Levels by Psiko
Authorized walkthrough by José, revised by meta2tr and the author.
Savegames packages for each level kindly provided by sprysiazni
A separate video walkthrough by KillerGameplayz can be found here
LEVEL 1 - SAINT MARK'S SQUARE (first time through)
The Piece of Concrete
After the cutscene, notice the health station; you'll find others like this throughout the game so Lara can replenish her health when necessary. Climb the wooden ledge in the corner and press the help button to see how to get out of here. Once up, pull the switch to open the trapdoor and go outside. There is another help button here, but it describes actions that are for much later so you can leave it for the moment. As you approach the open area, Lara looks towards the left wall, go there and pick up the Piece of Concrete, you will need it later.
Opening four doors
For the time being, go up the ramps E with vegetation to the upper level. Climb the wooden crates E, use Ctrl in front of the thin vertical pipe and Lara will climb to the metal ledges above. Pull the jump-switch S to open a door in the passage behind the crates (1/4). One of the crates is moveable, drag it to the W over to the tile with the HS logo, climb on top of it and jump NW to grab the metal bar (aim between the two small plates). Swing and release Ctrl when Lara is swinging downwards to jump and grab a red bar in from of you, you will see that this is in fact a switch. A platform rises. Now climb the long ladder N and take a running jump W to the transparent ledges; press the button near the robot to open a second door (2/4). There's a small opening to the right of the robot; drop / grab / drop /grab and pull up inside the metal frame. Follow the structure (you'll have to shimmy around the hole) to the end then safety-drop to the ground. Go back to the area with the crates and up the same ladder again; this time backflip S to the platform you raised earlier; from here you can access another button to open a third door (3/4); back to the platform, to the ladder and down to the ground. Now it's time to use the valve wheels in the N passage behind the crates; after you've used them you will see a horizontal pole rotate near the raised platform; so go back up again, walk along the pole to another platform, from there take a running jump to the transparent ledge N where you will find ammo for the crossbow. Once you pick up the ammo, the fire under the button behind you disappears and you can jump back there and press it to open the last door (4/4). Make your way back down to the ground.
Enter the S building now and use the help button to see what to do here. Once inside continue to a wide passage with smashing cylinders. Look on the left side to see an item you must pick up. This is a tricky task: start from the left side near the pallets and advance a few steps to the center of the first tile when the cylinder is going to the right, time the next one and pick up Component A; then quickly do a standing jump forward.
Use the health station if needed and sprint through the corridor E, up the ladder and in the area with solar panels. Go to the NW corner and up the slope there, take a running jump over the green tiles (deadly) and crawl to get the large medipack on the other side; time the blades to jump to the ledge where the Sight is and quickly duck and pick it up. In the rocky ledges in the NE corner of this area there's another medipack. From the E side of this room you can safety-drop to ground.
Now that you are armed, we can do some more tasks. Go to the passage behind the crates and turn the last valve wheel; watch the cutscene and go out and down to the very bottom, to the bike shop; shoot the gray box on the wall and pick up the Spanner. Now it's time to use the nearby help button if you want to see what to do. Use the spanner to activate an elevator outside (don't forget the medipack); use it on the S side of the elevator, facing N.
The Timer for Detonator
Jump on the elevator and take a running jump W when it is almost at the top to grab the edge of the roof, hoist up and shoot the beast from here. Now go to the NW corner and take a curved running jump to the balcony of the W building (be careful with the ceiling) and another running jump to the transparent platform where the beast was; pick up the Timer for Detonator, proceed to the end of the platform, press action and watch the cutscene.
Component C and the Bombshell
Turn around and walk to the opposite end (W) of this platform, can you see something in the scaffold? Take a running jump onto it and use the knife to pry out Component C. Drop to the floor and in the place where the barrel fell pick up the Bombshell. No more to do in this level at this moment, so go to the passage with four valve wheels behind the crates and jump to the next level.
LEVEL 2 - CITY UNDER SIEGE (first time through)
First hoop and some ingredients for the Psiko's Meal
Advance and pick up the small medipack around the corner; continue to the bar and jump onto the table in front of you with three bottles to pick up the Whisky Cream . Go up the stairs W and pick up the Tuna from the white closet. Continue to the outside garden area and kill the robot. The metal tower in front of the entrance is climbable from its W side; climb to the top, shimmy right, drop and kill another robot. Use the lever to raise a platform somewhere else and climb down, go through the bar and near the start of the level where the strange creature is climb the ladder in the NW corner. Once on the platform use the SW jump-switch to turn off the fire on the platform you raised moments ago. Climb the ladder again and to the N is that small platform. Jump there and turn left (W). Jump to the narrow catwalk and follow it to the end to find the first hoop (4/4), place Lara inside and spin it. Go back to the small platform.
Now jump N to the health station and use the floor lever to the left to raise a platform outside. Go W and climb the red pipe to pick up Component D at the top. Make your way back down to the ground and to the outside area again.
Climb the long ladder near the entrance again and jump over the wall on the W to a suspended platform, to the next platform (S) and finally to the top of the building W. Climb the white structure there (only possible from the E side) and use the zip line to reach the high jump-switch in the wall of the adjacent building. This raises another platform. Now go W to the ledge where the woman statues are; from the one on the end take a curved running jump to grab the edge of the church roof. Shimmy right (if Lara refuses to shimmy, drop and immediately grab slightly below). Then climb to the top of the roof. From the grated ledge near the tower clock you can take a curved running jump to grab the edge of the building N. There is another hoop to spin there (1/4). Go back to the roof of the church.
This time go E and take a running jump to the platform you raised with the jump-switch, then jump to the N structure to spin the third hoop (2/4). Make your way back down to ground.
In the NW corner of this area you can use the stick (press Ctrl) to get the ammo for the revolver in the electrified enclosure. Climb the red ledges in the corner and use that one-time zip line to reach the ledge with the last hoop. (3/4). A camera shows some bars lowering near the SW corner. Go there and enter the market.
The Market: more ingredients for the Pizza
Run E and half way to the end Lara looks to her right; stop there, approach the table and use Ctrl to reach the other side and pick up Cheeses. Continue E and pick up the Flour a bit further on; continue and pull the switch at the end to open a trapdoor near the electrified enclosure. Go there and follow the passage to an industrial area.
Kill the big robot and go up the steps W; climb the ladder on the central pillar near the S wall, run to the N and from here perform a running jump to the wooden structure W. Use the horizontal bar to get to the S side and when you hoist up you get a camera shot of a raising block nearby. There is a lever here but you do not need to use it yet. Jump down to the lower ledge S with the ladder and press Ctrl against the ladder kick it, it will swing down (shortcut).
Drop down to the ground and go NE to the yellow building to find the raising block you just triggered; climb to the top of the building and shoot the horse. Now go E along the metal catwalk N and use Ctrl to go through the big pipes in your way, use the zip line at the end and finally jump to grab the hang-switch E.
Now go back to the ladder you lowered moments ago and climb it to reach the wooden lever you didn't use before to lower a block in the yellow building; go back there and press the button in the control room to lower a jump-switch outside.
Go out and to the stairs at the entrance, go N and climb the ramp with the red stripe; at the end use Ctrl in front of the high pole to grab it and right arrow to grab the next and reach the top. Use the zip line and pull the jump-switch at the end to open a door near the passage that you used to enter this area. Go there, through the door to a new area.
Hammer Machine Room
Climb down a bit to the rocky floor, walk to your right and take a running jump SE to the nearest red awning. Now look above you and you will spot an awning high up; use the other ones to climb up there. Now take a long running jump to the high jump-switch in W wall; when you see the camera shot immediately press the jump key to avoid falling to the bottom. Now use the rocky ledges N to climb down to the ledges below. Take a running jump to the central structure with the health station, climb down the ladder as far as possible then drop to the ground. You will lose some health.
Go up the ramp to your right and run E round the building to pull a wall switch (note the electrified tile here). Now you must climb up again to the entrance of the room: go to the W side with vegetation and climb the grassy blocks till you can take a running jump E to the ladder, climb it, turn around and another running jump W to the rocky ledges; now use the rocks in N side to climb to the top.
Take a running jump again to the same red awning as before and from here you must take standing or running jumps across the V-shaped metal ledges with the blades, until you reach the high safe ledge in E wall. Once there, pick up the medipack and run N and W to the moving rock; perform a carefully timed standing jump to the ledge with the fire (left side), turn left and do another standing jump S to grab the monkey swing. Save your game in front of the switch at the other end of the monkey swing.
Timed run for Component B
You only have 1 minute 33 seconds to complete the next task, and you can't save until it is done. Pull the switch and watch the cutscene; quickly roll and run off the W edge to land onto the awning below, roll and hang / drop to the next awning, turn around and drop to the next. From here you can do a running jump / grab to the central structure with the health station and replenish your health if needed; drop, climb down the ladder to ground floor and lure the hammer machine up the ramp and E to the electrified tile near the switch. Eventually it'll be destroyed there and leave you Component B to pick up.
The Electric Wire
Make your way all the way back to the very beginning of the level, where that strange rotating head is. Stay near the W window where the creature can't see you and combine all four components to produce the Revolver; use it with the sight to shoot the small green eyes of the head (not easy, of course). When done, approach there and jump over the green remains (deadly) to pick up the Electric Wire. Now that we have all that we need, it's time to return to the first level.
LEVEL 1 - SAINT MARK'S SQUARE (revisited)
The Big Explosion
Go to the bottom where you picked up the bombshell, combine the electric wire with the timer for detonator to get the Switch for Detonator; combine this with the bombshell to obtain the Detonator with Timer. Use it near the other bombshell facing E and watch what happens. There is not a safe way to hang from an edge and drop, because the debris in the perimeter so what I did was position Lara near the blue car and take a running jump N-NW to land into the small pool below. Be careful with the fire enemy here; the tile under the help button is safe.
Stopping the Big Turbine
Climb the green rope near the S crates and take a standing jump to grab the edge of the metal ledge with the first burner; shimmy left around the corner to the N and hoist up in the next corner (it seems that the corners are safe, but be careful). Repeat the same manoeuvre with the second burner and finally jump to the safe tile N. Continue to the wall switch which will stop the big underwater turbine.
Opening the exit door
Jump into the water and through the opening behind the turbine to find an underwater switch. Back to the platform with the burners a block has lowered and a rope has been released near the N wall. Repeat all the movements to reach the high metal ledge in NW corner and use the rope to swing to the rocky ledge NE with the floor lever. It'll open the exit door SE.
Deadly room with horizontal poles
In this room pick up the medipack W and the door opens. This is the starting room from the very beginning, in case you need to go back up to the fountain area. Spin the hoop in SW corner to raise a horizontal pole; spin another hoop in the other side to raise another one and take a curved running jump to the safe ledges W. Now cross over to the E side, approach the NE door and quickly jump back; pull the floor lever in the next room to deactivate the blades at the top of the central pillar. This pillar is climbable so take a running jump to grab the E face and climb to the top (when climbing, jump and use the rockets to take less damage, press the "0" or "9" keys if you need to use medipacks).
The Switch Code
Once up, deal with the big bosses and pick up the Switch Code. Notice a jump-switch nearby. To pull the jump-switch climb the ladder in front of it and do a back flip with twist (to do this release the Ctrl key few tenths of a second before press the jump key). This opens the trapdoor at the top of the ladder and extinguishes the fires in the roof with the solar panels. Now, climb the ladder to the top and go back up to the solar panels following the same path as before.
Releasing the Robots
Climb the ledge on the S side and jump to grab the monkey swing avoiding the fire; proceed to the end then drop /grab the climbable wall, shimmy left, drop and immediately jump to grab the next wall, shimmy left round the corners and pull the chain at the end to release the robots. At the bottom of each structure where the robots were there are receptacles for the switch code so your goal now is to kill the robots and use the switch code. (You only need one switch code object in your inventory because it is reusable).
Three Artificial Hearts
Grab the climbable grate again and shimmy right and round the first corner; jump back (remember the tenths of a second delay before pressing the jump key) and run to the SE corner where you can safety-drop to the floor below. Kill the robot, use the switch code and pick up the first Artificial Heart. There's a switch behind the crate in the corner to open the nearby door; go through it, kill the next robot, use the switch code again and get the second heart. Now make your way to the area with the moveable crate, climb the long ladder, kill the last robot, use the switch code to get the third and final heart.
The Pigeon's Eggs
Now you know where to go: down to the fountain area, use the elevator to place the hearts in the receptacles you saw in the camera shots, jump to the balcony and use the flag as a pole to reach the jump-switch (do a standing jump from the fence to grab it). Once the giant pigeon is dead, jump to the room below and do what the help button suggested to get the Pigeon's Eggs. That's all that has to be done here; you can get back up by climbing the pole in the starting room, then return to the second level.
LEVEL 2 - CITY UNDER SIEGE (revisited)
Once you advance a bit in the second level you'll see where to go and what to do. Those killer flowers are very dangerous and very hard to kill. Jump from side to side and after hundreds of revolver shots they'll eventually die and leave the Tomatoes for you. Now we're ready to prepare some food for Psiko.
Preparing the Complete Meal for Psiko. The CD-ROM.
Open the inventory and combine the eggs with the flour to obtain the Compound for Pizza; combine the tomatoes with the cheeses and the tuna to obtain the Ingredients for Pizza; combine these ingredients with the compound to obtain the Pizza Ready to be Fired. Now go to the bar and place the pizza in the small clay oven in S wall. After some moments, the Pizza is ready to eat. Combine the pizza with the whisky cream to prepare the Complete Meal for Psiko. Press the "Esc" key and watch the cutscene.
