why You shouldn't save in there. Hop over this
gap and on the nearby rocks. You don't need the revolver - just hop upwards to
target and shoot that ball. By the way, You can also eliminate a bat sitting
next to it - just to solve a future problem before it is born. It's not recommended
to reach the ball shelf - You can, but it's a place where You can also get
stuck easily. Using the ladder, descend through the trapdoor and proceed
through the corridor and upstairs, picking up another unmissable large medi in
the meantime. Climb the ladder beneath the last opening in the passage roof and
backflip with twist do land in the alcove. Step on the trigger to blow up the
dry pit cave. Exiting, You see a raising block hide, but the flames are still
burning on the top of the destination pillar, so get back to the other side of
the dry pit to find another marked tile, which puts the fire out. Now You need
to backtrack all the way through the corridor and enter the room with glass
floor at its end. You're above the pushable, btw. Climb the ladder, SAVE and
press the wall switch.
TIMED RUN
Runjump on the slope, bounce off, and off the next one, to land on the
flat platform without stopping. Sticking close to the right wall, continue to
the corner shelf, jump sideways on the upper one, and - curving the next run-up
- hop on the ladder. Shimmy around, backflip with twist and You're done.
SECRET #4
You may want to light a flare before sliding down the following
waterfall. This way, You will easier notice the secret ladder... bounce off the
slope and grab the bars to climb them to the very top. Among blinking light,
find a Rose (#4). Continue down the
waterfall, to land in the pool.
RED KEY
It lies at the bottom, in the highest plant. Don't miss it.
SECRET #5 (SHORTCUT)
Can be problematic, so You can do it later, the intended way. To the
left of the open exit, in the corner, there is a Rose
(#5). The fastest (but not easiest) way to obtain it is to pull up
on the walkable rock behind the rightmost part of the waterfall and approach it
by jumping over the slopes.
A SMALL PART OF THE GAME WHICH SEPARATES THE SHORCUT FROM THE INTENDED
WAY
Go clockwise around the pool. If You can't shoot the dog due to a bug,
simply jump over it...
SECRET #5 (INTENDED WAY - can be
skipped if You have used the shortcut)
...and continue all the way around the wooden pillar and the pool, to
find the Golden Rose (5th) in the far
rocky corner.
CAUTION!
At the wooden pillar, jump in the small separate pool next to it.
CAUTION! You HAVE to pull the close UW switch unless You
want to be doomed in a minute. Without a neccessity of resurfacing in the air
pocket, swim to the end of the passage and throw the next level. That's it.
Everything gets dried - a block appears in the middle of the passage You've just swam through, and it was a one-way route, so
this is why You would have been doomed if You didn't throw the first UW switch
at once. Climb the ladder back into the cave.
SECRET #6 / COURTYARD
If You have already collected the secret, and
the door is open, You can exit the cave. Behind the following small canyon, You enter the church courtyard... and are off for another
rose! Shatter a ball hanging in the close right corner. A nearby block lowers,
revealing the last golden pickup of
this level. Get it and pull the block in the NW corner out of the trapdoor.
TIP: You can open the trapdoor WITHOUT moving the block. Dive in the accessed
corridor. If the block has fallen inside, don't panic - Lara can squish herself
between it and the corridor ceiling. Swim into the church.
THE CHURCH / BLUE KEY / GREEN KEY
Ignore the girl - You can't do anything to her or with her. Instead,
shatter the window closest to the opposite point of the church than the girl is
standing in, to get a Blue Key. Climb the ladder, backflip on the attic and
jump over the fire to land in the window closest to the crack the cam shows You. Standing jump to grab it and shimmy below the
crawlspace. Pull up and vault to the other side. Hop over the gap surrounding
the church. In the NW corner, pull a jumpswitch, from the NE one - get some
more bullets, and from the SE - a Green Key. Drop anywhere where safe. Check
what's behind the double doors.
LEVER SWITCHES
7+6+1=14 and there's no other secret combination. "Enter" it
and the next door opens. In the accessed garden, throw the jumpswitch on the E
wooden pillar and the lever in the courtyard is revealed. It's in the only
corner that hasn't been named in the previous paragraph, on the ground floor.
Go there and press it. Slots revealed!
