YNYS WITRIN – Episode 1
Level by Monika Kunze (Miss Kroft)
Walkthrough by Phil Lambeth, to supplement the outline provided years
ago by Monika Pietsch (and which follows this
walkthrough).
Geographical information (from an
online resource): Glastonbury, a small
town in Somerset [a county in SW England], is surrounded by a grouping of
hills. The tallest of these hills is known as the Tor, which happens to have an
old stone tower on the very top which was once a church dedicated to the archangel
Michael. Close to the Tor is Chalice Hill. Wearyall
Hill is a long, narrow ridge that points towards Bristol Channel. Finally,
there's Windmill Hill which faces the cathedral city of Wells and just below
are the ruins of the medieval abbey. Before the land was drained for farmland
in later Christian times, the hills around Glastonbury appeared as islands from
the West. Today's river Brue was once the deepest channel in the shallow swamps
and allowed boats to pass. The ancient name for the Tor was Ynys Witrin, which means
"the Island of Glass." But this "island" is more widely
known from Celtic lore as Avalon, the Apple-place and the isle of enchantment.
After two flybys (the first of which introduces the level and its
builder, the second of which takes you through a castle area), run W toward a
stone building surrounded by a lava moat and towering ramparts. (There is Revolver Ammo on the highest hill in the beginning area.) Use the outcropping to jump
over to a block against the castle wall and pick up the flares.
Jump back to the bank and follow the uneven terrain to find a wall
switch near the SE corner. Pull it down,
reverse roll and run across to the N wall near the lava's edge. Locate the crawl space and go inside. Follow until you can see two flame tiles
ahead. Fortunately, the flames go out as
you approach them and remain extinguished as you pass them. Emerge inside the stone building.
Go W to find stairs leading up and stairs leading down. Go up the stairs and find a closed gate
requiring an artifact you don't yet have.
Loop around to the right and use the block steps to pull up to a second
story. Go halfway across the nearer
stone bridge to alert a jackal, then do the same thing by going halfway across the other
bridge at the S end of the room. You can
use the gap in the S wall to shimmy from the SE corner all the way across the
room and drop down past the flame burner, but there's a closed gate at the end
of the passage. Therefore, leave this
area, go back down the stairs and continue S down the other set of stairs until
you reach a lake.
Jump into the water and swim down E under the arch into an area with
man-made pillars and a closed gate at the end.
Pick up the large medipack
beneath the gate and return to the lake.
Swim around to your left and locate a rock formation where you can pull
out. Climb up into the opening and hop
down inside. Follow the dark passage E,
vault up into the adjacent opening to your right and take a running jump SE to
an outdoor ledge. Activate the jump
switch there (it opens the closed underwater gate, but you won't go back there
until much later) and take a running jump NW to the former ledge. Hop down into the dark passage, turn right
and save your game. Slide down the
center of the slope and jump off near the bottom to grab the pole. If you miss, you'll be skewered by
spikes.
Slide down to the floor and walk NW around the corner and through the
spike field, losing some health in the process, and pull the chain to open the
E gate. Walk there, through two spike
fields this time, and pick up the REVOLVER
in the alcove. Walk once more through
the spikes to the pole, climb up facing N and back flip into a ramped passage. No boulder trap here, so run to the top and
pull up to your right into another ramped passage leading down to the
lake. This passage is boulder trapped,
but you have plenty of time to run forward and jump off to your right into the
water as soon as you feel the vibrations of the activated boulder. At some point during the process, you'll have
alerted a pair of bats, so dispose of
them whenever they should appear.
Swim W, then N, and pull out of the water to your left. Follow the path to an apparent dead end and
pull up to your left. Step forward and
pull up still higher, onto a high and narrow ledge overlooking the stone
building and the lake. Face in the other
direction and take a running jump W over the gap. After the long flyby through the next area,
pick up the small medipack
at your feet and drop down into the high valley the overlooks the
castle complex. Take a running jump SW
to the broken bridge and safety drop to the ground. Locate the slightly raised square structure W
and jump into the central water hole.
