THE
HIDDEN GARDEN SERIES
Levels by Jon Heywood
(Inchdix)
Walkthrough by Phil
Lambeth
Level 2:
EMERALD LAKES
The current will pull
you west through the passage and into a larger underwater area where you're met
by two hammerhead sharks. Your dual goal
here is personal safety and a source of air, so swim forward (a gate closes off
the passage behind you) and locate the air hole. Pull up into a room with a
closed door and a hand receptacle. Go to the middle of the north wall and pull
up into the alcove for some crossbow arrows.
You can see a trident, so close and yet so far, just behind the closed grate.
Drop back down to the
lower room and prepare to deal with those sharks again. Jump into the water and
swim west down into an opening. When you reach what appears to be a cement
structure, swim around it to the right and into the passage. Make a hairpin
turn to the left and pull the underwater lever you'll find in the alcove behind
the structure. Swim back out and get some air and some shark relief. When
you're ready, jump back into the water and this time swim through the larger
opening east. Turn right just as you enter and continue making a hairpin turn
to the right as you swim up a passage into a small chamber with a raised tile.
Locate the opening in the SW corner and swim down into a short passage. Pull
the underwater level at the far end to open an underwater gate elsewhere.
Flip turn, return to the
small chamber and pull up through the air hole above the raised tile into a
room. Pick up the shotgun ammo in the NE
corner and note the nearby gem receptacle. Drop down into the burner trench on
the south side (that was made safe when you pulled the first underwater lever).
Crawl into the east opening and pull down the wall switch at the other end to open
another underwater door. Return to the previous room, jump into the water and
swim through the east opening back to the hub area with the central air hole.
Pause for air if necessary and swim once again through the larger east opening.
This time turn left and swim down to locate the lifted grate to your left. Try
to get both sharks to follow you, then swim through the opening and into an
underwater shaft with a central pillar. Swim up, surface, pull up onto the
pillar and exact revenge upon one or both of the sharks. (If only one followed
you, just go back and entice the other one to its doom.)
I know you're anxious to
dry out and move on, but don't continue up at this time, as you still need to
collect two tridents before proceeding. Jump back into the shark-free water and
locate another lifted grate to the south in the underwater shaft, just below
the surface. Swim inside and follow the stairwell until you surface, then run
the rest of the way up the winding stairs into a small room. Activate the jump
switch up on the west wall to open the door affording access to the trident you
saw earlier, which is now in plain sight beyond the bars in the south wall. But
once again, so near and yet so far. You have to go all the way back to the hub
area and pull up into through the central air hole to claim it, so you may as
well do that now while it's fresh in your mind.
Run back down the
stairs, swim into the underwater shaft and go down, ignoring for now the hole
in the floor at the SW corner. Exit through the NE opening, swim back to the
hub area (making a lazy horseshoe turn to the right), pull up into the room
above and into the north alcove for the first TRIDENT.
Hop back down to the
floor and jump into the water. Swim through the west opening to that cement
structure you saw earlier. This time swim south in front of it and continue
through a short passage into an area with a central green column. There's a
square opening in the south face that leads you to a shaft with an air pocket
at the top and a side passage with a closed gate at the end. Get some air if
you need it, then swim back outside and locate the smaller slit lower in the
east face. Swim inside and down for a HORSEMAN'S
GEM. A cut scene reminds you that the receptacle is in the burner
room you visited earlier. Return there by exiting this area north (first noting
the closed gate in the lower north opening), back to the hub area, across into
the east opening, and a hairpin turn to the right and up through the narrow
passage.
Pull up into the burner
room and place the gem in its receptacle. A cut scene shows an underwater grate
opening. Yes, it's the lower north grate in the area with the green column that
you just left, so swim back there, enter the new passage and follow it up into
an underwater chamber. You can see the opening in the opposite corner as you
swim up. Be very careful not to swim under that opening, or you'll be sucked up
through the shaft by a strong current. If that should happen to you, simply
surface, wade to the dry passage, drop down through the hole at the other end
and try again. If you're fortunate enough to avoid that fate, locate the
underwater lever in the SE wall and pull it (a cut scene shows a trap door
lifting somewhere) and swim carefully back down through the NE hole in the
floor. Or, if you wish, swim under the suction cup mentioned above and you'll
wind up at the same place.