TO THE CITY
Place the slots and hop in the nearby pool. A stats screen appears as You approach the grated door, but never mind - it's an NG
game, so it's a normal symptome. Simply read the info (or not) to see what You are missing (or not) and discard it by pressing Esc (or
any other key responsible for exitting, if only You have customized it). And swim forwards...
LEVEL 2:
A CITY SOMEWHERE
LOOKING AROUND
Pull up on the only accessible bank and watch the graphic quality
dramatically improve. Kill a SAS and two dogs (I hope You
didn't waste ammo on those bats XD). Overview: a red slot in front of You... btw, couldn't Lara have put that Red Key in her
backpack after she has used it in the previous level? Well, You
will have to find a new one (fortunately, it's right behind You)... There's a
book store ("Bucher" means "books") with a furniture shop
("Mobel" means "furniture") behind the central church, and
a river (with some sewers) separating You from a cemetery on the S and
something looking like a town hall... or a capitol (sorry, too much of HOMM3
recently) on the W. Finally, a restaurant and a park to the E of the church...
and the building You've just left seems to be a bell
tower. If You need an emergency help, get some flares
and a small medi from the dead-end corridor next to the book store. Another
medi (a big one - if You need a HUGE emergency help)
is waiting next to the S wall of the restaurant. Off You
go!
ANYTIME SECRET
You can dive into the channel to pick up the Rose
(#7) from the side alcove. A trapdoor opens in the pavement above You. Pull up through it.
THE RED KEY
Turn around and follow the right wall of the bell tower. The key lies
down on the bank, right next to the surrounding railing. Grab it and stick in
the church keylock.
ANOTHER CHURCH
Open a trapdoor in the close left corner and, with guns drawn, drop into
the basement to kill two bats. Collect some flares. And more
of them. From the NW corner alcove, get a torch and light it. In the NE
corner, pass a crawlspace (unfortunately, You can't
vault here) and visit a following one for a piece of paper instruction - SECRET #8 - saying as follows:
<i>Finde den Apfel und du kannst das Pferd reiten</i>, what
can be translated to <i>Find an apple and You
can ride a horse</i>.
Get out and move the N block to reveal Code Card 1. Will
be useful later. Now move the cube under the trapdoor, take the torch
with Yourself and climb back to the church.
BLUE KEY / TIMED RUN
Get back on the streets. Go left around the bell tower and hop into the
pit for a Blue Key. Before You exit, SAVE and press
the lever. Timed run! Run N as far as possible, and left at
the Mobel shop, to reach the gallery of a single picture.
JAILED
Touch the picture ;)
DISK
Just like it was in case of boulders in the preceding level, time all
squishy_blocks but the last one. To the right of it, there is a Rose (#9). Time the last block (recommended to
sprint out of here) to reach the pedestal and obtain the Disk (I hope it's Mike
Oldfield). In E alcove, pull the jumpswitch to raise a certain block. You will
use it later to access slots for Code Cards.
HIDDEN PASSAGE
If You read the "Overview", You know
there are some flares and a medi next to the book store entrance. A raised
piece of the floor in front of the shops suggests something else: a part of the
wall behind the mentioned pickups is movable. Pull it on the street and away
from the corridor to reveal a hidden door at the end. Kick it open and enter
the patio. Through the window on Your left, You can
notice a suspicious armed lady. Her room is what You
will access later. For now, just hop behind the plants and throw a switch
located there. A large portal separates the other part of the city no more. But
it's still inaccessible. Before You can get through
that particular gap, You need to visit some other place. However, let's check
less distant things first. Go back through the passage.
BUCHE
Move the block (the one You have already pulled
out of the hidden passage) beneath the window. I got stuck in this point of the
game o.O, hahaha xD... use the cube to climb in. Stand
on the low bookcase to open the trapdoor in the auditorium floor and - what
appears as soon as You fall through - also a book
store ceiling. Now it becomes clear the librarian isn't armed - she's just
standing like if she was holding a massive gun of ultimate death. She doesn't
wanna interact in any way, so never mind her and simply enter the corridor
behind her desk to shatter a window and obtain Code Card 2. In the
"bookcase canyon" on the other side of the library, find and throw a
jumpswitch to open the Mobel shop. Finito here. Pull
the lever next to the exit... and exit.
MOBEL
is right next to
You. The shopkeeper also does not wanna interact. Pass through the whole shop
and shatter the biggest picture to reveal a switch .
