PLUM UNCLE
Level by Drobridski
Walkthrough by Treeble
The author has
disabled the title screen, so the level itself will begin straight away upon
booting tomb4.exe. This wouldn't be an issue were it not for the fact you're
already dying. (Please refer to the footnotes at the end of this walkthrough).
As soon as you see a room with waving water, get ready. Pay close attention to
your health bar, you need to waste all but one of your small medipacks in order
to survive. Lara eventually shows up in the back end of the screen and you
realize she's been on fire the whole time, hence the insane health loss, and
she falls onto the water and douses off the fire.
The current pulls Lara toward an opening on the west end. Before heading in,
jump across the triangular sandy surfaces on the south wall to eventually find the
BREAST PLATE (SECRET
#1) over the last, sloped
sandy surface. Return to the opening on the west wall and jump across the gap.
From the edge on the opposite side of the gap, face the south wall and jump
towards it. It's a climbable wall, so carefully make your way down and to an
alcove on the right side where you will find the CROWBAR. Climb back all the
way to the top, shimmying to the right so that when you backflip you land on
solid ground.
In the next area, shoot the vases to reveal the RIGHT GAUNTLET (SECRET #2)
inside the blue one. You can find a small elevation on the ground near the
north wall, which you can use to climb to the higher areas, but before you head
up, pay close attention to wall right near the beginning of the elevation to
spot a crawl space hidden by leaves. Crawl inside and through the benches, then
shoot the vases. The blue one holds the LEFT GAUNTLET (SECRET #3).
Proceed downstairs for a pack of flares then go back through the middle opening
and pry the first GOLDEN STAR off the wall. We'll be back for the other two
shortly.
Head back through the crawlspace and climb to the green ledge to your right,
then from the upper end of the ledge, around the corner to a crack on the wall.
Shimmy left until you can climb up, then make a running jump (no grab) to the
green slope dead ahead. Keep bouncing off as you steer sideways to land on the
flat spot nearby, then drop down on the west side for the LEFT GREAVE (SECRET #4).
Use the mudslide to bounce back to the flat ledge.
Look across the mudslide to spot a few white textures. Jump to the first one,
then grab the flat edge of the next one and shimmy right to climb up. A camera
fly-by will show a monkey swing near the last white texture; you need to do a
running jump, curving to the left, in order to reach the slide immediately
below the monkey swing. Quickly bounce off to grab it, then swing all the way
to the end to drop on a tree branch.
As you land, turn right and, if you pay attention on the south wall, you might
notice a small concealed passage right in front of you. Jump inside (hold the
action button so you don't bump and fall) for a disturbing statue, then locate
on the right side of the room a slightly raised part of the flooded floor from
where you can jump onto the statue arm and collect the HORSEMAN'S GEM (SECRET #5).
Return to the tree branch, jumping from the rightmost side of the opening so
you don't need to backtrack, and walk down the narrow pathway towards the
wooden frame on the side. Jump and go to its other end, then do a running jump
to the rocky ledge towards the middle of the room. From here, you can gather
some more flares on a ledge on the SE corner. You must jump to the small
triangular branch attached to the central tree, and jump and grab the ledge
towards the NW side of it.
Climb the hanging ladder to reach a treehouse at the top. Ignore the harp to
the left for now and push open the blue doors. Kill the tinman inside,
collecting the CROSSBOW he leaves behind, and throw the lever behind the red
block on the NE corner to deactivate the currents in the initial area. Use the
ladder to get back down to the ground floor safely and hop over the gap on the
east opening.
Swim all the way to the end, spotting an underwater passage on the left side of
the red blocks on the bottom. There's only one way forward (and a sink will
help you cross a long corridor faster) until you eventually surface in a dark
room. Climb off the water on the lower edge to the east. There's a closed door
on the SE corner, we'll be back here much later. For now, crawl through the
passage on the NW corner into the most pointless maze ever.
Don't bother crawling any deeper than the first opening to the left, where you
have to drop and climb out on the other side to reach a small corridor with a
pole. Climb the pole and backflip at the top to a room with a glass floor over
the remaining Golden Stars. There are two sets of colored floor tiles here. The
green ones raise a block in the room below, which can then be deactivated with
the nearby red tiles. (If you step on both of the green tiles, you will raise
an invisible wall as well which blocks you from retrieving the stars).
Step only on one of the green tiles, then go the long way around (climb down
the pole, crawl back to the pool, swim back to the beginning, over the gap in
the west wall, through the hidden crawlspace on the north wall, into the center
door). After you retrieve the second GOLDEN STAR, sadly you need to backtrack
all the way to the previous room above the pole. Step on the red tile near the
green one you'd previously activated and only then touch the green tile on the
opposite side. To be sure, you can step on both red tiles, and look through the
glass floor to see if both blocks have been reset, then step only on the green
tile which raises the block you need for the final star. Go the long way around
again and get the third darned GOLDEN STAR.
As you do, a tinman shows up behind you. Defeat him and go to the leftmost room
of this area for a library of sorts, climb the ladder to the upper floor and
place the three golden stars behind the chains to shuffle one of the scroll
shelves around. Run through the rocky tunnel and down the slopes to face a
ghost rider at the bottom. Once he's done for, you finally get your hands
around the MUSIC SCROLL. To leave, find another hidden crawlspace on the south
wall.
Time your jump past the first perpetually moving boulder, then when the second
one moves towards the right side, quickly run and jump over the slope on the
left corner. Go through the passage and you're back in the room with the
doorways. Crawl between the benches to return to the previous area and again
perform the perilous jump sequences to the monkey swing and eventually to the
ladder, to get back to the treehouse at the top. This time, however, you can
use the music scroll to open the double doors on the ground floor. You can
slide down the mud on the west side for a quick and safe way back there.