Swim down the long shaft and along the passage until you come to a
ceiling open just around the first corner.
Pull out here and don't shoot the vases yet. Use the S reach-in switch to open a gate in
the castle complex. Go back now and
shoot the vases, pick up the flares and
the LASER SIGHT, and avoid the flaming
sections as you jump back into the water and continue S along the passage.
Swim up the long shaft at the end and pull out into a room with an empty
vase and two bats. Go up the stairs and pull up into the ceiling
opening at the NW corner. The vases here
are also empty. Shoot the jackal coming down the SE stairway and go where it
came from. In the hallway above you're
greeted by another jackal, and as you
approach the E opening three more jackals
come at you. After they're all
dispatched, step forward into a room with a deep central pit. Go to the NE end and jump to one of the
blocks against the E wall. Climb down
the blocks to the floor of the pit, noting that you can get back up the same
way (starting at the SE corner). Pick up
the flares underneath the W crawl space,
then pull up into the crawl space and follow to a wood-framed passage. The way E is blocked by flame burners, and if
you walk in that direction you'll activate a spike ball. Therefore, be prepared to get into the S
floor crawl space very quickly before the spike ball reaches you.
As soon as you can stand up, don't try to jump over the pit in front of
you. Instead, jump up to grab the monkey
bars, and monkey swing forward as you trigger two separate boulder traps. Drop down at the end, step forward and pull
up into a crawl space. Lower Lara down into
a beautiful adjacent room for the only SECRET
in this level (according to the builder's readme). However, you've got quite a bit of work to
do before you can reap all the benefits of finding your way here.
Jump into the water and swim into the opening in the W wall. Turn left and pull out through the ceiling
hole in the SW corner. Go between the
two pillars in the S wall and pull up onto the one to your left. Take a rolling back flip to land on the other
slope facing backwards. Slide down and
grab the edge. Make sure you're at the
center of the slope, then pull up and take a rolling back flip to activate the
jump switch in the N wall. As you drop
down, a protective grate comes between you and the deadly lava. Jump back into the water and note that spike
traps have been activated near the opening in the N wall. Swim carefully past them into the next room. Pull down the ceiling switch and swim past
the spikes and left into the main pool.
A block has risen in the pool, so climb out onto it and use the ladder
to access the upper floor. Run around
this area while shooting six jackals and
five bats (at least, that's how many I
counted), then shoot the vases for revolver ammo
(W wall), the SHOTGUN (NE corner), shotgun ammo and large
medipack (SE corner).
Jump back into the pool, pull out E and hop onto the sloped ledge at the
SE corner. Jump to the crawl space and
pull inside. Return to the adjacent
passage. The monkey bars are too high to
reach from here, so take standing jumps over the lava traps. Go through the crawl space at the end to find
yourself back in the wood-framed passage.
Take standing jumps over the flame burners (standing
at least a step back from each burner) to find a small
medipack at the top of the spike ball
slope. Go back over the burners
and enter the N crawl space to your right.
Drop back down into the moss-covered pit, reverse roll and run to the NE
corner. Use the blocks to climb to the
base of a ladder in the E wall. Climb up
the ladder, shift right and drop down onto the ledge. Run around to the other end and take a
running jump W to the next ledge. Turn
to your left and activate the low jump switch to drop a rope near the ladder.
Go back the other way and take a standing jump to grab the rope. Swing forward and jump off to land on the N
ledge in front of the grated archway.
Take a running jump W and grab the lower pillar, pull up and enter the
open archway to your right. Jump to the
roof of the square central structure (here Lara can run jump to another adjacent roof for Shotgun Ammo. Of course,
this will cause another retracing back to the rope again. Also, a new warthog
appears down on the ground.) Hop forward into the
water. Pull out onto the E ledge and
pull down the wall switch to drain the area.
A cut scene shows you where the water has gone. Climb down the ladder, jump into the water
outside and enter the opening in the E wall.
Pick up the GUARDIAN KEY and swim
back out.