Press it and another picture acts as a door on the other side of the room. From
behind it, collect the Code Card 3. Exiting to the room with two wooden
pillars, throw a jumpswitch between them to lower next couple of
raising_blocks.
ABOVE SOME KIND OF A BOILER ROOM
Just like in case of Mobel, the hidden blocks are right next to You. Go over them and runjump/grab/pull up on the platform.
Curving the next run-up, and the whole jump, a lot, reach the far end of the
slope and immediately bounce off to land on the stable ground. But it's not
quite safe here yet, at least according to the alarming sound. If You want to get convinced it is indeed, SAVE and try to
stand on one of hot grills and ask Yourself a question: why the wood on the
grate isn't burning if Lara is? Throw the nearby switch and a block raises. Swing a rope to reach it (Super Swing recommended).
Throw a jumpswitch above You and watch another two
blocks raise. Also, the fire in the corner of the pit is put out, so You're free to throw a switch the flames once used to block.
Doing so cools the grills. Hop on the 4-click raised block, and then wonder:
"Where the hell did I drop my torch???" Wherever it is, bring it here
and use the subsequent blocks to travel back on the large platform. Light the
wood, as the camera suggests. Whaaam! A door next to the central point is now
open! Before You leave, dispose of torch and retrieve
some flares from under the pushblock.
KITCHEN
Visit the passage You know from the timed run.
You have probably already noticed a blue keyhole... and the Blue Key is what You should already have. If not, visit the pit described 4
chapters ago. When You have what You need, place it
where necessary and enter the kitchen. Climb the cabinets on Your
right and walk the wire to get on the far ledge. Press the lever next to the
opposite end and the bars lower. Drop to the floor to push a button and hear
some music. Exiting, get some bullets from the NW corner.
THEATRE
The lowered bars are located to the left (E) of the bell tower. Enter
the house and go either left or right. Place the Disk in the phonograph (it
seems it's not Mike anyway) and a block is lowered in the last row of chairs,
between 3rd and 4th chair (counting from the curtain). Press a switch in the
created hole and watch the curtain disappear as the room flips. Follow the ramp
on the stage and enter the upper backstage. Get an Apple (probably wooden) from
the NW corner crawlspace and enter the SW one for nothing.
THE HORSE
Back on the street, go to the door You have
opened by setting wood on fire. It seems the portal leads to a stable, as
there's a horse behind it. Give the apple and You can
have a ride.
WHAT'S ON THE OTHER SIDE?
This is only optional, but You can visit the
other bank of the river and a nearby chapel surroundings. The trick is the
horse can ride through statics, and the gates leading to the other bank are
FAKE doors! So You can ride around the chapel and
along the whole opposite side of the river.
MOUSEHOLE
Ride into the green portal located between the theatre and the bell
tower, and to the very end of the garden. Oh, a plant! Oh, a switch behind the
plant! Throw it and the door opens. Stick close to the theatre wall and
unlocked door should be right in front of You in
several seconds of ride. Get on the other side. Behind a grassy lawn, from
where You have to obtain a small waterskin (many thanks to Soul for this hint -
without him, my search would take several more hours, as I was notoriously
neglecting that particular bunch of grass despite of checking every single
remaining one), just several clicks away, in the wooden wall of the same
courtyard, there is a mousehole (which also caused many hours of suffering in my
case). Crawl in. You can also ride into the following corridor and the next
crawlspace, but it's not recommended, as there's a dead end for a horse.
Anyway, after those two crawlspaces, You reach the
wall covered in grapes. Pull up to the left of it, into the bright place and
have some relieving light at last. Approach the far end of the room and the
Code Card 4 is Yours. Exit after pulling the switch by
the door. LEAVE THE FIREPLACE ALONE!!!
YOUR HORSE IS AMAZING
Get to the bell tower and runjump over the pit to grab the block raised
a long time ago. TIP: If You missed that particular
obvious jumpswitch just like I did, and the squishy_blocks are still eating
memory, You can use the horse to pass the trap painlessly and efficiently -
just because, like in case of statics, jeep can ride through such traps like
that particular moving blocks. You can also test the fireplace on the balcony -
You won't burn. But the most amazing feature of this object was always, and
will always be, that it explodes in contact with water xD. (You may want to
smash through any railing on any bank to check it, but even the shallow
waterskin pit will do.)