Slide down, jumping over the flames as necessary, and retrieve the large
medipack (which you might be needing right now) and the BROKEN GLASSES. The
exit door opens back in the pool room, but we don't have a way back there just
yet as we need to raise blocks over the flames first. To do that, drop through
the opening on the NW side of the room to a small maze below. The author got a
bit creative with the camera here, but fortunately it's all very simple.
First, turn left (east) and pull the globe to the opposite end. When you can,
go around it and push it on top of the orc face on the floor. Make a hairpin
turn (heading south) and be mindful of the blades around the floating blue
orbs. Turn right (west) and enter the opening beneath Luddick's (man with
mustache) face.
There are three sets of green and red tiles, and they work like they did before,
this time operating the doors on the tall wall in front of you. When a door is
closed, you can use it as a ladder to climb to the doors above. So, first you
want to step on the leftmost green tile to open the bottom door. Climb inside,
crawl under the pipe and turn around to activate a hidden jump switch to open a
door above. Crawl back to the previous room.
Now, close the bottom door and open the top one using the rightmost green tile.
At the top, shoot the hanging brass ball to open a door below. Before heading
back down, let's make a short detour for a secret. From the edge of the door,
light a flare and throw it down the shaft: you will notice an invisible
triangular surface to your left. Jump to it and then through the topmost
picture of Luddick, holding down the action button so you don't bump off the
wall. Go all the way down and you'll find the BROKEN BEETLE (SECRET #6)
near a crawl space. Crawl through the passage and you're back to the floor with
the colored tiles.
Finally, step on the center green tile to open the middle door, and climb up up
there. All doors are open so you can throw the lever to raise the first block.
Return to the maze.
Going around the spinning blade, you'll no doubt spot a female face on the
floor. A further down the corridor is the next globe; pull it and place it on
top of the face tile to kill of the flames blocking entrance to the south
challenge room. Go around the corner and enter the passage just below the same
woman's portrait.
Collect another crossbow and the LASER SIGHT. Combine them and approach the
door, crossbow in hands. What follows up next is a very tight shooting range
trap, so save your game before crossing the door threshold. As Lara hinted, you
must shoot only the white vases. If you shoot the black ones, Lara's set on
fire (and classic Tomb Raider games have very wonky collision systems, so you
will undoubtedly shatter the wrong vases by accident). Only four vases are
visible, the fifth one is hidden in the back corner, on the left side.
The catch is that, if you aren't quick enough, two boulders will crush you. My
suggestion: from the door, quickly run up to the wall ahead and shoot the two
vases you see on the left side (from this position, aiming for the one in the
back will shatter the one in front, so shoot two bolts in a row), then run left
and stop just before the door. Quickly turn around and shoot the vase that was
hidden behind a column. Quickly run past the door now and face the wall in the
back of the shooting range to shoot the two final vases, shoot just above the
sloped floor to hit the hidden one and then aim to the one in plain sight.
Speed through the open door to avoid the boulders just in time.
I have recorded a video of this segment, perhaps some visual
aid is better.
Inside, throw the lever and the second block to our escape raises. Go through
the door and back to the maze. Stick to the right side, past the rotating
blade, and enter the east challenge room under the orc portrait.
The funky looking water below is deadly, and we need to get to the double
levers on the other end. On the right side, locate a crack in the tree and jump
to it. Shimmy around the right corner to drop on a slope, quickly jump and grab
the ledge ahead and shimmy left. Up another slope, jump to the crack ahead and
then shimmy all the way around the left corner to land on yet another slope,
then bounce off steering right to grab the ladder and climb up.
One of the levers opens a nearby door for a secret, the other raises the final
block. Flip open the trapdoor from the right side, face the orc portrait and,
from the very edge of the platform, press roll and hold down the action button.
Lara will fall down the hole with enough momentum to grab the crawlspace. Climb
into it and crawl through the narrow passage to the left. When you reach a
rocky patch, crawl out and shimmy all the way left to climb up in a dark
corner.
Turn around and negotiate the slide jumps ahead, always steering towards the
next slope, all the way back to the ladder near the entrance. We could leave,
but here's another detour for a secret. Do a running jump towards the south end
of the room to to land on a lower platform, near the tree, then turn around and
you'll see the open door.
This is a series of identical rooms but there's no way to get lost, and you can
take the torch if you don't want to spend flares, but you should have plenty
left not to worry about it. Keep heading west, past the blue vase in which a tinman
was hiding, until the west passages come to an end with a jumbled portrait.
From that point, head through the north passages, and three rooms later, look
towards the SW corner to find the WINDING KEY (SECRET #7).
There's nothing else down here, so make your way back to the room with the orc
levers.
Jump back to the lower tree branch and repeat the entire jumping, crawling,
shimmying and jumping sequence to return to the entrance above. Time to finally
leave this place. In the maze, go past the nearby rotating blade and enter the
second opening to the right, then climb out of the maze and use use the raised
blocks on the entrance slope to return outside.
Head east and jump the gap one last time, then swim through the underwater
opening and emerge on the other end of the tunnel to finally cross that door in
the SE corner. As you approach the man on the wall, you are warped to
Tattipottyland. In this seemingly empty room with flashing colors, climb up
through the north wall on the NE corner to locate the GOLDEN VRAEUS (SECRET #8).
Your secret items are all jumbled up in this micro level, but it doesn't matter
as we've reached the end.
_____
Footnotes:
1. To exit the game, press Alt+F4. As stated in the introduction, the author
has disabled the title screen, so choosing that option in the pause menu brings
you back to the level start.
2. Even though it's not necessary, you can download a savegame at the start of
the level with unlimited large medipacks right here if you don't mind a little cheating
for a mind at ease.