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>