Swim to the west wall
and locate the deep shaft leading upward. Swim up, surface and pull up into a
room that was formerly blocked off by the trap door. There are bars separating
you from another room filled with assorted goodies, including that trident
you've been looking for. Pull down the switch in the north wall for a cut scene
showing a gate lifting in the green structure below. Swim back down the shaft
and into the square opening in the south face of the structure. Swim up the
shaft and through the side passage west, and pull up into the room on the other
side of the bars. There are four pedestals on presently dormant burner tiles in
each corner. Before taking the trident, decide which of the other pedestals has
what you want or need most, and take it. The burner tiles at the other
non-trident pedestals are then activated, preventing you from taking those
goodies unless you decide to endure some health loss in the process (the water
hole, after all, is close by and very handy for putting out fires). Then go to
the SE pedestal, which remains dormant, and pick up the second TRIDENT.
Swim back down the
shaft, exit the green structure and leave this area via the upper north
opening. Return to the hub area and continue across through the east opening.
Turn left once inside and swim down and through the open gate to the left. Swim
up the shaft and surface for air, then swim through the open south gateway into
the submerged stairwell. Continue until you surface, and run up the rest of the
way to the small room with the jump switch. Continue up the ramp NW, and when
you reach the bridge spanning the central shaft, run across into the west
opening and save your game. As you run down the ramp you get a fixed camera
angle and a boulder is released behind you. Take an angled jump either to the
right or left to land on a safe spot out of the boulder's path. If you
overshoot and land in the water where you're grabbed by a strong current,
reload and try again.
Pick up the small medipack on the north part of the ledge.
The walkway ahead is protected by a series of blade traps, so trigger them one
by one by walking carefully west. When you're safely across, hop across the
boulder and run into the next room. The stairway to your right is guarded by
flame blowers, but you can easily thwart them in the prescribed fashion by
timing runs past them. An even easier way is by climbing on the ledge to your
right or left and bypassing them completely (you can run right through the
ghostly columns). When you reach the landing you find that the wall switch in
the alcove to your left is protected by a flame blower and a burner tile, so
climb the pole in the NE corner past the rotating blade and back flip into a
small room. Pick up the large medipack
in the far corner and pull down the wall switch to extinguish the burner tile
below. There's a torch lying on the floor, but ignore it for now and jump back
down to the floor below. Wait until the flame blower subsides and jump up into
the alcove. Pull down the wall switch to open the door next to the flame
blower.
Hop down when it's safe,
and go back to the pole. Climb up past the second rotating blade and back flip
into the dark room above for SECRET #4.
Pick up the crossbow arrows, two stashes of shotgun
ammo and a small medipack, and pull down the wall switch in the
corner for a cut scene showing an underwater door opening in a dark area. Jump
back to the pole, slide down just past the higher rotating blade and back flip
into the middle room. Pick up the TORCH
and hop down through the opening to the main floor. It's not safe to try and
light the torch with the flame blowers, so go on back down the stairs and up
the boulder ramp, locate the wall sconce to your left and light the torch with
it. Go back to the room with the water-filled trenches and light both burners
that you'll find on the corner tiles. This turns off the current in the
trenches.
Drop the torch (you
don't need it any longer). Since the builder has graciously provided a short
cut to where you're going next, make use of it by hopping into either trench
and sliding down into the water below. Swim down through the hole and pick up
the HAND OF SIRIUS just before you reach
the crossing. A cut scene shows the receptacle in the room you first pulled
into when you began the level. We'll go there shortly, but let's first indulge
in an exploratory diversion. Turn left and swim into an underwater chamber.