More Tasks in the Industrial Area
Time to go back to the industrial area. Up the steps, climb the ladder S again, and use the cd-rom in the console in front of you to stop the fires to your left. Jump there and use the switch code in all four receptacles to lower the metal bars under the gazebo near the entrance to the industrial area. Go there and follow the path avoiding the deadly tiles with mines in the floor. Once out of the water, jump over the suspicious tile and run under the thumpers up to the end (you can run against the thumpers touching them). Pull the switch at the end to open a door in the bar area.
The Tongue of Copper
Go all the way back there. This time, the last thumper is tricky, because of the deadly tile just after it. Try to jump over the tile immediately after you've got passed the thumper, alternatively try using crouch to stop sprinting just before the tile. In the garden take the Tongue of Copper from the small fountain and in front of where the killer flowers were, there's now an opening in the floor where you can use your switch code to open the trapdoor and jump to the next level.
LEVEL 3 - THE HYPERCUBE
Training Area 1
There are five switches to pull here to open the door E. When approaching different areas there are tutorials to show you what to do, so use the rockets, pull all five switches and climb the ladder to the open door. Remember that the tutorial clips are in the fmv folder and can be viewed there in case you need to refer to them again.
Training Area 2
The next two rooms are for practicing a move combining a side jump with the rockets. In the next room with the closed door go in front of the door, turn right, jump to grab the edge of the slope, hoist up and use the rockets to grab the ladder. Once up run W, slide backwards, grab the edge, shimmy right, hoist up and use the rockets again to reach the top of the ramp. Pull the switch there and return to the door.
Training Area 3
In this new area simply follow the instructions in three more tutorials to learn more new moves offered by the rockets and pull the switch at the end to open the door.
Training Area 4
This area introduces the last rocket moves. Go inside the crawlspace and hang on the ladder; for me was easier climb down a couple of steps before doing the backward jump + rockets to grab the ladder behind. Climb the next ladder and jump back + rockets to grab the ladder above, climb, shimmy left and around the corner and advance to the next tutorial. Spot the jump-switch in N wall (for later) and slide down the ramp with a right curve as shown in the tutorial, go up the ramp S and pull the switch to open the door to the next area.
Training Area 5
There are five switches to pull in this area to open the exit door. Start by going to the right (E) and use a side jump + rockets to grab the next ledge, climb the ladder and jump over the deadly tile, slide down the ramp and jump to grab the ladder at the end. Shimmy right and around the corner and back flip to the ledge behind. Now situate Lara near the W edge facing E and do a backflip + rockets to grab the ladder above, climb and use the jump-switch (1/5).
Go around this block to the long ramp behind this ledge (E wall). Situate Lara in the center of the tile on the right, climb the ramp with the rockets and when you're at the top jump back and twist to grab the hidden jump-switch in the broken pillar behind you (2/5).
Now go NW to the brick wall and climb the long ramp to the right (facing E), slide down the next ramp, climb the ladder, turn around, situate Lara near the W edge facing E and do a backflip + rockets to grab the ladder above, climb and use the jump-switch (3/5).
Finally climb the brick ramp near the exit door (facing S), grab the edge above and hoist up; turn around and drop / grab the small ladder on the other side; jump back with rockets to grab the next ladder and back again to the ledge (optional: jump directly facing the small slope and use rockets ahead when sliding). Around the corner is the jump-switch you saw after the last tutorial (4/5); climb the nearby ledge and some steps forward there is the last jump-switch you can pull with a side jump (5/5). Go through the open door below.
Training Area 6
Slide down the ramp and from the bottom turn around and check the arrows to see the path Lara must follow. Yes, it's similar to the previous tutorial, but at the end of the curve, she has to jump with the rockets to go up the ramp on the other side. Now you know what to do, go back up to the starting position. Try to start from the middle of the tile and slide down the ramp curving left to pass as close as possible to the first corner.
Once this move is completed, you will see a fire under a switch, we will return here after putting out the fire. Follow the passage to the crawlspace and when on the other side, climb a few steps down the ladder and do a backflip with twist to land on the slope behind with the arrow; jump with the rockets until Lara goes over the slope's edge and grab the ladder ahead; shimmy around the corner and climb down.
Use your new skills to grab the next ladder and climb to the top (jump + rockets in mid-air), shimmy right and use the switch in this room to stop the fire under the previous switch. Go back there (from the ladder next to the door back flip with a twist and jump from the small slope to the next ladder), use the switch to open a nearby door, then make your way to the door following the same path as before.
Turn left (S) and climb the ledge in the corner. Do a side jump right + rockets to grab the edge of the crawlspace and climb the ladder on the other side. Take a running jump to the ramp NW and go up to the top using the rockets. Position Lara with her back against the N edge of the lower metal step facing S in front of the broken fence and do a running jump with twist + rockets mid-air to grab the ladder behind the fence; climb to the bottom and pull the switch there (notice the fire near the N wall). Follow the same path as before to reach to the high area you came from, then climb the ladder N (drop /grab and shimmy right in the crack) and go through the now open doors.
There is a timed switch on the central platform which opens the E and S doors. Do the timed run for the E doors and use the wheel there; up the ramp and back round to the pool room. Do the timed run for the S doors. This run can be completed by either using sprint or by doing a series of diagonal jumps around the pool edges. When through, pull the switch at the bottom of the ramp; this raises a small cube at the top. Push it facing S so it falls and make your way down to the ground floor of the warehouse. Push the cube N to the marked tile and jump to the other side of the wooden ramp where the fire is now gone. Turn the wheel and go all the way back up to the pool room, through the N opening and E where the open door is. In the room with the health station, open the floor trapdoor (facing N) and the ceiling trapdoor at the end of the passage to enter in a huge outside area.
Run E (watch out for dogs) and N, near the trucks turn left and go down the spiral steps (another dog here); Lara will look at a ladder to her right. Climb the ladder, turn around and drop /walk along the thin ledge to the left; climb the metal bars at the end, shimmy left and pull the switch. Drop down to the ground floor, climb the mound and take a running jump to the first raised column; then standing jumps to the end and pull the jump-switch on the W wall. Jump into the water and swim to the end avoiding the rotating blades.
The Crane Code
In this new area get out of the water (left), up the steps and cross the small bridge. Close by to the right you can use those small poles to climb up, then cross the metal ledges to reach the zip line. Use it and time the right moment to release and grab the hanging jump-switch to open the nearby door and get the Crane Code. Go all the way back to the crane and use the keypad to activate the elevator.
Security Sequence Code
At the top of the crane pick up the Security Sequence Code; a camera shot shows you where to use it (pool room) so go all the way back there and use this code on the central platform and watch how something is happening in the sky near the cathedral; a spacecraft has appeared and some strange beings have landed in the big pit outside.
Access Key to Hypercube
Go back there and shoot the creatures (the spacecraft can be destroyed too); go inside the capsules they have used to land and pick up 2 x Hardware Key; a flyby shows you the big hypercube appearing over your head. Combine the keys to get the Access Key to Hypercube. Also notice the expanded platform in front of the hypercube.
It's time to go up there so, go to the door of the cathedral and use the knife to open it. Inside go to the N altarpiece and use one of the pipes in the corners to go up (this doesn't work in all directions); take a running jump to the SE ledge and pull the jump-switch at the end. Outside and left is the platform you raised; use the new moves (jump back + rockets) to reach the roof, jump to the other side of the roof and use the gray suspended platforms to reach the metal catwalk; use the access key at the end and see an impressive cutscene. Go back to the first suspended platform and facing the corner of the cathedral take a running jump to the angular horizontal bars at the corner of the cathedral facade, (not the upper ones, but the ones in the middle) to get down to ground floor.
Inside the Hypercube. The Time Flux Specimen
Again back to the pit, climb the long pole you saw in the flyby to get up to the hypercube. Grab the climbable wall N and use the rockets to grab the monkey swing above; swing to the crawlspace in SW corner and go inside. Climb the next ramp and grab the monkey swing at the end; take a running jump over the next deadly pit and prepare yourself for the next tricky jump: situate Lara in the middle of the tile and approach the W edge as close you can, facing N-NW do a standing jump against the narrow opening and when she starts to slide immediately jump and grab the ceiling; turn left and swing to the NW opening (difficult too; try starting from the E side in an E-W direction and very near to the end of the ceiling grate). Now run off the W edge in a N-NW direction and grab the crack in N wall when falling, shimmy left and around the corner and jump back. A standing jump over the next deadly block and jump up the ramp to grab the pole at the end, turn left and jump back to a safe tile. Go inside the next crawlspace and you can hear a door opening; run there and the fire stops in the climbable grating. Go back there through the same crawlspace and do a side jump + rockets to grab the ladder, climb up and jump to the ledge in front of the closed door; it'll open automatically and you can pick up the Time Flux Specimen. A block lowers in the N wall so jump there, go inside the crawlspace and drop onto the top of the crane at the end.
Exiting the level
You've seen where to go when picking up the artifact so descend to the bottom of the pit, jump into the water hole W and go to the area where you found the crane code, cross the small bridge and follow the path to the end where the Eternal is. It's necessary to defeat him first (a good way to do this is with revolver shots in his chest). After that you can use the teleporter to jump to another area and to the next level.
LEVEL 4 - ABYSSES OF STEEL
Move forward to the opening W, turn around and face SE (the tiles with the circular texture are deadly), jump back and slide backwards to safely reach the ground. You can jump and climb the N slopes to pick up a medipack at the top if you want, then slide back down. On the other side of the room, look for a pole behind a loaded metal pallet. Do a running jump to land on the very center of the sloped tile in front of the pole, then jump using the rockets to grab the pole (you may need to try this several times); climb and jump back from the top to the central platform. From the N side, do a running jump to the NE ledge, climb E and use the floor lever there to open the door. Safely slide back down to the ground, climb the central ledges and do a running jump NE to the small triangular ledge under the open door.
Do a standing jump to the right side of the block before the fiery pit and do a running jump with a right curve to avoid the deadly tile at the end. Explore the N side of this room to find a medipack; from here jump into the water and a bit to the E there is an underwater lever which will stop a fire at the top of the green structure above. To get there, climb to the top of the ledges S, turn around and use the horizontal pole to reach the metal platform N. Pull the jump-switch and return to the water corridor N, because a small platform has emerged from the wall under a wheel-switch. Use it and swim E to the next section of this water area; climb the block N, face S and look up: a deadly green cloud has started to move up and down over the central platform. Jump to the small floating platforms to get there and when hanging from the second, hoist up when the green cloud is up and starting to go down; take a running jump to the next safe ledge and go through the opening S.
Climb down the ladder S and crawl under the pillar to the N side; stand up, turn right and use the very difficult to see horizontal pole to reach the other side of the room and climb the pole there. Shoot the horse and pick up a medipack in the N corridor. Climb the wall E (notice the closed door), turn around and jump to the W; there's another medipack here and a wheel to use too. Go back to the other side of the room to the ledge where the pole is and when the moving machine below is going to the left, run off the edge to land onto the gray tiles at the very bottom. Shoot another horse, spin the hoop and go back to the door which will now be open.
Climb down the ladder S but not to the very bottom, back flip with twist to the slope behind, slide / grab the edge and shimmy right to avoid the spikes. Advance through the passages with the swinging metal pieces and deadly tiles (not difficult) and eventually you'll find a couple of yellow tiles with spike traps. This jump is a bit tricky but not so hard; try to do a running jump over the right slope and don't "touch" the air over the spike traps. At the end of this corridor face E, jump back, slide and jump forward to grab the high edge. Press the help button to see what to do at the top of the ramp with rolling balls; for the first two balls, position Lara on the left side at the bottom of the ramp. Simply take a standing jump to the flat sector (this activates the balls), immediately run forward and crouch so that the ball rolls over Lara's head without harming her. The help file you watched just before is fmv30.mpg in case you need to refer to it again. I found that I did not have to do the final jump from this help sequence.
In the area with the rotating blades there is a closed door. To open it you have to navigate past the rotating blades to the next area which has a (very simple) labyrinth made of glass panels. In this labyrinth are three levers, pulling them opens this door. It's not easy to explain the exact path you have to take to reach the levers, but it's also not difficult to find your way; if you keep going to your left whenever possible, eventually you'll get to the floor levers and so you'll be able to open the door. To get past the rotating blades, try to situate Lara in the very center of the safe tiles and take standing jumps with a 45° angle between the blades to the next safe tile. In any case, they're not lethal and Lara will not lose much health. Return to the now open door avoiding the rotating blades as best you can.
Ruins of the Roman Aqueduct
In this big outside area turn right and climb the pole to the top, pick up the medipack and do a curved running jump from the very SE corner to grab the left edge of the balcony (yellow building). Run along the roof all the way to the N end (notice the metal ladder to your right, for later) and turn left; from the lower part of the roof, do a carefully timed running jump, avoiding the fire, to the sloped ledge under the jump-switch (do not grab), slide, jump to the next ledge with the flames and jump again to grab the pole; jump to the next slope and jump with twist to grab the pole again facing N; use the right arrow when swinging to slowly move Lara to the right of the pole and finally jump to the jump-switch when you're lined up. Go back to climb the same pole as before, back to the roof and this time climb down the ladder in the right side, through the open door follow the path to the other end and drop into the room below, shoot the horse and pull the switch (1/2).
