ICON OF SIN (Demo)

 

Level by DaroRaider

 

Walkthrough by Phil Lambeth, assisted by Doggett TV's video walk

 

 

There's a frustrating teaser in the very first room. When you approach the door leading to the zip line, it closes. When you walk away, it opens. Go the other way to the far wall and pull the block from the left corner and aside. Go around the block into the revealed passage and stand at the threshold of a sea of floating islands.

 

Turn around, hop back and hang from the edge. Drop and grab the crack below. Shimmy left until you can pull up onto a slope. Take a rolling back flip, grab the yellow platform and pull up. Run forward, pull up higher, turn right and take a running jump (no grab) to the block ahead. From there, jump to the right side of the larger structure, pull up to the top and jump over to the roof of the building.   

 

Run across to the far left corner where you see a gap in the fence, and jump down to the top of the floating yellow structure. Drop down on the side nearest the building and jump over to the window ledge. Pick up the small medipack and jump back to the yellow structure. Climb to the top, turn right and a running jump down to the smaller structure. Jump down to the next structure, and from there jump with grab into an opening in the building.

 

You're back in the room where you started. Pull down the wall switch in front of you and side flip left in the same motion so you won't fall to your death when the trap door opens beneath your feet. The trap door is timed, so immediately turn 90 degrees to your left, hop back twice and safety drop down the deep shaft. It's probably not possible to avoid suffering at least some amount of health loss from the combination of the fall and the swinging blade down at the bottom. Slide backwards down the slope, grab at the bottom and safety drop with some additional loss of health (it may help to roll as you land).

 

Turn around and run along the left side of the shallow pool toward the jutting rock formation. Take a running jump to the flat spot you can see, and after saving your game continue in the same direction with a "walking running jump" (shift and up arrow key followed by the jump key) to a flat spot on the other side that you can't see from here. Turn right and take a running jump to grab the floating yellow structure.  Shimmy left if necessary and pull up at the flat part.

 

Jump with grab to the next floating structure, pull up and climb up higher for a small medipack. Jump with grab back to the previous structure and from there back to the jutting rock formation. Use the same "walking running jump" trick to get on the other side and jump to the island with the shallow pond. Walk up to the brick column from which you dropped down and look left to see the floating yellow structure. Walk as close to it as you can, turn to your right and side flip left onto the slope. Slide, grab and shimmy left as far as you can.

 

Pull up, take a rolling back flip and grab the yellow structure. Shimmy right to the other end, pull up and take a rolling back flip to grab the ledge in front of a crawl space. Crawl inside and turn left to face a fake ladder. Climb up into a room with flares and a large medipack. Exit via the nearby crawl space and go around to a wall switch that lifts a gate at the shallow pond. Go back through the crawl space, lower Lara down to her right, release, slide and grab. Shimmy right, pull up at the end and take a rolling back flip to grab the yellow structure.

 

The top of this structure is not stable, so go around clockwise and take a running jump from the third ledge to grab the next yellow structure. Pull up and take a running jump (no grab) to the next yellow structure. Take a running jump to grab the jutting rock formation, shimmy right until you can pull up at the flat spot, and jump back to the island with the shallow pond. Go to the opened gateway and enter.

 

In the building to your right you'll trigger your first enemy, one of those mutant monsters with the poisonous claws. If you beat a hasty retreat to the area of the shallow pond, you'll have more maneuvering room to shoot it. After it dies explosively, go to the building it came from and save your game in front of the timed switch in the alcove to your right. Pull it down (two platforms are raised) and take a rolling back flip to hit the ground running and jump the gap to grab the first raised platform. Pull up and stand jump forward between the swinging blades before the first platform drops, sustaining some inevitable health loss. Turn 90 degrees left, hop back and grab the edge, and shimmy right to the corner of the other raised platform (which stays up longer). Pull up and take a rolling back flip to grab the stone ledge.

 

Shimmy left until you can pull up in the flat spot. Turn around and take a running jump to grab the yellow block. Pull up and take another running jump to grab the alcove with the wall switch (if you find this jump to be unusually difficult, try hanging from the side of the block, then pull up and reverse roll before initiating the jump). Pull the switch down to lift a gate high overhead. Turn around and take a running jump to grab the opening at the torch. Go on in and pull down the wall switch to lift those no-longer-timed platforms once again.

 

Jump back to the wall switch alcove, then to the yellow block, and finally to the flat spot on the floating stone ledge. Shimmy right to the corner, pull up and take a rolling back flip to grab the raised platform. Shimmy left past the blades, pull up onto the other raised platform and take a running jump (curving left) back to the building where you met the mutant monster. Run out to the rock bridge, Lara looks left for some reason but turn right and pull up onto the higher path, follow it around to your left and hop up to the triangular flat spot. Face the mutant monster building, side flip left, slide and grab the edge, and shimmy left to a flat spot with spikes.

 

Pull up and walk slowly to the far left corner. Look down and stand jump onto the triangular ledge down below. Turn right into the opening and find a real ladder. Climb to the top and pull out. Back flip over the shaft, turn around and take a running jump to grab the floating yellow structure. Pull up, climb to the top, turn right and take a running jump from the higher left side to grab the opening where you lifted that gate not long ago. Pull up inside and do battle with one of those foul-breathed green lizard monsters.

 

Find the wall switch on one of the brick columns and pull it down to open a gate behind you. Go there and see another closed gate for which you need a key. There's a wall switch on the side of the brick column to your right, but you need to side flip left immediately after pulling the switch, or you'll fall to your doom through the opened trap door. Shoot another lizard monster in the previous room, find the opened gate to your left and go on through.

 

The gate closes behind you, so go all the way to the end (ignoring the first opening on your right), turn right and take a running jump to grab the yellow block. Pull up and continue with a running jump to grab the ledge in front of the building.   Pull up, and as you enter a trap door drops above the raised tile. A mutant monster is behind a closed gate in the corner, waiting to get at you. Pull up through the opening on the side where the trap door is hinged and grab the UZIS. Hop to the other side and pull down the wall switch to raise a platform above a bed of spikes.

 

Drop back down and quickly jump back to the yellow block before the gate opens to release the mutant monster. Wait for it to make its appearance. It can't jump over the gap, so kill it at your leisure. Note that the gate from where you jumped on the other side is now closed. Jump back to the building and enter where the mutant monster came from. Follow around to a small medipack and the MYSTIC KEY. Jump back to the yellow block and lo and behold, the exit gate is now open. Jump to it, pull up and go down the torch-lined passage.

 

Turn left into that opening you ignored earlier, hang from the edge, drop and slide down to the ladder opening from earlier. Turn left and jump back to the yellow structure, climb back to the top and jump back to the opened gate where you encountered the green lizard monsters. Run forward and use the Mystic Key to open the gate to your left. Jump to the yellow-green structure, turn right and jump to the next one, pull up to the top and turn right to face the building with the barred walls.

 

Jump to grab the bars (surprise, they have a climbing surface), climb to the top, pull up and over and grab the uzi ammo on the raised slab. Continue on ahead to find a large medipack and more uzi ammo on the raised slabs, followed by a health crystal for the only SECRET in this level. There's nothing else to do here, so go back the way you came and jump back to the yellow-green structure. Climb to the top, and from the corner jump up to grab the higher structure. Pull up, turn left and jump to grab the raised platform. Pull up, turn around and now you can use that zip line that was inaccessible earlier. Ride it all the way down to end the level.  Release the action key to bring up your stats and the enter key for the end credits.