Pull up through one of the air holes for some revolver
ammo, then jump into the water and pick up the small medipack in the west depression. Exit
through the NW opening and swim west. When you reach the crossing, make a
hairpin turn to the left and pull the underwater lever at the end of the east
passage. This opens a grate at the end of the extended passage west (and also
provides a way back to this area later should you need to return for any
reason). Flip turn, swim back up, and this time continue west along the extended
passage.
Pull up and slide down
into a dry chamber, where you'll find a closed trap door and an exposed lever
above the entrance that you won't be able to activate until you find a way to
flood this area. Now to make use of that Hand of Sirius. Jump back into the
opening and into the water, and swim back east, taking the left fork to return
to the underwater chamber. Continue through the SE opening, and when you reach
the crossing turn left and swim up the shaft into a familiar area with the
central pillar. Cross this chamber and continue through the NE opening. Follow
the passage, repeating that lazy horseshoe turn around to the right and up, and
pull into the air hole when you reach the hub area. Insert the Hand of Sirius
in the receptacle, and the door to your right opens. Go inside for SECRET #5 and pick up the flares, the revolver ammo and the large medipack.
Now it's time to use
those tridents you've been carrying around. Reverse roll, go out and jump into
the water, swim through the east opening, turn left and swim down and through
the opened gateway to your left. Swim up the shaft when you reach the chamber
with the central pillar, surface for air if necessary, and dive back down to
swim through the south gateway. Follow the stairwell until you can surface,
then run the rest of the way up the stairs as you did before. Cross the little
bridge when you reach the top and continue west down the boulder ramp. Keep on
going until you reach the flame-guarded stairs, and go up by your preferred
method. Turn left at the top of the stairs and go through the west doorway you
opened up earlier. The door closes behind you, seemingly preventing a retreat
in the event you might wish to go back for something you'd missed. (This aspect
of the game was decried as unfair and unnecessary by several players who
reviewed this level. However, I believe the criticism is misplaced, because all
you have to do is safety drop from the bridge to the dry area below and jump
through the doorway you opened earlier--assuming you had the good sense to do
that--to retrace your steps.)
You're in a dark upper
room with Poseidon statutes perched on each of the four corners. The tridents
of two of them (in the NE and SW corners) have missing heads, so first pick up
the nearby grenade gun ammo and uzi ammo
and then go place the missing heads. NOTE: It's vital that you go across the
bridge and place the SW trident first, and then come back to place the NE
trident. If you do it in reverse order, nothing will happen and you'll be stuck
with nowhere to go and nothing to do. A long flyby shows the area below
being flooded and then takes you away to pan a new area where you'll eventually
find the Golden Vraeus. Jump off the bridge into the water below and pull the
east underwater lever to open the trap door in the floor behind you.
Swim down into the
opening and along the passage, and allow the current to carry you into the new
area where you'll be greeted by a new pair of hammerhead
sharks. Swim past them and turn left past the first rock ledge to
pull up onto a ledge with a gem receptacle. Kill the sharks, then jump back
into the water and swim around to the back side of the structure you were
standing on. Locate the small opening on the south end and swim into it and
down. Be wary of the spike trap in the passage beyond and time a spurt past it
and swim up the shaft beyond. Pull up into a torch-lit room and shoot a couple
of bats that flutter down to plague you.
Ignore the north alcove for the moment and head east to a crossing with stairs
to your left and an opening ahead that leads to a checker-tile floored room.
Go up the stairs to the
next room and pull down the wall switches in the SE and SW corners. Note the
closed grate in the NE corner before going down the stairs and into the room to
your left. You'll find that pulling the switches has raised a block in the
center of the room. (At some point the door behind you closes, but don't worry
about that because you'll open it again when you're finished here.) Climb up
onto it and use it to climb through the hole in the ceiling (the west face has
a climbable surface). When you pull up into the upper room and take the HORSEMAN'S GEM from the pedestal, you hear the
sound of doors opening below. When you drop back down onto the block, you can
hear other strange sounds in the distance. You've released a couple of ahmets, so either wait for them to appear and kill
them from the safety of the block you're standing on, or hop down and flush
them out first.