Go back to the open door but don't climb the ladder, drop from this corner to the sloped roof below to land at the very bottom of this big square; shoot the horse and pick up the Unlimited Shotgun Ammo near the NW corner. Climb up the SE ladder and shoot another horse. Now go to the far NW corner of this level and pull the switch behind the glass curtain (2/2). You can see a trapdoor opening not far to the E of your position; go there and climb down the ladder.
Pick up the medipack and follow the only possible path to a courtyard with five moveable pipes. One of them has fire under it so first of all climb the ladder E, the ledges N and jump to the central catwalk with the floor lever. Use it to turn off the flames under the pipe and return to this area. Now drag all five pipes over to the marked tiles to connect the fixed pipes high-up on the E and W sides. Start placing the E one on the W tile, etc. Continue in a logical fashion. Once all the pipes are in the correct positions, the flights of steps at the top of this area turn solid. Go back up and up the steps on the right there's a floor lever to lower a block elsewhere. Up the steps on the left you can jump to the small roof E to reach a ledge where you can get the Shotgun. Go back down to the ground, make you way to the lowered block near in S wall.
Your goal here is to open the W door with the jump-switch at the bottom of the ramp with the rolling balls. Get out of the water at the only available ledge, shoot the horse and climb the ledge with the medipack. It's easy to jump forward and back over the white tiles avoiding the rolling balls. When you are done pull the jump-switch near the water to open the door on the left to the toxic room.
Use the blocks that are safe to get to the W side of the room and from the big red pipe do a running jump to the E ladder, climb up, jump to the next pillar and from here do a long running jump to the SE corner of the room where there is a wheel. Turn it to open the door in NE corner and make your way there using the ladder and the safe blocks. Continue jumping to the blocks in the pool room and in the next room (notice the closed door to your right) climb the block and grab the monkey swing to reach the crawlspace in W wall, shoot the horse on the other side and if you want you can get a small medipack behind the NE crawlspace. Go to the opening S near the entrance, drop /grab the edge and shimmy left; hoist up when you can and walk W to the jump-switch and open the door you saw earlier.
Day and Night Medallion
Go to the door and continue down the corridor; about half-way down use the small poles sticking out from the right wall to climb to the catwalk above. Pull the switch to open a door near the entrance. Return to it and follow the path to a golden room where you can find the Day and Night Medallion. Go back to the corridor and use the medallion to open the door at the far end.
Saint Angel's Square
Run N, cross the bridge, turn right and jump into the water. Swim E and grab the pole in the corner, climb it and jump back to the ledge (Lara can grab poles from the water; you have to approach them slowly using the Ctrl key repeatedly). Pull the switch there to open a nearby hatch W and dive down there. At the end of the passage you'll find an underwater switch; pull it to stop a fire elsewhere; there's a medipack in a tunnel off that room too. Back to the surface climb the other pole to return to the square. Run to the S side and behind the statue you'll find a metal cage; climb on top of it, in front of you there's an iron gate with a large circular opening at the top, use Ctrl in front of the gate and Lara will climb to the other side. Climb the ladder to the top and take one step down; jump back and you'll land on a small terrace with two keypads. You don't have the security codes for these yet so use the zipline to reach a balcony, take a standing jump from the corner to grab the small ladder (not easy; from the very corner do a couple of side steps to the right and banana jump around the corner of the building), pick up the medipack at the top and walk along the wire to the other side of the square. Use the jump-switch there to open a small door NW near the ramp, go into this new area.
Area with the Gazebo. The Security Codes
Climb the crates and jump inside the small garden. Save your game and jump into the water hole. Swim through the rotating blades at just the right moment, through the small opening to the other side. Pull the ceiling switch in the corner and make your way back to the garden (save often). Use the pole to get out of the garden, you will find that a trapdoor under a switch nearby has closed so you can now use it to open another trapdoor. Jump inside the garden again and into the water; fortunately you don't need to deal with the blades anymore. Swim away from the blades to the now open trapdoor. Get out of the water and pick up the One Riddle but Two Codes note in a corner. You already know where to use the security codes so return to the iron gate, to the small terrace with the keypads next to the zipline.
The Main Key for the Steel Factory
There are two tiles here, one red and one black. If you read the note you can see that the red numbers are 2 raised to increasing even powers (20=1, 22=4, 24=16...) and the black numbers are the 2 raised to increasing odd powers (21=2, 23=8, 25=32...) so the next number in the red series is 212=4096 and the next number in the black series is 213=8192. Use these security codes in their respective keypads to open the frame and get the Main Key for the Steel Factory. There's a camera shot showing you where to go (gazebos area). Go there now and use the key to open the big doors.
Inside the Steel Factory
Run up the stairs, pick up the small medipack and do a timed jump through the teeth doors. In the room with the row of big hammers I did running jumps from the right side, starting when the hammers are down, losing some health. The next corridor with the big thumpers is easier (watch out for the fiery tiles). In the area with the pit there's a small medipack behind the crate W and another one on the W side of the pit (use the rockets to get up the slopes). To reach the other side I took a running jump from the right side where the crates are to grab the W edge of the pit and I used the rockets on the slope. (There is alternative path on the left side though). Crawl under the blades, wait near the end and stand up when it's safe and do a running jump over the flames (from the left side and not too close). Continue, crawl under more blades and pick up the small medipack at the end.
The Glass Maze
This is not really a labyrinth, but a maze (there's an exit). Use the PLS to make it easier to see the glass panels. There are three openings here. Go first to the left one (N) to find a small medipack in the corner and return to the start. Now go to the central one and turning left you'll find another small medipack; return to the start. Go through the right opening and to the NE, then right until you reach a closed door; go through an opening left, follow this path turning to your right when possible, to find the wheel-switch which opens that door. Go back there and jump over the deadly pit.
The Tongue of Zinc
Make you way to the SW corner of this toxic area and you can use the knife to get the Tongue of Zinc. You'll catch fire and there are two ways to turn the fires off: jump to the shower in front of you, or quickly run to the pool E using medipacks on your way to stay alive and finally extinguish the fire burning Lara when jumping into the pool. Pull the underwater lever there to open a trapdoor in the NE corner of this area, where the moving machine is. Jump there and the level will end.
SAINT MARK'S SQUARE (third visit)
Using the Volta's Battery
Pull the switch to open the door behind you, go through it to enter a new area. Climb the crate near the entrance and from the very NW corner do a standing jump E-NE to grab the ladder on the wall of the building E. Climb up a bit then jump back to land onto the metal ledges on the W side. Take a running jump N-NE to the platform and turn SE, run and jump to the jump-switch on the wall of the building. This opens the doors E, enter them and turn right, combine the tongues to form the Volta's Battery and place it in the hole in SW corner. Approach the artifact and use Ctrl to see what happens...
LEVEL 5 - ENDLESS WORLD
[Note:] This level is very non-linear and many of the tasks can be done in any order. I've tried to take the shortest path.[End note]
Advance to the health station and take note of the closed door with the keyhole to your left (for later). Continue up the stairs and the doors in front of you will open automatically. Slide down the ramp, go forward a few meters and look left (W) between the red brick walls: there's a pipe you can climb. Do this then do a standing jump to the ladder E; climb to the top and shoot the robot. Jump over the fences E and do a running jump to the ledges with vegetation E to pick up a medipack. Go back to the bridge. Face the slope N and use the rockets to get up. Use the lever here to open the door of the cabin N. But don't jump to the cabin from here or the door will close (because of the green rays in front of the cabin). Instead, do a series of running jumps going S from beam to beam, at the other end pull the switch (3/4). Three more to go.
First security code
Jump back to the beams and return to the N side of the bridge at the top of the slope to the lever we used just before. Go E and approach to the edge. Take a long running jump to the grassy area below. If you run over the grassy tiles you will notice that some tiles cause numbers to appear, and if you leave these trigger tiles the numbers disappear. Your goal here is to get all four numbers on your screen; it means that you can only touch the trigger tiles but not the others. So start in the NE corner with number 8, climb the E rocky ledge and take a running jump to the W over the tile with number 7, now a standing jump N-NW to the tile with number 3 and a final jump SW to the tile with number 4. Once all four numbers are on your screen you get a camera shot of a keypad lowering. Make a note of the security code for that keypad: 8734.
The Piece of Wood
But don't go there yet, instead take a long running jump to the left side of the bridge and jump over the fence to the road; run S through the passage between the crates: there is a hyperlink here which will take you to the red cabin on the other side. Pull the switch inside it to open a trapdoor elsewhere. Jump into the water and swim a bit to the W, when approaching underwater opening on the right look up and you'll see the hatch you just opened. Climb out. In this new area run to the W side to find the climbable iron gate, like the one in the previous level. However, this gate has a disk in the circular hole preventing Lara from climbing through; shoot it with explosive arrows and Lara will be able to climb through when you press Ctrl. Inside, pick up the Piece of Wood. Now go back to the square.
A Couple of Jump-switches to Open a Distant Door
Now jump onto the crate in the S side and use the pipe to climb up, take a running jump to the E ledge and run all the way round to the terrace in SW corner. From here take a running jump over the fence to the yellow slope and use the rockets to get up it. Continue up the metal path avoiding all the blades and finally jump to the dark safe ledge against the E wall. Now a side jump + rockets to the ledge to your left, jump to the next one and to the N where the ladder is. Climb it to the top and jump backwards to the ledge behind you, another side jump + rockets to the next ledge. From this ledge you can see a jump-switch situated above a sloped railing. (Make a mental note of this ledge since we need to return here later). Do a running jump NW to the slope under the jump-switch. Use the rockets to grab the ladder and pull the switch; use the rockets to grab the ladder again, shimmy left around the corner and jump backwards to avoid the deadly pipe below. You have to deal with the blades again to return to the ledge mentioned above; once there, make your way S, using side jumps + rockets, you'll find a yellow ledge with another jump switch; you can pull it easily situating Lara on the very left side of the ledge and doing a side jump + grab. You can see a door opening elsewhere. There’s a second way to reach this second jump switch on that wall: from the catwalk where the blades are, do a running jump to the moving and rotating item floating in mid air: it has a force field that enhances your jumps. Aiming the sloped sector below that jump switch, do that running jump, use the rockets to climb up the little slope and press it. Everything in this area is now done; make your way back down and to the outside area with the ships in the water.
The Power Supply
Now it's time to explore the dried up river bed E. You will find an old boat there, go to its N side and look for two car wheels; go onto the boat next to them, from this spot you can do a jump to the right + rockets to grab the edge of the wooden ledge at the top of the boat and get the Power Supply (for much later). From this position you may spot a couple of dino-robots spitting fire - this is a good moment to kill them.
Second and Third Switches
Now climb on the crate S of this ship and jump to the N ledge in the dark area of the big building (don't forget you have a PLS), do a running banana jump around the deadly red pipe to a wooden ledge (or do a side-jump and use the rockets), turn around and do a standing jump to grab the edge of another ledge, climb the ladder, turn around and spot the switch near the wall. Pull it (1/4) and return to the ledge at the top of the ladder; this time jump to the E and at the end of this path you'll find another switch (2/4). One more to go. On your way back to the ground you can pick up a medipack on a low ledge. From here, take a running jump to the E ledge and safety drop to the rocks below. There's another medipack on a nearby ledge if you look E; you can reach that ledge with a standing jump from its E side.
The Elephant Area
Now it's time to go to the door you've opened with those jump-switches. If you're in the outside passage below switch (2/4), run E a bit and climb the ladder to your right, turn right (W) and find the open door. Follow the passage to a new outside courtyard with an elephant statue. Carefully climb the narrow spiral ramp and pull the lever at the top; go back down, climb inside the elephant and pick up the Uzis. Go up the spiral ramp again and go through the opening W; use the revolver + sight to shoot the enemy in the area below. Do a running jump to the rocks S, go W then do another running jump to the yellow ledge N. Climb the nearby ledge and do a curved running jump to land onto the sloped ledges W, sliding backwards; hoist up and use the rockets to grab the ladder, use the rockets again to grab the monkey swing, approach the green tiles and drop down onto them. Here you can pick up the Iron Rod. You will get a camera shot of the large tree in the area next to switch (2/4).
The Access Key
From the gap S take a running jump with grab to land in the entrance E; go back down the spiral ramp, leave the elephant room, return to the area with the tree and use the small poles near the ladder to get up onto a wooden platform. Use the iron rod to get the Access Key. Now you have to go all the way back to the very beginning of the level where the health station is and use this key there.
Enter this new outside area and go up the ramp next to the wall on the right using the rockets. Pull two levers at the top to deactivate the flames in the central dome. Back down the ramp, run up the steps S and press Ctrl in front of the transparent doors to open them. Shoot the enemy here and open the metal door S with your knife. Climb the ladder and turn all three wheel-switches to open the trapdoors in the floor (one of them is after the monkey swing). Jump into the water and while floating on surface, turn the wheel on the ceiling several times to move the mechanism, drain the room and open the door. Climb the wall at the end of the passage and pick up all four Flamers.