SCALES UNLOCKED
If the jumpswitch is thrown, and You can get
inside the bell tower, just place all 4 cards in their slots and leave to the
"Mousehole" yard. This time, take the large ramp and the following
corridor. After passing once lowered blocks and flipping the ramp behind You (in order to provide the way back), turn left into the
large garden. In the corner far, far away, there is the second waterskin. Now You can solve the scales riddle.
SCALES PUZZLE
The machine wants two litres of water. To gain the proper quantity, fill
the large waterskin with some water from the pool near the balcony, and combine
it with small empty one. Get back to the scales and pour the desired amount of
liquid into the jar (You need to stand right next to it). The final block
raises, lets You in the crawlspace... and out of the
level as soon as You vault.
LEVEL 3: THE TOWER
THAT PARTICULAR VICIOUS KEY
Enter the aula and get some bullets from the far end. In the mirror on
the wall behind the table, spot a Green Key to the right of the table. Place it
in the keylock and breathe some fresh air.
FRESH AIR
Follow the right wall to find a Tile on the corner hump. Reverse roll
and go the opposite direction to find the slot. Place the bomb and the wall is
blown up. Go through the hole to press a switch opening the following door with
a large medi (take it) and a jumpswitch (press it). The latter opens a trapdoor
in the hump to the left of the one where You have
found the battery. Hop inside to press a switch and exit. As the flames are
out, You can enter the tower.
THE TOWER
Inside, bounce off the E slope to grab and pull up on the above ledge. Runjump in the N window and from here standing jump on the higher
platform. Go around the pillar to find and climb the ladder. Right below the opening, backflip to land on the attic. Wait
for a SAS to come... or don't wait, just kill the guy and throw the floor
switch to lower a block and access the slope.
THE SLOPE
A cam shows You a classic rollingball motif. To
avoid the evil boulder, just bounce off in the proper moment (I did it with a
swan dive, as Lara performs it higher than a normal jump). Climb the ladder,
throw the jumpswitch, slide further, bounce off and land in the corridor, where
it's not a stupid idea to SAVE. In case if You missed
the jumpswitch, Elke provides a way up.
SWAMP
Jump the water lilys and shatter a vase standing on one of them
(probably acting as a "come here" indicator). Grab the row of plants
(texture, not object) and shimmy behind some grapes (object, not texture).
There, press a switch and jump the closest lily and the one next to the just
lowered block, to be able to hop in the created hole.
THE TOWER 2 - RETURN TO THE TOWER
Those two are pushables. But honestly, You
don't need to move anything. But before You try to pass
the collapsing floor, You want to check what's to the left of the far brick
pillar - as it's the (#10th) rose. Now
hopping on either block, and jumping diagonally on the collapsing floor will be
enough to allow You to perform a standing jump, running/curving jump and
another r/c one in order to reach the solid pillar at the end. A switch is
behind You - press it and the portals open. 2 more
jumps and You can throw a jumpswitch to open the
opposite end door. Platform to it and get behind.
GAMES IN FLAMES
In front of You, there is a pit. You're not
supposed to fall in, as the skeletons lying down there at the bottom indicate.
In fact, it's another survivable fall, like the one in the first level, so -
for heaven's sake - don't save in there, beware, take care, watch out etc. etc.
What You have to do is to jump over the gap and take
the monkey bars to swing over the flame. Dropping on the destination tile must
be done with sticking close to the wall - the tile is triangular! Then, jump
over the next gap, go around the column and quit, killing a SAS on Your way
into the corridor.
NOW IT'S ME WHO HAS FLAMES!
Shatter the first barrier on Your left to find
a torch. Light it with the fire at the beginning of the passage. From the next
pair of hidden alcoves, get 12 more bullets. You need a Blue Key... what does
that suspicious sandbag doing in the corner? Pull it away to reveal the
solution and put it where it should be. SAVE, as the next canyon has an opacity
error and if You fall through the floor with the torch,
You may want to do the things the intended way. When the wood is lit, You can dump the torch in the rose pool... rose? Ah, yes,
there is the #11th SECRET. Drop down
into the pool and take it. Now sprint through the exit corridor to avoid a
rollingball, get on the ladder and out of here.