When the coast is clear,
go to the NE corner of this room and locate the crawl space. Crawl inside, and
when you reach the opening overhead, stand up, pull up to your left and use
another crawl space to access a wall switch. Crawl back, drop down to the lower
passage and turn left. Crawl out to the main room and locate the nearby small medipack on a raised platform next to a
vase. There's a south opening leading to a small room and another small medipack. Go outside and to the SW corner
of the larger room, where the south opening takes you to a small room with two
stashes of shotgun ammo and a switch on
the wall in the near corner to your right. Pull it down to open the exit door
in the west wall.
Go there and into the
open doorway. You find yourself back in the room where you pulled out of the
water. Go to the north alcove and pull down the wall switch you'll find there.
The door to your right opens, so jump down into the water and swim to the ledge
with the gem receptacle, where you shot the sharks. Pull up and insert the
Horseman's Gem to turn off some burner tiles nearby. Now swim back to the area
you just left and pull up onto the south ledge. Hop through the open window and
turn left once inside. Go back up the stairs to your left and you find that the
door in the NE corner is now open.
Go up the passage, pick
up the shotgun ammo in the depressed
corner along the way, and continue until you reach an opening that overlooks
the water below. Take a running jump and grab to the tall pillar ahead, then
pull up and run west along the bridge to another pillar and beyond to an
opening in the west wall. Go inside for SECRET #6
and pick up the SHOTGUN. Reverse roll
and run out to the previous pillar. Turn right and take a running jump and grab
to the rope. Swing forward, jump off onto the roof of the odd-shaped structure
ahead and pick up the GOLDEN VRAEUS.
Jump into the water and
swim over to the north structure. Pull up onto the ramped entrance and run up
through either of the open gates. The instant you step inside you'll trigger
flame blowers that guard the switches in the central golden block. Turn left
and run through the western part of what I'll call a cathedral. You'll alert a tinman, so kill him by shooting repeatedly the
blue gem in his chest. Shooting the nearby vase on the pedestal will release
two bats for target practice. Go up the
stairs in the SW corner and pull down the wall switch at the end. The door to
your right fails to open, so go back downstairs and turn left to run past the
archways north. Turn left just beyond them and run up the ramp to flush out
another ahmet. Kill it, then continue up
the ramp for some uzi ammo on the SW
tile. The NW opening leads to a small room with a wall switch that's presently
inaccessible.
Cross over toward the
east side of the temple, where you'll find a golden block similar to the one
near the entrance. There are no flame blowers here, however, and there's but
one lonely switch in the north face. Pull it down for a cut scene showing that
small room with the inaccessible wall switch in the corner. Turn left and alert
another tinman near the east wall for you
to kill. Shoot the nearby vase for some revolver
ammo, then go up the stairs in the NE corner. There's another wall
switch at the end for you to pull, and you hear the sound of a nearby door
opening (but not the nearest one to your left). Go back downstairs and through
the south opening to your left. In the next room is an opening to your right.
Vault up into it and crawl inside until you can stand up. Walk to the edge of
the hole ahead and you can see the jump switch up in the far wall. Take a
standing jump and grab to activate the jump switch, then pick up the crossbow arrows at your feet.
Climb up the north wall,
shift right and drop down into the higher passage. Turn right and crawl out to
the main cathedral area. Run back underneath the arches to the ramp in the SW
corner. Go back up the stairs and you'll find that the door near the wall
switch is now open. Kill the tinman who
steps forward to accost you and pick up the HORSEMAN'S
GEM that he drops. Go east into the room he was guarding and run
along the walkway to your right into a small room south with a pole in the
middle. Climb the pole, past a rotating blade, and back flip into the room
above. Go into the north opening, crawl along a covered bridge and run into a
room with a wall switch at the far end. Pull it down, then go back south and
slide down the pole past the rotating blade. NOTE: Whatever you do, don't
vault up (as opposed to hopping up, which does nothing) into the NW window
opening after you pull the switch, or you'll be magically and prematurely
transported to the roof of the structure with no readily apparent way of
getting back down.