The Second Security Code
Go back through the glass doors and turn left to climb the raised blocks in the corner; turn around and use the poles to swing to the opposite wall. Pull the switch there and a pole rope appears behind you; use it to climb to the upper level. Shoot the enemy and pick up the medipack. From the red tables E pick up the purple Bottle of Alcohol. Turn around, climb the nearby ledge and go up the ladder; at the top look for the broken fence NW. Situate Lara in front of this fence facing S and do a back flip with rockets to grab the edge behind the fence; shimmy to the right and around the corner to finally pick up the Cloth. Drop to the ground (losing some health), run to the W side then N to the corridor with the thumpers; save your game. Get past the thumpers by starting one sector away from them, run with sprint just before the thumper falls, hold run and sprint (running against the thumper), continue holding sprint then when the thumper raises Lara will sprint past just in time to avoid getting hit on the next thump. As soon as Lara gets past, let go of run and sprint. Repeat this, pull the switch at the end to open a door elsewhere in this area. Go back to the place where you picked up the bottle and continue N to the door you opened a few minutes ago. Open the inventory and combine the piece of wood with the cloth to get the Wrapped Piece of Wood; combine this with the bottle of alcohol to get the Wrapped Piece of Wood Soaked with Alcohol. Use it on the panel behind the open door to clean it and reveal the second security code: 9572. Now it's time to go all the way back to the keypad we lowered when we got the first code at the start. (It's in the area with the boats in the water, in the NW corner.)
Rotating Tower Room
Once there use the first security code to open the door. In the room with the big rotating pillar take a running jump to grab it and climb to the top. From the top you can jump to the N-S-E-W platforms and pull the switches to open a door below. From one of the four metal ledges, drop /grab the edge and shimmy around a corner to safety drop to the floor. In the W opening there is Uzi Ammo, in the N opening there is a medical station and in the E opening is the door you've just opened; go through here to the next area.
Pool Room with Smashing Pillars
In this room I used the platforms in the water that are on the right, timing running jumps (start the running jump when the pillar is in the left side and try to land in the NW corner of the platform; and don't stop, of course) to finally grab the sloped metal ledge beyond, hoist up / slide / jump / grab the next ledge and a final jump to the wide one against E wall. Now another running jump to the yellow ledge S and run N to the ladder. Kick it down to create a shortcut, turn around and use the rockets to grab the upper ladder. When on top, do a diagonal running jump to the sloped ledge near the rotating blades and follow this path to a ledge where you can jump to pull a jump-switch (the red bar). Now return all the way back to the same ledge, climb the raised block and get up to the higher ledges. Use Ctrl in front of the triangular openings to slide to the other side and pull the switches to open the door S. Go through it then use the second security code to open a nearby door leading to a switch inside a control tower; pull it and see what happens.
Fourth (and final) Switch
Now go all the way back to the outside area with the boats in the water. Jump into the water and swim either through the hole at the bottom or through the tunnel on the W side (hyperlink), they lead to the same place. Climb the metal platforms you've just lowered, climb the ledge near the big hammers; turn around and from the big red pipe do a standing jump to grab the crack E to the left of the rotating blades, shimmy right around both corners as far as you can and drop onto the slope / jump /grab the horizontal pole, swing and do a timed jump, avoiding the blades, to reach the ladder S. Shimmy left to the ledge and you will see a block raising (it's also possible that the blades pushed you onto the safe ledge and in this case you don't need to use the ladder). Go back near the big hammers and the red pipe and do a timed jump to the NW, climb the block and crawl under the big circular blade to the nearby switch. Back to the raised block, jump now to the SE ledge with the ladder, climb it, jump back and watch the cutscene. Kill the soldier and pick up the medipack he drops; now you can finally pull the fourth switch (4/4). At last!
Energy Efficient Power Supply
To get back down to the ground do a running jump from the S wheels of the truck to the floating ledge E. Now you have to go all the way back to the very beginning of the level where the health station is and to the door you opened with the access key. In this area combine the flamers with the power supply to get the Energy Efficient Power Supply and use it in the receptacle you saw when pulling the final switch. It seems that nothing happens, but take a look at the top of the dome.
The Metal Hook
Climb the pole SE to get to the upper part of this area, run N to the section with the big trees and the purple fence. Search along the fence until you find where it is broken; shoot the sphere from here with explosive arrows then go back down where the dome was. Now you can use the switch code in the receptacle N; run to the open door W, climb the ladder and use two floor levers in this hyperlink area to put out the fire at the big skull. Now we need to get back over there, so make your way to the wrecked boat where you got the power supply, go S, use the rockets to climb over the steep walls where the skull is, use the knife to get the Metal Hook. Then go to the place where you used the first security code, climb the pole from the water, climb up to the final switch in this level and use it to open the exit door (it's near the health station at the very beginning of the level).
LEVEL 6 - THE PENTHAGONS
Jump over the crates W and do a running jump to the NW opening, climb the ladder and pick up the Flash Plasma. Go back down the ladder, you'll find a small medipack in SE corner. Continue to the garden and shoot the horse there, approach the edge S and watch the flyby. Run onto the large grating to the S and do a running jump to the ledge E with the plasma. Jump back to the central grating and from the SW corner where the small medipack is do a long running jump with grab W-SW towards the white building to hopefully land into the pool below. There is plasma near the SE corner (underwater).
First Penthagon of the Fables
Go up the golden steps and behind this building E, jump over the red (deadly) tiles, pick up the medipack and pull the jump-switch in the corner to open a nearby trapdoor. To get out of here, do a curved running jump from the small triangle in the NW corner to the slope N and jump when sliding. A bit to the N there is the ladder that was shown when you pulled the jump-switch; situate Lara to the right of the ladder against the wall, jump back onto the slope behind you and jump again with a left curve to grab the ladder, or do a side-jump using the rockets to grab on the ladder itself. From the top you can turn left and do a running jump to the golden ledge to get more plasma and shoot a couple of horses from SW corner. Go back to the ledge with the ladder and run W as far as possible, climb another ladder to your right and press the button to release a chain behind you. Use this chain to reach the top of the big cage filled with water and from the N side you can do a running jump to the ledge with the goodies (no grab); the Plasma Launcher is here. Back to the top of the cage, jump into the water and pick up the first Penthagon.
Second Penthagon of the Fables
Drop from the S side of the cage to the fan structure below, jump to the grassy ledges W and explore this area to find the second Penthagon. Go back to the fan and drop from the NE corner, into the pool below.
Third Penthagon of the Fables
Now go W as far as possible and climb the long ladder against the W wall (not the one next to the red forklift truck, this is for later). From the top run N, then E, then drop onto a small balcony and then to the big fan below. Save your game, and from the SE corner of the fan, do a very long running jump to grab the left side of the grassy ledge E. Use the rockets to go up the slope and pick up the third Penthagon. Safety drop from the S side to the ledge below.
Fourth Penthagon of the Fables
Now go back to the W side of this area and climb the ladder next to the red forklift truck, grab the monkey swing at the top using the rockets, swing to the other side, drop / grab the ladder / shimmy right / drop / jump / grab another ladder and shimmy right and around the corners to the very end; spin the hoop here to raise a large block elsewhere. Jump to the ground and run through a large entrance on the S side of this area, go to the end, climb the blocks and the ladder, pick up the medipack and run up the white ramp. Jump to the left (W) where the horse is and pick up another medipack N and the fourth Penthagon inside the gazebo. To reach the high jump-switch jump to the sloped ledges S, shimmy right, hoist up and do a back flip with a twist. Jump back to the white opening where you came from. To the left of the white ramp is the door you opened with the jump-switch, go through it.
Fifth Penthagon of the Fables
Run up the ramps and shoot a couple of horses in the next room, jump from the top of the red stairs to grab the chain. Now time your swing to avoid the fire emitter and jump to the pillar where the fifth Penthagon is. All is not done yet, drop to the floor and prepare yourself to deal with that roman head with the fiery tongue.
The Fuse Bulbs
Observe the movements of the head carefully: in each cycle he retracts his fiery tongue a couple of times, and the second time is longer than the first. This is the moment when Lara can approach the face of the head and use Ctrl to remove one of the pieces from his helmet. When you get the 3 X Fuse Bulbs, the head will be defeated.
The Keypad Security Code
You saw something when picking up the last pentagon, so now go back to the large area W and climb the long ladder on the W wall again. This time go to the area S, climb the gray block and do a running jump to the E balcony, run N to the place with the zip-line next to that strange animated structure. Your goal here is to reach the small floating ledge in the center of the room; to get there do a running jump SW towards the strange structure and Lara will eventually grab or land on the small floating ledge (it can takes several tries). From here walk along the wire and pull the switch on the other side. To get to the place shown in the camera shot, go back to the blocks S, climb up and go up the white ramp. This time turn around and do a side jump + rockets to reach the ledge to your left, jump over the fences to the small bridge and pick up the Keypad code.
Now we have all that we need so it's time to go to the very top of the level. Go back to the white ramp the way you came, return to the room where you defeated the roman head; from the window in NE corner you can do a running jump to the garden that's near the start of the level. Run over the large grating to the S and do a running jump S to the next one (the other side of the deadly catwalk). Climb the pole and jump back to the E roof, jump N over the roofs, W onto the big fan and do a final jump towards the red building W.
Destroying the Machine Guns
Run S and go to the other side of the building to a health station. If you were lucky perhaps you can shoot the N machine guns from the green building in front of the station. Now run S so the other machine guns are pointing at you and quickly run N, down the ramp, jump to the big fan and to the far E roof where you came from; from here you can shoot the S machine guns. Now go back to the place where the N machine guns were and look for a button behind one of them to release a pole rope on the roof where you came from. Go back there and use the pole to reach the high metal ledges and get Secret #1: Meduse Ghost Head.
The Venetian Mask
Now it's time to use the 3 fuses; go to the top of the building situated between the N and S machine guns, place the fuses to open the gates S, shoot the horse and continue down the passage there. When you reach a wide passage with a small garden on the left side look for a hole in the lower part of the railings; you can crawl through and inside the garden look for the Venetian Mask. Go out and to the end of the path, climb the metal ledge where the keypad is and use the security code to open a nearby underwater door. Swim to a new open area.
Exiting the Level
Climb up the red and white pole to get out of the water and run to the SE corner of this area, up the steps there jump and grab the red ledge and shimmy right and around the corner to pull the jump-switch. To the W are columns with ladders, climb all four and use the switch code on all the high platforms to open a couple of doors close by. Now go to the NW corner and open the wooden door with your knife; combine the venetian mask with the metal hook to get the Venetian Mask with Metal Hook and use it on the receptacle to open the trapdoor above. Climb the ladder, shoot the horse and pull both floor levers to create a passage in the E side of the area. Go there and avoid the blades by walking near the left or right walls; jump into the hole on the other side to finish the level.
LEVEL 7 - THE TOWER OF ETERNITY
Machine Guns Room
Stop in front of the lasers and situate Lara in the very NW corner of the room and jump up so the N machine gun shoots her and points W. Now don't jump over the first laser from here or the machine gun will change the direction; drop between the first laser and the block and take side jumps over the lasers (they are deadly) staying near the S wall. Now position Lara in the very NE corner and use the revolver + sight to destroy it (you can only see a small part of the tank, but it's sufficiently exposed for you to be able destroy the gun). Now go up the steps to the SE corner so that the other machine gun shoots you, then quickly jump back, now walk slowly up the steps W staying as close as possible the N wall so Lara's head remains out of sight of the machine gun; when it moves to the E end, run to the W side (the machine gun will not see you) then you can turn around and shoot it at will.
The Magnetic Inductor
Climb the ladder, run through the corridor S; behind the big red pipe is a switch to open the doors at the top of the stairs in the previous room (where there is a health station). Go there, climb the stairs and use the knife to pry the Magnetic Inductor off the wall, climb up on the yellow ledge, then use the rockets to climb up onto a higher ledge. Turn around and do a running jump to the E. In the S building there are two entrances; go to the one on the left, jump to the central red platform and use the magnetic inductor in the receptacle there (1/4). Now climb down the E ladder almost to the bottom and drop, slide down the first slope and Lara will hit the wall and drop to another slope; slide a bit then jump to grab the monkey swing above, turn left and drop /grab the white pipe; shimmy right, around the corners to the very end, drop / slide / jump to grab the W ladder; climb to the top and jump back, then use the magnetic inductor again (2/4). Run off the edge to the NW to land onto the slopes W and grab the nearby ladder, climb to the top and jump back, use the magnetic inductor again (3/4). Jump to the same ladder as before and climb down until you can see a couple of green horizontal bars, jump back with a twist to grab the white pipe behind you and shimmy all the way to the right to reach the final ladder; climb it and use the magnetic inductor one last time (4/4).
The Tower Area
Climb down the ladder to the bottom, safety drop to the floor and go back up the steps outside onto the upper part; the barrier you saw lowering in the camera shot is on the E side of the platform. Jump across to the huge platform E and take a few moments to admire the impressive beauty of this place; henceforth I'll call this place the Tower Area.
There are four pole ropes in the dark corners of the tower area. Your goal now is to reach the high sloped branches in the NE, NW, SE and SW corners of the tower area and pull two jump-switches on each branch. To reach a pole you must take diagonal standing jumps between the sloped ledges below it, then jump / grab it and climb about 20-25 steps or so; angle Lara precisely to face the corner of the pillar then jump back (without twisting) to land onto the very corner of the branch. Once there, jump either to the left or the right side to the thin ledges below; take standing jumps up to the top where you will find a jump-switch, pull it and jump back to the bottom to the penultimate triangle-ledge where you can do a running jump to the high part of the branch in front of you (thank you, Siphon). Do the same on the other side of the branch, pull the other jump-switch and go back up like you did before on the other side. From the lower part, do a running jump to the pole rope and slide to the ground. Repeat this for the other three branches.
