LABYRINTH
A Tomb Raider Custom Level
by Robert LaChapelle
ve2ylr@aei.ca
Walkthrough written
by Drew Pizza
The game play is not strictly linear in that you may start a game in any
of the 9 parts and be able to transfer from one part to another. Once you
choose a part to start with, you must continue the game or save at certain
spots to load on from there. You cannot start the different parts from the new
game menu as this would disrupt the flow --- lose all your pickups and prior
tasks you may have completed in the previous parts. So stick with the save
games. Parts 1-7 have transfer tiles at the beginning that, if necessary, will
bring you to Part 4. From Part 4, you may conversely choose a tile to go to any
of the first 7 parts. Note however that you’ll encounter dead end at parts 5,
6, 7 because you’ll need certain pieces from parts 1, 2, 3 in order to
progress. After the tasks in Part 7, you may transfer to either 8 or 9. Completion
of either part will enable you to go back to Part 1, then Part 4, and then Part
7 for the game’s end.
Lara taking a dip after a hard day’s work
PART 1: Les Piscines
You start with Lara on a middle platform hovering over a pool of water. Two
tiles --- floor square with a different texture --- on this platform are
accessible now: one in front and the other to her right. Stepping on the right
tile will transfer her to the 4th part of this game. If she steps forward, a
cut scene is triggered and the cam pan to the areas below her. You may swim to
the area below to explore it. You?ll
see two jars flanking a wide opening exit, which you can?t
swim through because of a transparent shield. Your goals are:
to drain that room so you can shoot one of the jars that'll yield the star you
need in this part, and to turn off the burners beyond that opening exit. Now on
the platform, step on the tile fronting the opposite gate behind her. Then step
on the front tile on the platform (not the transfer tile). A manageable timed
gate opens directly ahead. Enter the new room. A tile inside will trigger a
long cam view and an obstructing grate will rise on the platform outside,
enabling her to reach yet another tile there. She?ll however be sealed inside this room.
TIMED SWIM. Climb the block with grate and jar on either side and a tile will trigger a more difficult timed
gate. Dive into the middle pool and you'll be at the lower area of underwater
columns. Locate in a corner a floor opening to the lowest area below where the
timed gate is. Swim through before it closes, out into the opening above, and
back to the first pool area where you started this level. Go back to the
platform and step on the now accessible new tile and the grate of the jar tile
will rise inside the room. Go back to that room. You may shoot the jar but there?s no pick up here. Step on
the new accessible tile and the two areas below --- columns room and timed gate
room, as well as the two jars exit --- will be drained.
There are two ways to manage the next TIMED sequence.
The first way takes longer but you'll have easier and shorter timed run and
swim. So go down the columns room below. In that area, you will see a marked
tile on the ground. Step on it and the area below (where the timed gate) will
be flooded as well as the jars and exit room. Climb the column of that tile to
go back to the room above. Step again on the tile that'll open the timed gate,
drop into the columns room below, dive into the corner floor opening, swim
through the gate before it closes, and pull out of the area below the platform.
Now this area is drained also. Step on the tiles there and a new grate opens on
the platform above. Climb a column to get back on the platform. Step on the new
tile and another grate opens behind her. Grab the monkey swing and drop onto a
tile at the top of another column below. Drop to the ground. These last two
drops (from the monkey swing and from the column) will damage Lara a little. You've
just drained the jars and exit room. Drop into the floor opening. Now you can
shoot the jars and get the star. But you'll get burned if you try to exit now. So
go to the opposite ladder. A tile at the foot will open the gate above. Climb
and roll at the top. In long cam view, you must climb down, sprint to that
middle tile (to turn off the burners), and climb back to the gate above before
it closes. The exit is now safe.