Exit to
the north, turn left after you cross the walkway and return to the main
cathedral area by running down the stairs. Go to the SE corner near the
entrance and use the ladder to climb up to the passage above. Use the crawl
space to trigger a flyby showing a tinman
mounting his horse below. Drop down into the room below and keep hopping around
while shooting at the gem on his chest until he dismounts and comes after you.
Several bats will join forces with him as
you run through this area, so kill them as well. Kill the tinman and pick up
the second HORSEMAN'S GEM that he drops.
Watch out for the spike and burner tile traps in the floor holes and go over to
the SE corner to find a wall switch in a dark area nearby. Pull it down for a
cut scene of the burning golden block outside.
There's a small medipack in the NE corner of the room, and
the spike pit nearest it has a pickup you can see down in the hole. Make a
mental note of it and exit through the opening in the SW corner. You may
encounter another bat on the way out. Hop
down to the main cathedral floor and go to the flame-protected block. You see
that the flame blower in the south face is no longer constant. When the flames
subside, run forward and pull down the switch, then hop back. This causes the
blower in the north face to become intermittent, so go around to the other side
and await your opportunity to pull down that switch. Repeat for the west face,
and finally the east face. When the fourth switch is pulled down you'll get a
cut scene (but don't neglect to hop back) of a door opening elsewhere.
Run north past the
archways and go up the stairs in the NE corner. Go through the opening onto the
upper bridge and turn right at the closed trap door to enter the open doorway
across the walkway to the north. Hop down into the next room and pull up into
the west opening. Take a running jump into the opening in the next building and
run down the ramp and up the stairs to your left. Pull up into the opening in
the south wall and pull down the wall switch to raise a block in that room with
the formerly inaccessible wall switch. Hop back down and continue up the
stairs. You'll see an active burner tile across the gap, which prevents you
from proceeding in this direction. Go back down the stairs and up the ramp.
Safety drop to the
cathedral floor below, run west up the ramp and turn right to find the small
room with the raised block. Climb up onto it and pull down the wall switch. A
cut scene shows the burners being extinguished in the previous area, so leave
here and return to the NE corner of the cathedral. Run up the stairs to the
upper bridge, turn right at the trap door and hop down into the room north,
jump across to the next building west, climb the stairs to the very top, and
take a running jump and grab across the gap to land inside the north passage.
Turn around and locate the jump switch overhead, and activate it to hear the
sound of a door opening.
Jump back across the gap
and pull up into the SE opening where earlier you pulled down a wall switch.
The passage beyond is now accessible, so follow it to a crawl space. You'll
eventually wind up on the roof of the cathedral. Roam around a bit from north
to south, spooking a number of bats in
the process. You'll find some flares in
the far NW corner and a small medipack
in the far SE corner. There are walkways connecting the north and south buildings
to the central building. Drop down onto them to find gem receptacles in the
north and south walls of the central building. Insert the two Horseman's Gems
in these receptacles. When the second one is placed, a flyby shows the exit
doors opening and continues on to a crawlspace you've already visited.
Hop back, pull up onto
the ledge to the roof of the central building and use the west crawl space to
get back to the stairs. Run down the stairs to the east opening and take a
running jump across the gap into the next building. Hop down into the next
room. You could take a left here and finish this level now if you wanted to,
but there's a little bit more yet to do before you leave. Turn right and vault
up onto the walkway, run forward to the bridge and use either opening to your
right or left to return to the main cathedral floor. Run to the NE corner, run
up the ramp there and turn right into the south passage. Go to the opening in
the SW corner and vault up into the passage. Crawl to where you can stand up,
hop over the hole and crawl some more to pick up the revolver ammo. Keep crawling west and pick up the large medipack. When you do so, you get a cut
scene showing that the spikes protecting the pickup (back in the room where you
battled the mounted tinman) have retracted.