Using the Hoop Switches
Pulling the eight jump-switches lowers four hoops to low platforms under the branches (NE-NW-SE-SW). Spin all four hoops to open a door high up on the tower, useful for later.
Run to the S side of the tower area where the big fans are and Lara will look at a ladder, climb it and watch the the fan blades, then do a timed jump backwards and twist, grab the wooden ramp behind you; up this ramp, do a timed jump through the next fan, grab the next ramp and climb it. There's no need to go up the next ramp though, place Lara facing S and jump back then with a jump forward grab the high ledge. Press the button there to open a door elsewhere then make your way back down to ground.
A Detour to a Secret #2
From the S side of this area (where the big fans are) use the PLS to scan the floating islands with the trees for transparent ledges. Now start from the right side of the structure near the edge and jump S, SE, S-SE and from here to the first grassy island with the tree to pick up a Medusa Ghost Head. Jump to the previous transparent ledge, to the one E and to the second island to pick up a second Medusa Ghost Head. Finally jump to the last transparent ledge E then to the last island where a third Medusa Ghost Head can be found. Jump off into space and you'll be teleported to a place you know well. Make your way back up to the first big platform following the same path as before and under the three big structures you'll find green receptacles for the heads (facing SW). Place the heads to rotate the nearby pole N and use it to swing to the island with the big tree, do a standing jump to the invisible N ledge ...... ....... ...... ...... ...... ...... ...... ...... ...... ...... ...... ......
The doors that opened when you pressed the button in the fans area is on the SE side of the tower area. Go there and in the building beyond you'll find a timed button at the bottom of the pit; press it and climb to the entrance, jump off into space to be teleported, run N through the corridor to the platform with the machine guns. Climb the now raised block and pull the jump-switch to activate a series of elevators on the N side of the tower area. Go all the way back there and use the elevators one after the other until you reach the top of the metal structure.
The Top of the Tower
Cross the passage with the blades on the left side. The blades at the end require a timed jump to get past them. Continue and run off the ledge at the end and slide all the way down the ramps to the very bottom. This area depicts the space-time fabric and it has wormholes providing shortcuts to different levels. Look for the wormhole in the ceiling (it has strange colored distortions), situate Lara just behind the edge, jump up and she will be pushed to the top; grab the edge there before she falls. Once at the very top of this area (next to the blades), go through another of the strange wormholes into a horizontal tunnel and you'll find yourself at the top of the tower. Turn the four floor-wheels here (facing SW-SE-NE-NW) to open the trapdoor; climb down the ladder, press the button at the bottom and climb the dark ladder next to it. From the door you opened after pressing the four hoop switches, enter inside the Tower and do a running jump (no grab) to the first receptacle and use the switch code; repeat this for the other three avoiding the chains, and enjoy the nice flyby: something is happening on the E side of the tower area. Exit from that door you used to enter inside the tower, press a wall switch that releases a platform for a monkey swing, climb up the ladder next to this switch, grab the monkey swing, and follow it to the ramps with the fans. Get back down to the ground (you've already been here so you know what to do).
The Seven Fundamental Constants
Go there and kill, one by one, all seven guardians. Doing this you'll get the Seven Fundamental Constants and you can now jump off the platform into space to be teleported to the place shown in the cutscene. Use the new teleporter there to be transported to an area you've already visited, except now receptacles have appeared there. You must place the seven constants in the triangular receptacles doing almost the same route up as before. In your inventory the constants are sorted form left to right in the order that you must place them: 1-Planck's 2-Gravitational 3-Speed of Light on Void 4-Magnetic 5-Electric 6-Elementary Charge 7-Fine Structure. It means that on your way up, if you place the electric constant before the magnetic constant, you've missed something in a previous area. Notice that there is a teleporter here leading to the top of the structure and another one to the place near the beginning. So you can easily return here if you miss one of the constants.
Placing the Constants
Place the Planck's Constant in the first receptacle, climb the W ramp and use the wormhole to get up to the next level (camera shot of an Eternal). Place the Gravitational Constant, climb the E ramp and use the next wormhole. At this level, place the Speed of Light on Void Constant but don't go through the wormhole in the ceiling, climb the E ramp instead, and go through the wormhole high up in the E wall; as you're being transported, turn Lara around so she exits the wormhole facing backwards, then you can grab the edge, shimmy right and use the rockets to reach the top; or simply do a backflip at the end of the wormhole and use the rockets to grab on the edge. Place the Magnetic Constant there, safety drop to the next level (W), and place the Electric Constant. Now use the wormhole in the ceiling and on the next level place the Elementary Charge Constant. Go up through the last wormhole to the top of the structure and through the crawlspace W, crawl under the metal blades to place the final constant: the Fine Structure Constant. Go back to the other side of the crawlspace, through the tunnel S to the top of the tower, down the ladder and from here you know how to reach the ground. Run to the beautiful room in the center of the tower to finish the level.
LEVEL 8 - TIME DISTORTIONS
[Note:] This level is composed of four sub-levels. The initial Main Room is a hub; from here you can get access, play and do tasks in any sub-level, but to avoid having to revisit them I recommend doing them in this order: 1st: USA, 2nd: Egypt, 3rd: Russia, 4th: Hyperuranium. [End note.]
Philadelphia Experiment - Philadelphia - USA - October 28th - 1943
Jump to the W blocks near the entrance and to the deck of the ship. Run up the steps S then go SE, near the corner is a pipe you can climb. Jump over the small fence S and turn right, at the E end there are a couple of the small poles you can use to help you climb. Use them to get to a ledge, pull the switch and do a running jump S over the fence to the next deck; on the S side pull another switch and notice the trapdoor opening on the N side of the ship. Go there, climb down the ladder and slide through the small hole SW to the hold of the ship.
Advance S a few meters and you'll see a pole at the top of a ramp; use the rockets to reach it, climb it, turn and jump backwards to the N ledge. Jump to the S slope and through the hole there into a dark area to find a jump-switch (2/4). Pull it then go back down to the bottom of the hold.
Continue S, turn immediately left and run up the ramps (notice the closed door, for later), from the N end you can pull a jump-switch (try to grab it in the center) and immediately jump to avoid the fiery tile below; turn left and climb the pipe in the passage (the fire is now extinguished) to find another jump-switch (1/4).
Continue S and in the next section there is a high ledge on the left enclosed with grates. There's an opening at the S end. Use the rockets to get on to the ledge, go N and pull the wall switch there; notice that this triggers spikes on the small ledges along the W wall. Go S almost to the end of the hold and climb the ladder on the left; to the N of this area there is another jump-switch to pull (3/4) (You may need to use the rockets to reach it).
Go out and take a running jump SW over the fence with a right curve to grab the small ledge on the W wall. Use your time flux specimen to freeze time and take running jumps to the ledges with the spikes (keeping to the right); from the second one you can turn right and jump to grab an invisible crack, shimmy around the corners and pull the last jump-switch (4/4).
The small door you saw at the top of the ramps is now open; go there and pick up the Clock Without Hand. Make your way back N, climb back up the ladder to the deck, at the top of the ladder look W to the far wall and notice a climbable section. Jump off the ship to this section and climb to the top, then back to the main room to access a new sublevel. (Don't forget you can replenish Lara's health on the way).
Semempse's Pyramyd - Heluan - Egypt - 2800 B.C.
Run up the SW ramp and pick up the Semempse's Palace Key from the tent. Go down and through the S opening down the slope to find the entrance of the palace. If the small scorpions bite you, use a medipack. Once inside the hall of the palace, turn right and go through the N opening, freeze time when the big rock is out of your way and go to the N side of the room. Find a small narrow passage and go to the end; the lever there will open the door behind you.
In this room use the timed lever in the NW corner to raise a semi-transparent block in the high box E, freeze time, run E and use rockets to grab the high edge of the box, take a running jump to the W pillar and another one to the high ledge against the W wall where there is a floor lever that opens a door to the next section.
In the next room there are two timed levers. Use the one to the N first, freeze time and run to the other one, in front of it; when time unfreezes pull this second one and freeze time again. This way you have enough time to climb the block on the S and take running jumps N to reach the ledge with the final floor lever. This lever opens a door NW near the room's entrance to continue.
In the next room there are another two timed levers, but the N one raises the S block and the S one raises the N block. Do the same as you did in the previous room: pull the N lever first, freeze time and run to the other one, in front of it; when time unfreezes pull this second one and freeze time again. Now climb the ledge S and take running jumps N using the pole in the middle to reach the ledge with the cage; wait there and when time unfreezes do a running jump to pull the jump-switch N. This lowers a block in the floor between the levers, leading to the next area.
Jump into the water hole and find the nearby underwater lever (timed too), pull it and quickly swim up to the surface (feet on floor) and freeze time; jump into the water and follow the path to find the open door at the end. You can catch some breath at the top of this room.
Dive through the opening with the blade-scissors. When you swim into the passage with the deadly tiles a big rock to your right starts to move; the tile with the Ahnk stops the movement of this block so try to swim over this tile when the big rock is in the higher position. Go out of the water in the next room and freeze time there, swim back to the passage with the big rock and hopefully if the rock is up dive under it and pull the lever in the room on the other side to raise a platform in the previous room (if you did not make it, reload and swim into the passage again to trigger the rock and then back over the Ahnk tile)
Climb the wall in the SE corner and drop down on the other side. There is a climbable wall in the corner of the small pool, climb to the top and use the floor lever there to release the rock against the top of the pyramid (very important for later in the game): the rock rolls down the ramp and crosses the space-time barrier ending up in ancient Russia (we'll be there soon). Jump up to grab the high platform you raised near the lever and pick up the Clepsydra Without Sand. No more to do in Egypt, so jump out of the pyramid and go back to the main room.
Jakutia - Russia - 47000 B.C.
Don't slide down to the trail, but jump to the NW and climb the nearby rock from the S side, turn around and jump to the ladder. Run up the small ramp and take a standing jump (no grab) to the snowy ledge W. Continue with running jumps on to the next ledges to reach the snowy ground N with the trees. From there jump to the SW ledge, another jump to the SW sloped ledge, slide / grab / shimmy left and use the rockets to go up. Jump to the ledge where the lonely buffalo is and watch the cut-scene.
After this, approach the dead buffalo to get the Code to use later in Hyperuranium. Get back to the W side, drop to the slope below and again to the next ledge with the trees. Run N and jump down to the rocky bridge, cross it and drop into the hole created by the rock you released in Egypt 44200 years after (Yep!) to pick up the Sundial Without Gnomon. Make your way to go back to the main room.
Park of Wonders - Hyperuranium - 2536 A.C.
Pull the switch on the E side of the central building to open the door of the nearby cage; lure the Eternal there and when he's inside freeze time and climb the SE cube with the "Life is a mystery" inscription. From here jump to the floating ledges with the plants to finally reach the roof of that building. Pull the switch to open a trapdoor and jump down to the floor. The trapdoor is near the cube with the inscription; follow the path, open a ceiling trapdoor, follow on round until you reach a large outside area.
Go east to the wooden ledge, face W, jump backwards and immediately jump off the slope to grab the wooden platform above. Jump backwards and use the rockets to get to the platform above. Continue jumping N following the platforms until you reach the NE corner where there is a high jump-switch. Climb the wall of ledges on the left, use the rockets to grab the monkey swing then pull the jump-switch to stop the fire; do a side-jump to the left with rockets to grab the edge of the metal structure, shimmy left and hoist up. Jump to the W ledge and run off NE (with grab) to land onto the window ledge below. Now a tricky jump to the thin W ledge: from the very SW corner of the window take a standing jump in a SW direction, Lara may even hit her head on the ceiling and hopefully land on the first thin ledge. Continue W and jump to the small circular floating ledges; from the last one angle Lara W-NW and do a side jump to the left to land inside the metal passage.
For the code: open the notes and you'll see that there is a number associated to each word, that numbers correspond to the number of letters of each word. This way, you obtain "four" = 4 letters, "eight" = 5 letters, "one" = 3 letters and "two" = 3 letters too so the code will be 4533. Enter it on the keypad to raise some poles in the first area of this sub-level. These are in fact the receptacles for you to place the objects you found in the other sub-levels, so make your way to them, place the artifacts, you'll see two tall blocks rise back in the main room.
The Main Room
Climb either one of the now raised pillars (there are ladders behind each one) and jump to the S ledge. There is a horizontal pole in the SW metal column; with Lara's backpack against the S wall, do a running jump to grab it and reach the central platform. Crawl under and into the middle of the structure, and pull the switch to finish the level.
LEVEL 9 - MORE TIME DISTORTIONS
[Note:] This level is composed of four sub-levels. There is no set order in which to do them, and you can always go back to any area, for example if you miss an artifact. [End note.]
Run through the W tunnel to the health station, then through the one leading N to...
Maastrichtian Cretaceous - 65 Million Years Ago
Jump to the transparent platform and walk E; approach the semi-transparent wall on the right side, place Lara just before the start of this wall, facing SE, and do a long running jump towards the big rock to your right. Slide, grab and shimmy left. Drop and Lara will stand up. Jump E with a curve to the right to a rocky slope, slide again / grab / shimmy left as far as possible / drop / slide to a small ledge with Secret #3: Medusa Ghost Head.