OR the other way is a shortcut but you need to be faster. Go through the same
timed sequence to go out --- step on a tile on the block to open the same gate
but this time you have to make a run for it. Don't flood the lowest area
anymore. Immediately run for the floor opening in the corner, which has
climbable walls on both sides. At the bottom most area where she sprints to
beat the gate above, and while in long cam view, step on that middle tile along
the way. That?ll open the
transparent shield and turn off the burners. Climb the ladder before the gate
closes. Roll at the top to step back and grab. Climb down and shoot those jars.
Pick up the Hand of Orion and safely exit. End of 1st part.
PART 2: Les 49 Chambres
You start with Lara in a vast empty area with a
tall opening in front and stairs behind her. A transfer tile is nearby Stepping
on it will transfer her to the 4th part. The stairs will bring you near a gate
on top. That’s your destination. Unfortunately, the route to that gate is a
long and puzzling one. So start by going inside the opening. Turn right and
find yourself inside a red room. This vast and confusing area is made of three
concentric squares. Each square has a specific floor path marking on which Lara
must do a lot of long running; its perimeter is all lined up with tall columns;
and its corners are colored rooms. Try to explore and go
around (but don’t get lost!) just to have an idea how this area looks like (7 x
7 = 49 rooms). The idea here is to bring down, that is flush to the
floor, all the tall columns of each square. Working from the outside square,
gradually progress to the center and find 4 gates (one of which will open) to
carry on to the next area. So begin by stepping on all those 5 tile symbols ---
4 on the floor and 1 on top of the column --- inside this red room, which is
the first corner of the biggest square. Then turn left and trace the specific
floor path to reach the three other corners. In each corner room, don’t fail to
step on the 5 symbols. Then work on the next inside square just like you did
the previous one. Do the same for the final small square. If you did everything
right, in the center area, one gate will open. Go inside the center room and
step on the tile. The room will be flooded. Pull out onto the ledge and step on
another such tile to further flood this room. Pull out on the ledge, and in
long cam view, jump out into the opening. As you walk along this hall, the room
changes color. Turn right into another hall but be careful of the immediate
opening on the floor --- acid burner below! Halfway thru the hall, on the
right, is an opening to a parallel hall. You may explore it but don't step on
that marking on the floor; it burns! Outside, you'll see through the
transparent floor a room with jars in the corners and a couple of lit torches. Drop
thru the hole and land on that marking at the top of the column. The column
goes down and the transparent floor above disappears. Shoot those jars and you
get half a Ba Cartouche. Climb the corners to go back
up to the first hallway. Follow where you made the detour and before going out
into another wide and sloping area, check out the room to your left. It's a
very dark hallway that'll lead to an area with transparent floor. There's no
hole to drop; you can have a top view of your destination here. You can also
see a star you may pick up later. Now back to the opening into a wide and
sloping area. Don’t slide down! Go down this area and look for the opposite
gate. That’s the one you saw at the top of the stairs where you started this
level. Stepping on the two tiles --- one in front of the gate and the other on
the side just below it --- will open another area. That white ninja has the
lowest AI level so it won’t attack. He’ll just pace around the transfer tile.
You may shoot him with your pistols (the only weapon you’ll have in this game)
if you are distracted. This familiar area is what you saw above thru the
transparent floor and the starting platform in Part 1. This time, as you
drained it before, the pool is gone and the area below is dry so be very careful
in jumping those tall columns to reach the platform; Lara will fall to instant
death here! Remember the front tile on the platform that opened the first timed
gate? Well, the gate to that room is now gone but the tile is still there. Stepping
on that will release a rope and turn off the lights. Swing to the other side.
Pick up the Hand of Sirius at the left end of the ledge. Search well because
it’s very dark in that spot. That’s the star you saw from the top view earlier.
Now go to the protruding ledge and, in long cam view again, carefully position
a running jump and drop into that hole below. End of 2nd
part.