Stand up, run forward
and drop down to the main cathedral floor. Run down the ramp and past the
flaming golden block to the SE corner. Climb the ladder, crawl through and drop
down into the room where you shot the mounted tinman. Go to the hole containing
the pickup (be careful, as the other hole is still spike trapped) and drop down
into it for the REVOLVER and SECRET #7. Pull out of the hole, leave via the
SW opening in the wall, and return to the main cathedral floor.
Run once more to the NE
corner, up the stairs and onto the upper bridge, and turn right to the north
opening. Hop down into the next room and go around the central pillar through
the open exit gates. Run up the ramp to your right and kill the ahmet in the upper chamber. There are three vases
up here. Shoot them all to open trap doors underneath them. The east hole takes
you down a slope into a spike pit, and you die. The same thing happens if you
choose the west hole, so do the smart thing and drop down the north hole.
You'll slide down some distance before being whisked away to Hidden Garden.
Level 1: HIDDEN
GARDEN (interlude)
Step out onto a ledge
overlooking the jungle clearing. Turn left and walk to the south edge. Take a
running jump to the square ledge, and from there hop SW to the next ledge and
run around to the south end. Turn to face the nearest tree and take a running
jump west to grab the limb. Pull up and take standing jumps around to the north
limb. Safety drop to the clearing, turn around and run past the flaming ahmet
carcass to the small building near the west wall. Run down the ramp and the
stairs until you reach the gap with the lava area below. Take a running jump
across the gap and turn right. The open portal gate to the next level is
straight ahead, so run inside and you'll soon hit the warp trigger.
Emerald Lakes
Level 2
Jon Heywood / Inchdix
This is an unauthorised walkthrough by Monika Pietsch.
It has all the important pick-ups and items mentioned.
It will not contain all pick-ups, all enemies and maybe not all the secrets.
This walkthrough is meant as a guideline to get you to the end of the level,
even so there might be other ways too.
Walkthrough
You swim into an underwater cave. Look for the air hole and watch out
for the Hammer Sharks.
When you climb out you see a receptacle for the Hand of …. and further up a
Trident behind bars. Go back into the water. Swim to the right and right and
when you see a white square look up for the air hole. The room above the white
square has a receptacle for a Horseman’s Gem. There are fire squares. You have
to jump down and over the fire. Crawl along and pull a switch. (addendum by CC:
One of the underwater white buildings, into a tunnel on the right, and around
the back, is another underwater switch that turns the burners off where the
horseman's gem receptacle is.) This opens a door at an underwater staircase.
Get out over the fire with a standing jump.
Back in the water go to the southwest (right side?) and pull an underwater
switch. This opens an underwater door. Swim pass the sharks and to the door at
the northwest side.
Behind the door is a building. Look for the open door at the staircase. Watch
out, the sharks have followed you. Try and kill one shark from the stairs.
When you are up the staircase on the left is a high wall switch. Pull it and it
opens the door in front of the Trident. Draw the second shark to the stairs and
kill it from there.
Actually you can go back now to the first air hole. Collect the 1.Trident.
Swim to the west side. Swim to the right (before the white wall) before
you reach the area with a green building. Pull an underwater switch. In the
green building is an opening near the bottom. In there is a Horseman’s Gem.
Swim around (to the right) the green building to the other opening and get some
air.
Swim to the room over the white square and use the Gem.
This opens a door at the bottom next to the green building. Swim there and find
an underwater switch. Careful, because if you go to far there is a current.
The switch opens a trapdoor. Go to the west wall by the green building. Up
there is a golden switch. This opens the metal door in the higher opening in
the green building. When you enter the room you see 4 pedestals. One pedestal
has a Trident and the other three have goodies. Take the 2. Trident. Around the
other pedestals are fires now.