Drop onto the ledge just below and run W along the rocky ledges. Keep going W as far as you can, following the wall on the left and do not go down. Jump across a gap leading to a lower pool, this is for later. When you reach a slope use the rockets to climb it then turn right, follow the wall on your left until you reach the edge of the level; turn left (S) and use the rockets to climb the slope. Near the top you can pick up the Switch Code.
Slide back down the slope to the rocky ledge, run SE back the way you came, to the pit with the pool. Jump the gap, and just below you is a small 45° ledge; jump onto it then from the tip jump N to land on top of a rocky wall (losing some health). Turn left and locate a small triangular ledge in the shadows below you. From here safety-drop to the ground near the pool (losing some health). Next to where you land there is a small low tunnel in the rocky wall, position Lara directly in front of it and press and hold Ctrl to slide through to the other side. (These tunnels work in both directions so you can always return to the pool if you want.) Go N and enter the big vehicle by going up the ramp, use the knife to pry out 2 x Holo for Dinosaurs.
Run back outside and turn right (W), climb the green rocks and find some vegetation you can climb (facing N). Hoist up at the top, immediately jump with a quick 180° twist and use the rockets when in the air to land on the ramp facing S; continue jumping using the rockets to grab the ladder above, climb to the top and from here you can turn around and jump to the rocky bridge to the N. Cross it, climb another ladder at the end and do a running jump E to get back into the big vehicle. From the central area take the last passage to your right, follow a dark passage to the N; at the end of this you can jump out of the vehicle to the NE rocky ledges. Go E and look for a low ledge S to drop from, drop again to the next ledge and do a side-jump to the right with rockets to get the Green Spores.
No more to get in this sub-level so drop to the ground and run S, staying on the left, go to the SE corner of this huge area, until you find some red flowers. Next to them there's a series of rocky ramps at right angles, you can get onto the first from near the red flowers in the SE corner. Jump up it with the rockets, and when you reach the next ramp, jump with a twist and quickly use the rockets when you're in the air facing N to land onto the second ramp, facing up. Repeat this several times at the top of each ramp and you'll end up on the very high transparent platform, close to where you entered the sub-level. (Hint: at the 3rd ramp, which is wider, try sliding backwards, grab the edge and shimmy to the right, then climb the ramp). When you reach the transparent platform, turn right (N) and jump holding grab to the opening on the right, to be teleported to a...
Village near the Great Wall - China - 195 BC
Drop into the small river and use the reach-in switch at the N side of the small wooden bridge to open the door in the passage a few sectors to the E. Enter the building and continue until you reach a room with wooden ramps and a burner. In this room, use the rockets on the first ramp to jump W, time the jump to grab the edge of the block with the fire (don't land on it); shimmy right and around the corner to a ladder. Hoist up, staying on the corner of the block, wait for the fire to pause, then jump backwards with rockets to grab the ladder above, shimmy to the right, jump backwards and immediately grab the monkey swing, turn around and swing to the wooden ledge in the corner, jump to the ladder to the E, shimmy right around the corner and pull the jump-switch to open a door near the entrance of this room. Go there and follow the passage to a new area.
In this courtyard jump onto the tatami and watch the cut-scene to learn some new moves for Lara. Kick the enemy, locate the passage in the NE corner, and at the end of this passage pull the floor lever. Go back outside, jump to the other side of the river (S) and climb to the roof of the house in front of you (left side, from the corner). Use the rockets to go up the slope S and climb the long ladder with the vines to the W. Jump down to the courtyard with the guard and climb the far structure E to use the wheel and open a door. Climb back up the crates W and go to the other side of the building where the open door is, behind the wall.
There are five reach-in switches to use in here. Do a running jump E towards the grating and try to grab it, Lara will not succeed but will fall safely into the water at the bottom. Go to the E end of this long room and climb the ladder; about half way up, jump backwards with a mid-air twist to grab the pole behind you and swing to land on the red ledge, crawl under the beam and use the switch (1/5). Now back to the ladder, climb to the top, then find two more switches (2/5 and 3/5). Climb down and run W to where you initially dropped into the water, look for the nearby pipe, climb it, climb the next ledge to find another switch (4/5). Turn around and do a running jump to the wooden ledge N; from here jump SE to the wooden platform, climb the next ledge and do a side-jump with rockets to grab the edge of the sloped ledge to your right; hoist up and jump backwards with rockets to grab the edge of the upper ledge, hoist up and jump backwards to a flat ledge. Now face S and jump backwards with rockets to grab the edge of the ledge above and find the last switch (5/5).
The red artifact you saw in the camera shot is on the other side of the river to the W. Make your way to the artifact: there's a ladder you can use to get to the door by which you entered this building, use it, then go back to the river the same way you came. From the bottom of the climbable wall with ivy, jump towards the horizontal trees hanging from the rocks, shimmy on the right side climb and use the rockets: you’ll be able to pick up the Secret #4. Go and pick up the Red Chinese Dragon.
Then go back to the bridge, cross it, climb onto the roof of the E house like you did before and do a running jump E to the roof of the next building, climb onto a ledge in from of you, then use backwards jumps with rockets to climb from ledge to ledge all the way to the top, and finally do a running jump W to the semi-transparent platform, turn left (S), and do a running jump with grab to the black tunnel to go to the...
Roman Aqueduct in Veneto - 582 BC
Do a running jump with grab SW to fall into the water near the ship. Go up the wooden steps E and go N to pick up the Big Roman Crossbow from the cart in the road. Now run S to the very end of this area and near the courtyard with the Neptune statue climb the pipe E (press Ctrl in front of it), then climb the ladder to the top; do a running jump to the wooden ledge N and hang from the E side to safety-drop to the roadway below (losing some health).
Take a running jump W to the roof of the red building and slide backwards on the wooden ramp, use the jump-switch at the end to open a trapdoor on the far side of the big Neptune statue. There is still more to do in this area: freeze time to cross the spikes and cross the next pit (with the help of the rockets); turn around (facing S) and do a running jump to the high ledge against the W wall and use the reach-in switch there (1/4). Jump N back to the area with the horizontal spears and the lion and use the reach-in switch in the NW corner (2/4). Continue through the E passage then through the opening E, freeze time when the smashing blocks are out of the way, crawl into the small opening and get the Metal Arrow. Before crawling back through the tunnel, note the smashing block sequence and stop time when the blocks are out of the way. Immediately crawl back out of the tunnel, turn left to go to the passage with the spears. Turn left again, avoiding the spears, and do a running jump S with grab to the high ledge on the left wall. Hoist up to find the third reach-in switch (3/4). Drop into the pit, you now need to go to the area S but there are some more floor spikes, so freeze time when they are down, cross over to the other end and use the last reach-in switch in the corner (4/4).
This triggers a pole rope to appear on the N side; go there freezing time as necessary, climb the pole and jump backwards to a safe ledge. Walk across the pole (tightrope) to the next ledge, face NE and do a running jump curving to the right to the E slope; shimmy to the right, use the rockets to climb to the crack above, shimmy right / drop / grab / shimmy right / and use the rockets again to reach the ledge. Jump backwards with rockets to grab the edge of the slope above and use the rockets again to climb to the top. Run S to the tall pillars. Now jump to the roof of the red building W and drop to the ground; run S to the trapdoor you opened earlier and climb down the ladder to an underground area.
There is a well-hidden small hole in the wall in the NE corner, take a torch from there, freeze time, carefully approach the flames SW to light the torch. Then light the wall sconce near the door to open it, run to the other end of this hall (watch the cut-scene) to pick up the Bust of Venetian Yellow Granite from a vase in the penultimate alcove on the right.
No more to do here in Venice (for the time being) so go back outside, climb the pipe near the statue, up the ladder, jump to the wooden ledge S, jump E to the black tunnel, fill up on health (you need to start the next section with maximum health), then on to the...
Park of Wonders - Hyperuranium - 2536 AC
Go W across the semi-transparent ledge and jump to the N platform with the brightly colored receptacles. Locate the health station to the E and do a long running jump to it, losing a lot of health (it doesn't matter because you can replenish your health once there). Just below the health station in the metal structure, locate the horizontal metal bar and stand in front of it facing S. Combine the big roman crossbow with the metal arrow to get the Big Armed Roman Crossbow and use it to release a rope on the other side of the garden.
Use the zip line from the health station to reach the circular platform with the jump-switch above it (for later) and drop to the ground. Now go S to the checkered wall and look for a climbable section somewhere in the middle: climb it, grab the monkey swing (using the rockets) and swing W; drop and do a couple of running jumps E to the high ledge with the button; press it to open a door below. But don't go there yet.
Save your game and do a long running jump NW to grab the rope (you may need a few tries). Swing to the ladder N. This frame structure is a small maze that you will have to solve to reach a button. At the top of the ladder, face left and drop backwards from the edge / slide / grab / drop / grab the ledge below; hoist up, go N up the small step, just after the step on your left there is an opening, now drop backwards from the opening, grab the edge, drop and grab the ledge below, hoist up and go N. Climb the next ledge, continue to the end, turn around and do a side jump to Lara's right, using the rockets to land in the lower structure. Run S to the opening at the end, turn around and jump backwards with rockets to grab the edge above, hoist up, turn left and go to the end to find a button. This button will raise a sloped platform under the high jump-switch at the end of the zip line. Make your way back to the checkered building as follows: go E to the end of the structure, hang from the edge to your right, drop and grab the edge below, hoist up, run forward to the end of the structure, position Lara on the right of the opening, on the edge, facing N-NE, then do a running jump curving to the right to land on the platforms that overhang the garden below. Turn right and go S to the checkered building.
Go through the door in the checkered building that you opened earlier. Follow the only possible path avoiding the blades on your way to a room with a jump-switch next to some steps. Pull the jump-switch to lower some receptacles outside. There are ledges here with buttons you need to get to. To climb the ledges, go W up a couple of steps, turn round, position Lara close to the wall on the right facing S-SE, do a running jump from the steps curving to the right and grab the edge of the high ledge S. Hoist up, press the 3 buttons to open a door below you to exit the checkered building.
Now follow the platforms N then W to the green ledges with the receptacles and use the switch code to open the flowers at the bottom of the pit. Climb down the ladder to the beautiful garden and pick up 4 x Juicy Fruits from the open flowers. Climb the ladder again: use the grey floating platforms around the pole rope you are going to use. There are two staked columns of those platforms with holes at their center: the stake without the pole rope inside has a climbable grid too, that you can use to go to the higher floor of this sublevel. Anyhow, climb that pole and from the high ledge, facing S, do a back flip with rockets to grab the jump-switch. Quickly press the "look" key to restore the camera and jump with 180° twist and rockets to avoid falling into the garden. Climb up.
Go inside the red domes W to use the two Holos for dinosaurs, this lowers a cage outside, allowing you to get the Piece of Sky. Now locate the floating ledges E in front of your current position. Climb onto the first. Do a backwards jumps with rockets to climb the second. Then use the grating (on the N side of the platforms) to get to the high semi-transparent platform near where you entered this sub-level. Jump to the large floating platform NE with the colored receptacles.
Now combine the juicy fruits with the other items in your inventory. Try combining a juicy fruit with all the remaining objects until you get something. This way you'll obtain the four Ideas of Colors: Essence of Yellow, Essence of Green, Essence of Red and Essence of Blue. Place each item in the diamond receptacles and watch what happens.
As you may have guessed, it's time to go back to Italy, so do a standing jump S to the semi-transparent ledge and then jump to the next; turn left and go E through the black hole to be teleported to the...
Roman Aqueduct in Veneto - 582 BC
Take a running jump to the wooden ledge in front of you, jump with grab to a second wooden ledge on your right; climb down the ladder and safety-drop to the area with the statue. Run S, climb down the hole, go through the door you opened earlier with the torch, continue a few steps and pick up the Cornucopia on your left. Now make you way back to the entrance and watch the spectacular cut-scene that follows...
LEVEL 10 - OTHER TIME DISTORTIONS
This level takes place in a large open space and you start in the center. You'll be teleported here if you mistakenly fall off the edge. There are four roads N-S-E-W leading to four puzzle areas. You can complete these areas in any order; some of the tasks are quite challenging, but the rewards are spectacular!
Use the colored central tunnel to travel to the far end of the N road; notice the circular teleporter here - it takes you back to the center of the level. (The other 3 roads, S, W and E, have the same set-up.)
Turn right and jump to grab the metal ledge, hoist
up and continue a little way S; turn around and jump N to the ladder (notice
the texture with diagonal lines, you'll find it in many areas of this level);
climb and jump over the blocks to the switch in the NW corner (the tiles with
the blue lines are deadly). Pull it and look right (E) to see the door it
triggers. Unfortunately this door closes rapidly, so you know what to do: pull
the switch again and use the TFS to freeze time; quickly go back the way you
came over the blocks and run anti-clockwise to reach the open door. Finish with
a standing jump with grab to avoid the deadly floor tile.
Turn right and jump to grab the metal ledge, hoist up and continue a little way S; turn around and jump N to the ladder (notice the texture with diagonal lines, you'll find it in many areas of this level); climb and jump over the blocks to the switch in the NW corner (the tiles with the blue lines are deadly). Pull it and look right (E) to see the door it triggers. Unfortunately this door closes rapidly, so you know what to do: pull the switch again and use the TFS to freeze time; quickly go back the way you came over the blocks and run anti-clockwise to reach the open door. Finish with a standing jump with grab to avoid the deadly floor tile.