PART 3: Les 25 Colonnes
You start with Lara dropping in a dark corner of
the room and losing some health. There’s a visible transfer tile to her right
that can bring her back to the 4th part. Behind her is a not too visible
complete Ba Cartouche. The puzzle in this room has
semblance to the previous one. Study the room carefully: there are 4 outer
columns and 4 inner columns surrounding a middle column, which has a half Ba Cartouche on top. All the columns in this room are
unreachable. Only those 8 columns have symbols on top. Now begin by stepping on
all the tiles that have similar symbol/marking as the transfer tile. There are
four such tiles in that room. Now, you can climb the first column that lowers
(it’s the one by the opening to this room!). Stepping on the fifth such symbol
on top of this first lowered column will yet lower another column (it’s the one
opposite the opening!). Then proceed to just step on 5 such symbols --- 4 on
the ground and 1 on top of the column. Each time, another column lowers. When
you’ve done all 8 columns, a pool opens around the middle column. Dive, get the
other half of the Ba Cartouche at the bottom, swim
out to another area, up a block, and drop down in a jars room. Shoot them to
find another complete Ba Cartouche. In one dark
corner, there’s an opening into a dark, high, wide area. Follow the stone
bridge. There’s another complete Ba Cartouche at one
end. There are three cartouche receptacles in this room. Put all 3 Ba Cartouches and you’ll be able to: light the room and
raise two obstructing grates at the opposite end. Now get that half Eyepiece.
Take a high swan dive into the pool below. By pulling out on two submerged
columns, Lara will be brought back to either the start of Part 3 or Part 4. Figure
out for yourself which will you bring you where. End of 3rd
part.
PART 4: Les Sauts
This is just a transitory part. Lara may choose any of the transfer tiles
in front. Part 1 is the leftmost while Part 7 is the rightmost tile, in that
order. There’s no task involved here.
PART 5: La Cachette
You start with Lara facing a closed gate. Turn
around to see Bob’s picture _. You may want to explore the area below. The tile
over the opening is the transfer tile to Part 4. Below you’ll see the next Hand
of Orion inside another closed gate. You won’t get that star from this side but
from within. So climb back and put the Hand of Sirius, which you got from the
2nd part, on that receptacle. Slide through that now open gate. There is a low
floor in the middle. Step on a corner square to reveal a tile. Step on that new
tile to reveal yet another tile. Just keep doing this ‘till a floor opening is
revealed. Jump into it and get that hand. Step on the left tile and climb back
(don’t bother with that second gate you saw awhile ago; it’ll not open). The
transfer tile you pull up on will bring you to the 6th part.
PART 6:
Again, a transfer tile to Part 4 is
nearby. Straight ahead and shoot those jars on the side. Put both Hands of
Orion, shoot that middle jar and you can now get the other half of the
Eyepiece. Step on that raised tile at the end of the corridor for a transport
to the 7th part.
PART 7: Les Miroirs
Need I say that the tile on Lara’s right is a transfer tile to Part 4? There’s
an adjacent room behind Lara. Go there and look into the mirror. Pick up the
invisible Hand of Orion. All the jars in this and the other room will not yield
anything. Place the hand on that receptacle to remove the transparent shield to
the next deadly room --- the floors will burn Lara! The idea is to step IN A
PATTERN on those tiles (except the transfer tile!) in the safe room. The
corresponding tiles will light up in the other deadly room. If you do the steps
right --- think Knight’s L moves in chess --- the lit tiles in the deadly room
will stay on for Lara to cross to the opposite end. Combine the eyepiece and
use it on that portal. Beyond are two gates with receptacles, which need two more
hands. Use those tiles in the corners --- left tile to the 8th and right tile
to the 9th part.