When you have the 2.Trident, swim again to the white building with the
staircase. Now walk on and watch out for Knife Trap and Spiky Boulder.
When you have passed there, you come to a staircase with Fire Emitters.
On top of the stairs is a pole. Climb up and watch out for the rotating Knifes.
Up there you find 2 Switches, a Secret and a Torch. One switch will stop the
fire at the switch near the door.
Throw the torch down. Go first to the golden door and jump up into the niche
and pull the switch (if you don’t do it now there will be fire there and you
can’t open the door). Go and pass the Fire Emitters and find a burning torch.
Light the torch there and light 2 burners with it.
Go through the golden door. Collect things and use the 2 Tridents.
Water starts flowing. Drop into the water and pull an underwater switch.
This opens a trapdoor in the floor. Swim down. When you enter a wider area keep
to the right where you can climb out of the water where there are white columns
and 2 closed gates. Kill 2 sharks before commencing.
Swim towards the structure with receptacle for a Gem. At the back is an
opening. Swim in and watch out for popping up spikes.
When you can climb out kill 2 bats.
Go up the stairs on the left and pull 2 switches. They will free a block in the
next room.
Go to the crawlspace and inside it climb up and pull a switch.
Climb up the block and collect a Horseman’s Gem. When you drop back onto the
block 2 Ahmets appear. Kill them. In one room is switch and shotgun ammo and in
the other room is a small medi-pack.
Leave this room. Climb up to the golden switch and use it. Drop into the water
and swim to the place with the receptacle. Climb out and insert the Horseman’s
Gem. This will stop the fire on blocks. Swim back to the golden door. Inside go
up the stairs on the left and through the open door. This will lead to blocks,
2 bridges and a rope.
When you reach the bridges go right to the end and pick up the Shotgun and a
Secret.
Then use the rope and swing over to the structure. Pick up the Golden Vraeus.
Dive into the water and swim over to the big doors by the white columns.
In this area is a block with 4 switches, which are guarded by fire. On
the right are a ladder and a closed golden door.
Go to the left and eliminate a metal soldier. Shooting a vase there releases 2
bats. Go up the stairs and pull a switch.
Go to the second opening on the left and you have to kill an Ahmet.
There is a switch, but it you need to raise a block underneath.
Go to the other side. There is a block with a switch in the middle. Pull it.
When you get over to the right side eliminate a metal soldier.
Walk up the stairs and jump to a high wall switch. Pick up some arrows. Use the
ladder to get out again. The switch had opened a door underneath the stairs.
Use a ladder to climb down. Jump to a wall switch. Go up the stairs. Eliminate a metal soldier. He leaves the 1.
Horseman’s Gem. Now go to the left. You have to climb up a pole and pass a
rotating knife. You will see a covered bridge and a golden switch. Pull the
switch. This will open the golden door near the entrance.
Climb the ladder. In the next room is a Horseman. Be careful in that room,
because there are spike pits.
You have to kill the Horseman and he will leave the 2. Horseman’s Gem.
Don’t forget to pull the switch.
The 4 Switches with Fire.
When you have pulled the switch in the room with the Horseman one fire will go
on and off. Pull this switch. Then look for the next and so on.
Go up the stairs on the right side till you are opposite the pole room. Enter
that side and use the windowsill to jump over to the building.
Walk up the stairs and pull the golden switch. Go back and down to the room
where the block is now raised. Pull the switch and this will turn off some
fire. Go back to the windowsill and then up the stairs. Jump over where the
fire had been, turn and pull high wall switch. Go through the golden door and
use a crawlspace.
One each side is a roof. Kill 4 bats. Insert the 2 Horseman’s Gem.
Go back into the room with the windowsill and the double door is open.
Go along. You have to kill an Ahmet. Use the middle trapdoor to leave the
level.
The level ends in the Hidden Garden with 1 (out of 4) Golden Vraeus in
the inventory.