THE NEAT, TIDY, SMOOTH FLOOR
Draw the weapon, as the SAS is already approaching. Kill him and refill
the ammo with nearby gear. If You follow the left wall
to get a small medikit, You will hear Lara saying:
<i>I should blow out the flame, but how?</i>
And the answer is: with a revolver. Shoot the pedestal and a cam shows You the block hide. The 1st floor is Yours.
The next jumpswitch is in the NW corner, and the slot for the revealed item -
Stone Puzzle - is in the SW one.
A STANDABLE-FALLABLE PUSHABLE
Place it, enter the next riddle room and watch the camera give some
hints, without the most crucial one - the crowbar, which is on the block in the SE
corner. The block in the NW one is climbable and fallable - go over it and push
it in the hole. Move the other block away from the SW corner to reveal a switch
that raises the block under the block You've pushed in
the hole. Now that first block is again on the "surface", so You can push it on its marked tile. Also, the wooden cube
can be moved and if both pushables are in their destination squares, the
trapdoor will open. Drop in (if You do it backwards, facing the ladder, and hit
roll right before touching the floor, You will land in the above room again - I
don't know what causes this, though).
OUTSIDE AGAIN
Crowbar the door and enter the teleport at the end of the corridor. Who
actually Lara's girlfriend is? A quantum physicist attacked by evildoers who
want to overtake her genious plans? Look around and spot some revolver bullets
awaiting You next to the yellow keyhole. Take them and
go the opposite way.
WESTERN KEY
Behind the only accessible opening (between the wall and the shrubbery),
there is a house. Go around it and see three levers. It's a bit trial and error
- unless there is a hint I didn't notice - but I succeeded at second time,
pressing the left and the right. The double door opens and You can go inside
the castle to pull the block out of the wall and make it act as a higher base
for a jump towards the shelf, for lara to grab it and enter the high corridor.
Press the jumpswitch to raise the cage covering a key, and hop in the nearby
alcove for a Western Key. Pry it off the wall and descend for the Yellow Key.
NORTHERN KEY
Remember the keyhole near the ammo? Get back to the previous Yard, stick
the key in the slot, enter the backyard and get the second (Northern) Key from
to the right of the entrance.
SOUTHERN KEY
Before You go towards the door, I'll strongly advise You to light a
flare. Voila! There seems to be a pushable in the shrubbery... What?... It
doesn't react?... Well, must be something different... In a desperation attack,
shoot the shrubbery and it gets destroyed to reveal a hidden platforming
sequence. Drop to the bottom of the room and see a transparent wall covering
the alcove to the left of You. Jump in and there's Your SECRET rose #12. Climb the ladder. One standing
jump on a rectangular tile later, and one on a triangular, hop on the slope and
bounce off curving left, to slide backwards the double-block slope and grab its
ledge. Shimmy right, pull up and backflip with twist to see a distant trigger
tile. Step on it to hear a mystery theme - something has just changed. Turn
around to see a rope has unfolded. Swing it to the Southern Key. Get out!
EASTERN KEY
Back in front of the shrubbery, open the door on Your right, kill a SAS
behind it and realize You need fire again. To get it: pull the jumpswitch to
open the remaining door in the main courtyard and go among the uncovered cages
to free a dog, kill it and pull the lever in its cage. Not a torch this time -
go back to the flame room and through the newly created gap in the barrier, to
jump on the teleport tile. You might wonder what about that particular door
next to the triple switches... All in all, You haven't opened it. Never mind -
You're right behind it! If You want, turn around for confirmation.
Move the red brick cube on the
lowered block and pull the lever to raise it. Place the yellow brick block on
the other elevator. Climb the ladder near the exit, kill a bat on the top,
runjump to the other switch, but don't throw it yet - first, pull the red cube
on the neighbouring lowered block. Now descend to the ground to bring the
lowest lever back to its initial position. Climb on the 1st floor again and
throw the upper switch. In this situation, it will raise both cubes together -
the yellow to the 1st floor, the red to the 2nd one. Climb on the 2nd floor and
SAVE here - at least as long as the game has a bad .dll and it can crash here.
Then, place the cube on its marked square. This way the ladder will remain
accessible when You place the yellow brick cube on the fourth and last
elevator. Raise that block by moving the upper switch up, climb on the 2nd
floor once again and place the remaining cube on its trigger. You need to pull
it away twice in order to clear a path to the flipped opening in the ceiling.