PART 8: Les Bonds
On long cam view and looking at the mirror, get the
complete Ba Cartouche. If you hang by that
rectangular opening on the floor, the camera changes to normal view and you’ll
see that there’s a deep area below. There’s also a ladder to go down to that
area with half an eyepiece at the ground. Be warned though that you cannot
reach that tall block to get back on the ladder from the ground! You’ll be
trapped below. The idea is to flood this area first. So climb back to the
original starting room in long cam view. Jump on those marked tiles. If you
accidentally step on the floor other than those marked squares, the puzzle is
reset and you have to start from the very first tile again. Once you’ve jumped
all the tiles, there will now be a safe block to jump on and a safe ground
passage to another room beyond the mirror (floor is safe if it’s white and
fiery if it’s red). Don’t bother with the cartouche receptacle that has a fire
square in front; you cannot disable that red fire floor. You only need to place
the cartouche in the opposite safe receptacle. That’ll flood the area below. Go
back there and swim for the half Eyepiece at the bottom. Pull up on a new
halfway room. Shoot those jars to get the other half of the Eyepiece. Stepping
on that tile in the corner will release a rope. Swing to the climbable wall.
Climb back to the starting area. Place the combined eyepiece on that portal
door. Contrary to the image you see on the mirror, that portal door is now
open. So walk inside and you see the Hand of Orion resting at Lara’s feet. If
you look down from this door, you see a very deep plunge ahead of you. Line up
a running jump from this door to target a tile on the ground below. Close your
eyes and just do it! _
Lara will be brought to Part 1. Step on the transfer tile to Part 4. Step on
the transfer tile to Part 7. Go to the portal opening in the opposite end and
step on the right tile to the 9th part.
PART 9: L’espagnole
If you know how to play chess, use the variation of
the Ruy Lopez opening to manage this level. Lara
doesn’t have pieces to move. She’s the piece you have to move around the
chessboard! By walking the legal move to the intended square, you will progress
from one room to the next.
You may still manage this level even if you don’t know chess. Just remember the
standard notation of the chessboard: the squares from left to right are
designated as a to h while the squares from bottom to top
are numbered 1 to 8. So you know where to go with an e2-e4 move. That’s the
first move! If you do it right, at least for the first 6 moves in long cam
overhead view, Lara will fall into the correct square and slide back to the
starting square. On the seventh move and on (in normal view from hereon), the
room will change color (red, dark, dim, blue, green, etc.). This signals a
correct move. Then Lara may be able to step on any square (without burning) in
that room. The next room will open for your next move, and so on till the end
to pick up the Hand of Sirius in one corner. That said, let’s play!
Here are Lara’s (your) moves:
1. e2-e4
2. g1-f3 (do this in L move)
3. f1-b5 (do this diagonally jumping over those dark
fire squares)
4. b5-a4
5. e1-h1 (again jump over those dark squares)
6. f1-e1
(
7. a4-b3 (room becomes red. Get the half Ba Cartouche in one corner without crossing the next open
room)
8. c2-c3 (room becomes pitch dark)
9. h2-h3 (room becomes dim)
10. b3-c2 (room becomes dim)
11. d2-d4 (room becomes blue. Cross the room to the
right)
12. b1-d2 (do this in L move. Room becomes green)
(From hereon you’ll be making your moves from the opponent’s side of the board)
13. Jump on the d4 block of your opponent
14. Jump on the d5 square
15. Stand on the opponent’s block at b4 then jump on b1 square
16. Stand on the opponent’s block at a5 then jump on a3 square
Now go and search for that hand in the final area. Take
the stairs on the right. Don’t slide back to the red room or you’ll have to
play the game again! From the top of the stairs, jump to the left and climb the
wall out to the first chessboard room. Find the transfer tile at g8 (aha! Now
you know chess _
Lara will be brought to Part 1. Step on the transfer tile to Part 4. Step on
the transfer tile to Part 7. Go to the portal opening in the opposite end
and place those two hands --- Orion and Sirius --- on the receptacles. The two
gates open and enter a new room with tile symbols on the floor. Read the
markings on long cam view. Step on some tiles to flood the area and let Lara
swim for a while. Relax. The markings
read END. Congratulations!