Climb the ladder and follow the path to find a
floor lever at the end (4/4). Pull it and make your way back to the starting
point (using the teleporter or jumping into the void).
Climb the ladder and follow the path to find a floor lever at the end (4/4). Pull it and make your way back to the starting point (using the teleporter or jumping into the void).
Use the colored tunnel to get to the end of the road; turn left and jump to grab the metal ledge, hoist up and walk to the far SE corner. Face E and be prepared for a tricky running jump. Do a long running jump curving slightly to the right, press grab just before landing (extending your jump) to reach the fourth sloped tile; slide, grab the edge and shimmy left as far as possible; hoist up and use the rockets to go up the ramp and grab the next edge. Shimmy left, drop, slide and grab the edge below; shimmy left to the extreme edge, hoist up and use the rockets again to grab the next edges and continue to reach the edge just before the top of the structure (careful not to go over the top).
The next moves are easy; you have to shimmy right,
drop, grab the edge below, shimmy right again and use the rockets to climb to
the edges above; shimmy right and repeat the same moves until you finally reach
the flat ledge with the floor lever (3/4). To go back down to the road, jump
into the void or, if you want, run N off the edge from the left side, slide,
and as soon as you land on the second slope, curve left while sliding, to drop
off the edge of the ramp to the road. Use the teleporter to go back to the
starting point and replenish your health.
The next moves are easy; you have to shimmy right, drop, grab the edge below, shimmy right again and use the rockets to climb to the edges above; shimmy right and repeat the same moves until you finally reach the flat ledge with the floor lever (3/4). To go back down to the road, jump into the void or, if you want, run N off the edge from the left side, slide, and as soon as you land on the second slope, curve left while sliding, to drop off the edge of the ramp to the road. Use the teleporter to go back to the starting point and replenish your health.
Use the colored wormhole tunnel to reach the E area. Continue E. Notice lever [2/4], pulling it will complete this area, unfortunately it is right above you, out of reach. To lower it you must first pull eight jump-switches, this is the most laborious part of the level.
Run almost to the very end, turn right and drop into the pit S. You'll see the first jump-switch on one end of an arched ledge with a moving cloud. This white/blue cloud is deadly so wait until the cloud is moving N, jump to the arched ledge and do a running jump over the last sloped tile to pull the jump-switch (1/8). Go back N, jump over the slope and run S to the next area.
There is a timed switch on the N wall; pull it to raise the blocks in the pillars, but since they don't stay up indefinitely, freeze time with the TFS, now jump and run all around the room over the raised blocks in a clockwise direction until you eventually reach the ledge with the jump-switch. To make things easier, once you reach the second to last ledge, position Lara in preparation for the final jump but don't jump, instead wait for time to unfreeze, quickly save then refreeze time. Now try the final jump, if you don't make it you can reload. Once you get to jump-switch (2/8) pull it then exit this room through the SE passage.
Follow the passage round to the end, pull the switch and climb to the top of the ladder. Turn around and do a standing jump N to the next ledge, facing the arched ledges with the deadly clouds. Use the TFS when the clouds are near the ends of the ledges and the central path is clear; do a running jump N and run to the far edge; drop/grab/shimmy and pull the jump-switch (3/8). There is a red trigger tile below the jump-switch, you may need to run over it to properly activate the trigger. Run S and climb the ladder again as you did before.
This time, turn left and continue climbing another ladder to a higher platform; to pull the jump-switch in NE corner you'll have to do a standing jump from the S edge of the red tile below it (4/8).
Go down the ladder and run to the NW corner; here you must angle Lara E-NE and do a side-jump with the rockets to grab the N edge behind the block. Once on the other side, run N and near the cubes turn right and locate the ladder between the pillars. To get to this ladder do a tricky curved jump with grab, or do a left side-jump with rockets. Climb to the top, hoist up and slide down the other side. From this high platform, jump over the deadly tiles and fall through the central hole to the platform below; do a running jump to grab the E platform, jump to climb through the hole in the platform above (on the E side) and turn left; jump to the N ledges to find and pull the next jump-switch (5/8).
Go back to the S side of this area and do a running jump S to the next area with the wide and dangerous ramp; run to the left side (SE corner), do a running jump over the deadly tile at the bottom of the slope, and use the rockets to reach the top. Turn around, look down the slope, make a note of the deadly tiles and the hole in the W wall panel. Your goal here is slide with a left curve when possible and jump through the hole in the wall so you can use the rockets on the other side (when landing) and climb to the top of this slope (this can take several tries so you may want to save here). Remind that you can curve while sliding down and can even do not perpendicular jumps from sloped sectors. Repeat the same manoeuvre with the second slide and again with the third slide to finally reach the very high SW corner with the zipline. Use the zipline to get to the top of the high pillar, turn around, drop and grab the jump-switch there (6/8).
Now go left (E) a couple of sectors. Look across pit S and spot an opening below you between the upper and lower ledges. Do a running jump S with grab to land in the opening; look left for the marked tile with the jump-switch on this platform (7/8). Pull it, then go to the W side of this platform, hang from the edge and safety-drop to the floor below.
As you did before, run to the NW corner of this platform; again, angle Lara E-NE and do a side-jump with rockets to grab the N edge behind the block. Once on the other side, run N and near the pile of cubes turn right and find the ladder between the pillars. Again, do a tricky curved jump or a left side-jump with rockets to grab it. Climb to the very top. This time don't hoist up, but climb down one step and jump backwards, use the rockets at the right moment to grab the ladder on the N side of the pillar behind you. Depending on how Lara lands you may need to release and immediately grab and climb back to the top. Immediately behind you is a pillar with a deadly sloped top. Jump backwards again, over this pillar, to land on a lower ledge behind it. Angle Lara S-SE and do a side-jump with rockets to grab the ladder round to the right; climb to the top. Now save, face W, drop, grab the edge of the ledge and shimmy to the right side; drop, slide and when sliding curve to your right when you can to reach the last row of tiles and hopefully you can jump and use the rockets to go up the slope and reach the last jump-switch. If you can't do it this way, try to jump with a twist when sliding to the right so you land facing N on the middle of the last row of safe tiles under the jump-switch, and use the rockets to go up the ramp and pull it. This will be the most challenging task in this level, you'll need to stay calm and focused. Once you pull this last jump-switch (8/8), slide down and don't forget to do a final jump backwards to avoid touching the deadly tile at the bottom of the slope.
Once at the end of this road, go to the very SW corner and climb to the platform above. Explore the tunnels in the area first because you will need to do this as a timed run. Use the big wheel several times and activate the TFS so you're able to reach the door in time. Once there, use the wheel to open the door above you and jump up to magically go through the ceiling and land on the floor above. Run through the open door and jump to the high platform E to pull the last floor lever (4/4). Watch the spectacular flyby.
You may not have noticed, but a lot of small
floating ledges have appeared in the SW-NW-SE-NE areas, giving you access to
amazing new worlds. Your goal now is to get three artifacts to use in the SW
zone where the huge rotating wheels are, so leave this area until last. You can
play the other areas in any order, so let's start with the nearest one:
You may not have noticed, but a lot of small floating ledges have appeared in the SW-NW-SE-NE areas, giving you access to amazing new worlds. Your goal now is to get three artifacts to use in the SW zone where the huge rotating wheels are, so leave this area until last. You can play the other areas in any order, so let's start with the nearest one:
Safety-drop from the E edge to the long and wide metal ledge below. Run to the E end, turn left and jump to the first blue platform. After the interesting physics lesson, continue jumping from platform to platform to finally reach the big block with the chain. Look for a yellow building near the center of this beautiful city and climb to the roof, jump S to the building with the hanging plants and from here to the top of the blue building against the W wall. Continue jumping N over the roofs until you reach a place with vegetation; use the horizontal tree root to swing E to the top of the next building, monkey-swing to the next building and follow the blue floating ledges to finally reach the marvellous palace (from the second one you must do a backwards jump with rockets to grab the edge of the ledge above). Inside the palace pick up the Rondo Veneziano from the small pedestal and make your way back to the starting point (the shortest way is to jump directly into the canals, use the pole near the west wall, jump over the fences S and jump into the void to be teleported to the center of the level).
From the long metal ledge over the E road you can jump to the first green floating ledge and from here to the first airplane. Your goal here is to save all five pilots using the eject buttons near their cockpits so make your way to reach all five airplanes using the numerous floating green platforms in this area and when all five pilots are ejected you'll get the Mayday Message. Jump into the void to return to the starting point.
Near the place where you jumped to the first green floating ledge, on the opposite side of the road, you can jump to similar yellow floating ledges and continue N and NE to reach the high palace where Zeus is riding a marvellous white horse. Go to the E side of this area and use more floating ledges to reach the far floating island in the SE corner; when you get there a message appears: "the look of medusa" warning you about the danger here. Medusa is a greek goddess who turns people into stone simply by looking at them. Take note of this advice and don't look into the face of Medusa in the statue or you'll see what happens... Fortunately the statue can be moved, so drag it around the floor lever all the way to the E edge of the island, now you can safely pull the lever.
Return to the floating ledges and this time climb
the ladder in the corner. Jump to the floating island E, climb the structure
from the right side and pick up the Waterskin. Make your way back to the
area where Zeus is and this time go inside the palace and climb down the pole;
continue to the very bottom of this large hall and jump into the pool and swim
through the N and S passages to pull a couple of underwater switches, these
lower nearby blocks to give you access to a couple of hoops. Spin these hoops,
this will raise a block in the pool outside so you can fill the waterskin for
the next puzzle. Your goal here is to extinguish all 6 fires around the room
and 2 more above you in the center of the pyramid structure (use the rockets on
the sides of the pyramid to reach them). If Lara uses the waterskin but the
fire does not go out, reload and try from another position; fortunately Mercury
doesn't disturb Lara when she is near the fires. Once all 8 fires are out, tall
cages on the N side of the area lower to the floor so you can pick up Apollo's
Lyre. No more to do in the Greek area, go all the way back to where you
started the level.
Return to the floating ledges and this time climb the ladder in the corner. Jump to the floating island E, climb the structure from the right side and pick up the Waterskin. Make your way back to the area where Zeus is and this time go inside the palace and climb down the pole; continue to the very bottom of this large hall and jump into the pool and swim through the N and S passages to pull a couple of underwater switches, these lower nearby blocks to give you access to a couple of hoops. Spin these hoops, this will raise a block in the pool outside so you can fill the waterskin for the next puzzle. Your goal here is to extinguish all 6 fires around the room and 2 more above you in the center of the pyramid structure (use the rockets on the sides of the pyramid to reach them). If Lara uses the waterskin but the fire does not go out, reload and try from another position; fortunately Mercury doesn't disturb Lara when she is near the fires. Once all 8 fires are out, tall cages on the N side of the area lower to the floor so you can pick up Apollo's Lyre. No more to do in the Greek area, go all the way back to where you started the level.
Now it's time to visit the SW area; climb the long metal ledge over the S road, turn right and jump to the first red floating tile. Jumping from tile to tile is made difficult by the huge rotating wheels, so time your jumps carefully, to finally reach the SW safe area. Your goal here is to find 4 fuses and open the door at the top of the central ladder so you can use them.
Go up the wooden steps near the W structure and follow the path to the very end to get the first Receptacle Fuse. Go back the way you came to the main area.
Go to the far SE corner, on the edge of the thin ledge behind the metal grating, and do a running jump (no grab) to the first floating hexagonal ledge; continue jumping from ledge to ledge and pick up the second Receptacle Fuse on the last one. From here you can take a running jump W directly to the main area.
Time to go down to the bottom of the central pit. Use the ladder on the N side and approach the lava area. Spot the jump-switch to the SE and make your way there jumping from rock to rock. Pull the jump-switch and return to the entrance. Now follow the N route doing some jumps and gymnastics and avoiding the moving lasers (you can drop/grab/shimmy on the deadly bridge) and pull a second jump-switch at the end. Very nearby is a safe tile in the lava surface (where there is a small fountain, it's only on if you've pulled both jump-switches) that also has the third Receptacle Fuse for you can pick up. Make your way all the way back to the entrance.
Go inside the factory of eternals and simply pick up the fourth fuse in the NW corner. Locate a door leading S to the room with the laser head.
FACTORY OF ETERNALS
FACTORY OF ETERNALS
There is a giant head spitting deadly rays here, so feel free to use the TFS when necessary, but remember that you can't pull the jump-switches while the TFS is on. Your goal here is find and pull five jump-switches located in this room to open a door high up in the SE corner, so let's go.
Do a running jump to grab the edge of the high slope to the right of the entrance, shimmy right, hoist up and slide/jump with a right curve to the next slope, drop/grab the edge and position Lara in its center, hoist up and jump backwards with a twist so you are able to use the rockets on the ramp behind and pull the first jump-switch at the top.
Slide backwards down this ramp and grab the edge at the end, shimmy right and climb down the ladder as far as you can, jump backwards with twist to grab the edge of the ledge below and pull the second jump-switch.
You certainly already saw it when pulling the first one, so use the TFS and climb the narrow grating on the right of the entrance, shimmy to the right to the red ramp, drop onto it and immediately jump with rockets to push Lara more towards the center, slide, grab, shimmy to the middle of the ramp, climb up with the rockets and pull the jump-switch. Slide down, climb down and safety-drop to the floor.
Go to the SE corner of the room, up the ramp and pull the fourth jump-switch.