Climb the ladder leading there, backflip with twist to land on the third floor
and pry the Eastern Key off the wall. On the SE pillar, there is a jumpswitch
opening the exit on the ground floor. Pull it and SAVE - the exact moment when
the game has crashed in my case was stepping on marked tiles NOW. When You have
secured Your progress, either have a crash and solve it by restarting/reloading,
or don't have a crash and just leave to the triple switches area.
CATACOMBS UNLOCKED
Place the four keys in their slots on the W wall of the same building
which has the triple switches on the S one. A trapdoor near the N wall falls
open and You can drop into the catacombs.
LEVEL 4: MEET THE GIRLFRIEND
KNOWING THE DISTANT FUTURE GOAL
Pick up the medikit from the surrounding plants to open the gate. Before
You go through, remember the familiar-looking wooden door to the NW of You.
Yes, it's a crowbar one. However, the most versatile item in TR history has
apparently vanished from Lara's inventory. You need to pack it back in
backpack.
BURNING GLASS
Behind the fence, near the pool, kill a dog and go N to enter the
closest door. SAVE before stepping on the glass floor. Most of the tiles are
burning floor, but You can refer to the round, white hints below it. Reach the
jumpswitch and pull it to unlock the gate in the pool next to which You have
killed the last four-legged opponent.
LITERAL PINK TRIGGER
Get out of the castle and left, to push the double_doors open. Go
inside. The right passage is a way back from the place the left one leads to -
so take the latter. The corridor, a crawlspace and a ladder bring You on the
1st floor, where a trapdoor closes behind... or rather below You. Notice a pink
square attracting Lara's attention. Push the E cube (it can be W as well, but
the E one is faster) on the pink trigger.
CROWBAR / BLUE KEY
On Your way to the exit opened this way, collect 12 bullets and a full
medi. And push the other block below the door and in the accessed room, to be
able to reach the shelf above. From up there, obtain the crowbar. From the
below floor, get the Blue Key and press the switch to open the exit on the
other side of the central room. Get to the ladder behind that grate and descend
back to the room with the double_doors.
MAKING THE BRIDGE
Get out of the castle and pull up on the pylon above the closest (N)
pool for the rose (Secret #13). Do the
same for the S pylon and hop from there into the alcove covered in grapes, to
pull a switch in there. It opens a door in a certain pool... which You need to
dry. Jump into the "dog pool" below You and swim in the UW corridor.
There are two things: a lever switch and a huge medi. Activating the mechanism
opens the door near the dog carcass. Go through that one and jump into the
third pool. For now, entering the hole in the NW corner only makes sense. It
leads to the wet corridor, which leads to the dry one, which leads to the Tile.
Pick it up, swim back into the pool and get out in the SE corner to throw the
jumpswitch. A block is raised in the middle of the pool. From the pushable
standing on the bank, You can guess another one needs to be raised as well...
Put the Tile in the receptacle in the (dry) NW corner and experience the water
flush out. Now You can pull the lever uncovered in the alcove at the bottom of
the pool. Doing so completes the bridge. Move the block through it, under the
hole in the ceiling. Pull up and throw the switch.
RECALLING
Leave the place and reach the crowbar door You remember from the first
chapter. Break in the room decorated with a quite comfy carpet. Now You have
the Blue Key - so You can access the ladder. Climb it to the top and kill two
SASes behind the raised grate.
DUNGEONS
Slide down the slope, jumping over the sword pits twice and one more
time to evade the chasing rollingballs. Drop to the hall and shatter the
rightmost, transparent pillar (indicated by the cam) to lower the block on the
opposite side of the place. A switch is uncovered - press it and You can go
upstairs to kill two bats, throw a switch in the NW corner in order to burn the
bucket, move the left block away to reveal the torch and finally light the
torch and the surrounding wall candles, what opens the trapdoor and allows You
to climb down through the trapdoor right after You dispose of the torch, what
the nearby pool is useful for. Time the flames (fair ones), throw the
jumpswitch and pull the crate out of the passage to clear the path to the
outside.
HOW TO PASS THE BLOODY POOL
Go right and step on the hint trigger in front of the 5 switches. It
says:
<i>TEIL DES KORPERS / PART OF THE BODY</i>
In the beginning, I thought I am supposed to form a word of all five
letters, and it's the order of pressing what matters. It appears I was wrong,
and the solution is obvious: Elke picked a body part which has the same name in
German and English. It's ARM. "Type" it and You will access a switch
in the nearby house, turning the blood into harmless and quite refreshing
water. You can swim through without hesitating, as there's nothing but few
bushes underwater.
STORAGE
Get in the storage and push the central block 2S and 4E, on a
destination tile masked by the well-grown grass. The nearby cage explodes and
You can pull the lever inside it. Open the trapdoor next to the N wall and make
the newly uncovered block fall in. Push it on the trigger tile and get a Holy
Cross artifact from behind the raised grate. Climb the ladder back to the
surface, swim to the other bank of the pool and place the Holy Cross in the
slot next to the door located to the left of the Body Part Switches. From the
accessed yard, collect a small medi. Also, there is a crawlspace behind the low
shrubbery, with a Blue Key inside. Get it. This time, it will be faster to jump
over the pool, as the keyhole near the grated door at the opposite bank of the
moat is near the most narrow point of the pool.
CASTLE
In the central corridor of the ground floor, pick up a large medi, six
bullets and throw a jumpswitch above them. This opens a door upstairs in the N
wall. Before You go through it, check the W stairs to spot missing bars in the
window. Believe it's significant. To the left of that window, there's an
unmarked ladder - grab it, shimmy right and pull up into the chamber, to take SECRET #14 lying on the floor far away on Your
left. Get out and pass that grated door You have raised recently. Stand on the
SE corner tile to hear a trapdoor open. Go back through the last door and left
to see that particular trapdoor hanging helplessly above the staircase. Climb
the ladder to get through, shimmy right to land in the small cell. With a
switch on the wall - press it, return behind the grated door and know the other
one is also open on Your left. Step in the right corridor and on a trigger for
yet another door. STOP - if You stand on the next square, the door will close,
so don't let it happen! If You do, just return on the trigger. The other door
You have just opened in this room is not necessary to pass that
non-cooperative, stubborn one - however, it's crucial for getting out from the
following room. So go through that Other Door, around the aquarium and through
the destination portal, because it won't close in such case. Here, climb the
blocks into the corridor with a steam emitter to time, and follow this passage
into the aquarium tank, to find a Green Key at the bottom (bubbles DON'T
indicate anything else - they just bubble for themselves). Go back with the
key, through all corridors and rooms, to the place You found the last medi and
pulled the recent jumpswitch in. The nearby keyhole is green, isn't it? Right!
Put the key inside and proceed to the next location!
FACTORY
Lots of crates again. One of them, among the right stacks, is shootable
- light a flare to know which one it is and destroy it. Hop in the created
alcove and stand on the trigger. A rope is created above the pit - swing it to
the other side and kill a bat right after You pass through the factory window.
Hop on the ramp, follow it to the top and running jump on the central pillar
(triangular one, so watch out). Hop on the next one (curved walk-to-jump trick
would do the best). Check the flat ledge, then the ladder and the following
blocks. SAVE. Time the swords, SAVE, time the swords, SAVE. Next 2 blocks, a
ladder, a SAVE while pulling up, a slope, a bounce off right before it ends, a
grab, a pull-up, and a SAVE... and the flames are triggered! Watch out. The
safest way is to standing jump to grab and pull up in the very corner of such
fire platform. Then, when the fire fades out, You can runjump on the other one,
aiming in the far left corner. While the flame burns, You have plenty of time
to turn around and target the block with a polerope above it. The flames go out
for a moment and this is the moment when You should run and jump and SAVE on
the safe platform. At last, climb to the top. Kill a dog. Throw the jumpswitch
at the far end, and make the unlocked SAS at least as dead as is the end the
recent jumpswitch was just thrown in.
LAST THINGS TO DO
A door opened on the other side of the polerope - go through and slide
down the waterfall. And exactly behind that waterfall, right below the shelf
You land on after the slide, there is a classic secret, the last rose (Secret #15) hidden in this game. Drop to the
bottom and crawl for it. Congratulations! You have them all, and the only thing
remaining to do is to pull the door (no, Lara won't brutally kick into her
girlfriend's house!) and say hello to the friend and goodbye to players.
<i>Oh, Lara! I'm so happy! You are here!</i>