From this ledge, take a running jump to the high opening where the exit door is (still closed) and do a standing jump with a left curve to the red sloped ledge so you slide backwards and can use the rockets to reach the flat tile and the last jump-switch.
Now that all five jump-switches have been pulled, the door where you were a few moments ago has opened. Go back there and enter the next room; take a running jump from the wooden crates near the entrance to grab the central part of the ladder S, climb to the top, turn around and jump down to the high metal block to the left of the entrance; from here go up the wooden ramp and on the other side pull the high jump-switch at the top of the long red ramp. To get onto this ramp, you can back-flip onto the ramp next to it then jump forward to the ramp with the jump-switch at the top.
Return to the ladder the way you came: get back to the metal block, jump to the ladder avoiding the flames. From the top of the ladder, do a standing jump to the nearby block and jump N to a second ladder and climb it, turn left and run and jump over the wooden slope to pull another jump-switch; to reach the last one to your left, slide backwards down the wooden slope, grab the edge, shimmy left near to the wall and go up the ramp. Now return to the top of the second ladder using the same method: jump backwards onto the slope, grab the edge and shimmy right, pull up and back-flip onto the block behind you.
Now run and jump S to grab the third ladder and at the top you can access a couple of floor levers to open a door outside so you can place the fuses. When this is done, make your way all the way back there the way you came, and find the open door at the top of the central ladder (facing N near the paintings). Once up, place the fuses and watch three receptacles lower over the clef symbols. Go there and place the artifacts you picked up earlier, this triggers some mines in the canals in the Venice area. Make your way there, jump into the water and look for a hole in the floor near the N wall; continue to the next level.
LEVEL 11 - VENICE 2532
Go left and through the hole in the floor to the room where you will see an outfit from Psiko's old levels. Press the button there to open a trapdoor in the starting room. Go back there, through it to a room with a pool below. Jump into the pool, climb out and press the button in the SE corner. Climb the ladder. Now climb the pole to the top room and find another button there. This opens the door below you, so go back down the pole and through the door, continue to reach the...
LABORATORY OF SPACE-TIME INTERCHANGE (1st
LABORATORY OF SPACE-TIME INTERCHANGE (1st visit)
Climb down the ladder and run around the huge central machine to the far side of this large room. You'll find a couple of sort of pyramids there; on the side of each one is a wheel-switch. Turn both of them to open a door in the pool where you were just earlier. Note the health station in the corner, you may need it! Nothing more to do in this laboratory now, so retrace your steps and go back to the pool, dive in and swim to the city area. When entering you'll see that your objective is to find four power supplies so let's go.
FIRST POWER SUPPLY
FIRST POWER SUPPLY
You start in a canal with a wooden fence blocking your path. Climb the red and white pole (approach slowly and press the "Action" key) then back-flip over the wooden fence to the water on the other side; climb a second nearby pole and back-flip to the road next to the health station; go to the area with the swinging hammers. Climb the metal structure with the hammers to the top (shimmy when necessary, press the look key if the camera gets stuck). When you're at the top, from the narrow ledge, take a running jump E to the horizontal pole, swing and jump to the jump-switch. A crate lowers in the water; pull the now exposed underwater lever and swim N to where you entered this area, use the poles to reach the now safe NE corner and pick up the first Power Supply.
SECOND POWER SUPPLY
SECOND POWER SUPPLY
Return to the main canal and explore the E side (climbing out from the gondolas). Go to the very E side of this area and locate a blue metal cage in a small pool; climb it and from the very SE corner take a running jump in a NW direction to pull a sort of pole-switch on the corner of the nearby house. This opens a door; so run S under the arches to the garden, and go up the steps to the big gazebo, locate the ladder and climb it to find the door you've opened and pick up the second Power Supply.
THIRD POWER SUPPLY
THIRD POWER SUPPLY
Before leaving this area, go back to the small pool and fill up the waterskin, now you must fill the four small fountains in the wall under the big gazebo to open a door further on. Return to the small pool to refill the waterskin for as many times as you need. When all four fountains are filled, jump into the canal and swim S through the tunnel to a new area; turn left to find the now open door and continue swimming through the traps (minimize your damage by swimming fast and close to the ceiling when crossing the rotating blades), climb the ladder at the end and pick up the third Power Supply. Return to the canal.
FOURTH POWER SUPPLY
FOURTH POWER SUPPLY
Swim N back through the tunnel to the first canal and go back to the area on the W side with the swinging hammers; this time run to the S end where the drawbridge is and turn left to find a button; push it to open a trapdoor further on. Jump over the fence into the canal there, use the nearby pole to reach the area to the S and find the open trapdoor. Drop through the hole. There is a monster in here so you may want to freeze time before going any further. Jump to the other side of the row of deadly tiles. Near the N wall there are some green rocks that will fall and crush you; avoid them with jumps, once on the other side go S through the opening and do a running jump E to the ledge where the last Power Supply is. Back to the room with green rocks, exit this place via the ladder in the recess on the E wall. No more to do in this urban area, go all the way back to the laboratory.
LABORATORY OF SPACE-TIME INTERCHANGE (2nd
LABORATORY OF SPACE-TIME INTERCHANGE (2nd visit)
Now it's time to place the power supplies in their receptacles. Don't forget to pick up the large medipacks near the receptacles too. A spacecraft will disturb you a lot launching rockets so keep moving as fast as you can. Start by climbing the ladder in the SE corner, jump N to the ledges, climb the ladder there, do a running jump S and climb the next ladder. Now jump N to the catwalk, turn left (W) and climb even higher. At the W end of this ledge you'll find the 1st receptacle.
Face N-NW and do a long running jump with grab to the next pillar; follow the path over the high ledges in a clockwise direction (press "Action" to cross the opening between the metal beams) until you reach the far NE corner where the 2nd receptacle is.
Notice the next receptacle on the lower ledges, but there is no way down from here, so retrace your steps, cross the metal beams again and when you climb down the first ladder you find, do a side-jump with rockets to grab the edge of the ledge on the N side, climb down the ladder and continue following the obvious path to the 3rd receptacle in the far NE corner.
Go back the way you came until you reach the ladder you used moments ago; again, do a side-jump with rockets to grab the edge of the ledge on the S side, go S jumping from pillar to pillar and use the last power supply in the 4th receptacle. Watch the impressive cut-scene.
THE FRAGMENT OF THE SPACE-TIME CONTINUUM
THE FRAGMENT OF THE SPACE-TIME CONTINUUM
Once you get control of Lara, run to the nearby health station if you need it and before leaving this place don't forget to pick up the Fragment of the Space-Time Continuum between all the small cubes near the animal cages. Now go all the way back to the starting room then to the room where the costume you saw in the cut-scene is located. Use the fragment in the small machine with the blue light and finally approach the costume to finish the level.
LEVEL 12 - PARADOXES
PREPARING THE WAY FOR A SECRET
Cross to the N side of the lake and locate the colored cylindrical advertising column. Use your knife to pry out 3 x Meduse Ghost Head artifacts. Now cross to the S side of the lake, go through the arch and turn right: you can crawl under the iron gate and place one of the Meduse Heads in the 1st secret receptacle there. There are two more receptacles in the level which we will get to later.
For the time being your goal is to find eight artifacts and place them in a garden we will visit soon. Go outside and return to the N side of the lake.
Near the health station there is a jumper. There are several located in different areas that you can use to reach higher parts around you. Begin with this one: position Lara on the S side and walk slowly to the N over the pink button so Lara jumps to the top of the building to the N. Pull the floor lever in the NW passage to open the church gates, but don't go there yet; run to the E side and quickly climb the pipe to get onto the building while the enemy is shooting Lara. Continue, and in this small terrace you can pickup a Time-Space Dihedral Angle.
THE ACCESS KEY
THE ACCESS KEY
Pull the switch and climb down the ladder, drop into the room to the S and pull another switch to open the door S (shortcut for later) but don't exit here now; instead climb back up the ladder and go N to the garden. In this garden you'll place the artifacts later when you have them all in your backpack, meanwhile find another jumper and jump S to a high and narrow ledge over the blue and green building to pick up a large medipack and the Access Key. Fortunately a block appears down in the garden so you can safety-drop to ground without damage.
Go to the NE corner of the garden, climb the ladder and slide forward to land inside the enclosure with the big skull, losing a little bit of health. Nothing to do here at this moment so climb the S wall and pick up another Time-Space Dihedral Angle. On the W side of the enclosure there is a shortcut if you need to go back to the garden where you were previously. (You don't need to do this now, but in case you need it later, you jump backwards over the slope and jump forward to grab the yellow and black ledge; climb another one, face S then do a running jump to the rocks.)
Continue N to the area with the wooden building, avoiding the robot. On the grassy ledge at the N side of the wooden building, look near the tree to the right and find another Time-Space Dihedral Angle between the plants.
Now go W to the water area with the ship and turn left (S) to the City of Science building. Open the door with the access key, go inside the elevator there and press button number "2". (This elevator works like a real elevator; you press the number of the floor to which you want to go.) Pull the switch on this floor (1/4). Go to the third floor and drop from the S ledge to find the next switch (2/4). Now you must jump over the railing and try to land on the cabin below to minimize Lara's health loss. Call the elevator ("1" button) and go up to the second floor, use the numeric keypad outside the elevator to send it down to the first floor; now call it back to the second floor but don't wait for it, quickly go left and onto the roof of the elevator. When it stops, you can use the horizontal pole to reach the N switch on the other side (3/4). Run off the ledge to drop to the second floor. On the first floor, behind the cabin is the last switch (4/4), this clears some bars in an opening on the third floor. Go there, use another pole (tightrope) outside the building to cross over to the rocks, there you can go right (S) and place one of the remaining meduse heads in the 2nd secret receptacle; finally do a long running jump W to the window of the City of Science building to get one more Time-Space Dihedral Angle.
Now go through the passage behind the building (S), pull the switch to open the trapdoor and find yourself in another garden. On the N wall you can find the 3rd secret receptacle for the remaining meduse head, placing it opens a door elsewhere. Find the jumper near the NW corner and use it to jump S towards the long yellow ramp. Try to land in the middle, then use the rockets to get to the very high yellow platform. Pull the jump-switch here to release some chains in the starting area. Take a running jump S to the black roof and use the rockets to reach the other side where you can find another Time-Space Dihedral Angle.
Now we need to get down to the ground. The fastest way is jumping S to the top of the gray wall and from here doing a long running jump SE to land onto the tower bridge (check your health first). In the NW corner is an area with arches, you can find a large and a small medipack there. Near the health station is the church entrance (you opened the gates a long time ago at the start of the level); admire the magnificent decoration and get the next Time-Space Dihedral Angle in the NW corner.
Now it's time to use the last jumper near the colored cylindrical advertising column; walk in a SE direction over the jumper to finally land onto the first big buttress with two lights on the E wall. Jump to grab the green metal beam and shimmy right to the next buttress; from here use the rockets to climb to the top of the building. Run S and around the corner to find the Time-Space Dihedral Angle.
Now its time to pick up the secret if you found the receptacles for the three meduse ghost heads. Return to the S edge and take an angled running jump to the hanging wooden hut and pick up the last Secret #5 of the game: a large and a small medipack. Safety-drop to ground and go back up to the high ledge from where you jumped to the hut with the secret.
Do a tricky running jump with a right curve around the fence to grab the first chain, jump from chain to chain to reach the top of the high central tower over the stone bridge, then to the last chain, to reach the SW tower where you can pick up the last Time-Space Dihedral Angle.
USING THE ARTIFACTS
USING THE ARTIFACTS
Kick the wooden bridge and drop down to the battlements; go S and make your way to the ground. Now go to the NE corner of this area and use the shortcut you opened after getting the first artifact to access to the garden with the receptacles. Avoid the strange poisonous berries in the holes, they are very dangerous if you get too near. Once all eight artifacts are placed, a trapdoor opens in the City of Science building; go there now.
THE CITY OF SCIENCE LABORATORY
THE CITY OF SCIENCE LABORATORY
Drop through the hole in the corner and continue to the room with the machine gun and three new artifacts in glass cases. Now you can use the TFS, do this if necessary. Start by climbing the SW ladder and do a long running jump to the blocks in the central structure. (If you have difficulty with this, try not pressing grab.) Use the ladders/shimmy until you reach the top and push the red ball over the edge to the floor. Make your way back down to the floor but be careful: the water surfaces are now deadly. Fortunately, the grey metal ledges are still safe, so using these ledges jump around the room to get the 3 artifacts: the Iron Rod, the Power Supply and the Metal Hook.
When you get all three artifacts you can see a block lowering at the top of the central structure. Go all the way back up as you did before, use the switch code and watch the spectacular flyby. Again, go down to the bottom of the room, exit through the N door and continue to the outside area.
Go to the area where the boat was teleported to and look for the clock at the top of it; climb up to the clock using the rockets from the N side and press the "Action" key to place the power supply there.
Now go S to the enclosure with the big skull, go inside using the rockets again and place the metal hook on the clock there.
Climb from the W wall, hoist up and jump to land on the yellow and black ledge; continue climbing and when you see a yellow slope do a running jump E with a right curve around the structure so you slide backwards when you land, use the rockets to grab the ladder and the monkey-swing then swing E to the next clock; place the iron rod there and watch what happens...
Now it's time to go back to the City of Science laboratory, to the room with the electrified floor and cross to the S exit using the safe path on the W side. Advance through the S door and you'll soon find the Time Paradox Evidence artifact. Try to retrieve it and...