Pull out onto the mossy bank and enter the nearby building to the
N. Shoot the wart
hog along the way if you see it roaming about. Inside the building, locate the ladder in the
W wall and take an angled jump over the burner tile to grab it. Climb the ladder and back flip near the top
onto a crate. Monkey
swing across the room and release to activate the jump switch in the N wall. This is tricky for some reason, as Lara wants
to veer to the right when you reach the wall.
Therefore, turn slightly to the left just before you get there, and
align as necessary before releasing.
Shoot the bat while waiting for
the brief earthquake to subside.
Exit this building and go across the courtyard to the NW opening. The gate inside is now open, so drop down
into the opening and crawl inside the floor passage. When you're able to stand up, jump W from
ledge to ledge, and before jumping to the ladder combine your laser sight with
the revolver and ready it for action.
Take a running or standing jump and grab the ladder, climb up and when
Lara's feet reach the top edge of the dark wall pattern, take a rolling back
flip and grab the spike-trapped ledge.
Pull up, draw the revolver and shoot the brass ball in the distance
before the cascading spikes reach you.
The whole row of spikes is now disabled, so run forward and take the CROWBAR from the plinth. Go back and use the ladder to climb all the
way down to the rocky floor.
Take standing jumps E over the lava pits and watch out for dart traps in
the side passages. Turn left at the end
and pry the GOLDEN STAR off the
wall. Go back to the ladder, climb up
until Lara's hands are even with the bottom edge of the dark wall pattern, and
back flip to the ledge. Turn around and
jump the ledges back to the E crawl space.
Crawl through and pull out to your right. Return to the courtyard and go up the ramp in
the SW corner. When you reach the
highest point next to the S wall, turn to your left and pull up onto the bridge
fragment. Make your way across N,
jumping (and grabbing) as necessary, and jump NE near the end to the
moss-covered valley. Make your way back
to the lake surrounding the stone building and jump into the water.
Swim down and through the E archway where you saw the man-made pillars
earlier. Swim through the open gateway
in the far E wall and note more pillars.
Avoid the side alcoves, as two of them are spike-trapped (and none of
them contain anything of interest anyway), and swim down through the narrow
opening in the NE corner. Follow the
passage to a wood-lined shaft and swim up.
Pull out E and cross over to the S side of the next area by triggering
four spike balls on four separate ramps.
They're slow and ponderous, however, so you'll have no difficulty doing
this. After triggering the fourth one,
take a standing jump S over the lava trench, holding down the action key so you
won't bump your head in the opening, and avoid the slicer dicer and lava pits
as you step into the next room.
Go straight across to the S wall, turn to your right and jump up to grab
the high W ledge. Pull up and note the
closed gate in the wall high up and ahead.
Turn left and use the ladder to climb still higher. Shift left and drop
down onto the ledge. Climb the E block
and jump to the next higher block. Push
the floor lever to open that gate in the W wall behind you (and expose a brass
ball), turn around and make your way back.
Before climbing back down the ladder, shoot the brass ball. When you reach the floor, go across the room
to find that a gate in the NE corner is now open. Go inside and jump into the water. Locate the ceiling switch in the SW alcove
and pull it down to open the S gate.
Pull up into the passage and follow to a crawl space. Crawl forward and pause to pick up the shotgun ammo, the revolver
ammo and the large medipack.
There's nothing else to do here, so get back into the water, pull out W
and go to the entrance where you hopped in over the lava trench. The wall overhead has a climbing surface, so
jump until Lara grabs it, then climb up to the high ledge. You now have to play chicken with a spike
ball, so take a running jump SE to the ledge jutting out of the wall. This will trigger the spike ball, so hop back
and grab the edge while the spike ball rolls harmlessly by you. Pull up and take a running jump SW to a ledge
floating in mid-air. You now need to
jump into the W passage, but it's easy to miss and slide down. To give yourself a little extra running room,
hang from the W end of the floating ledge, pull up, reverse roll, wait for the
slicer dicer to go by, then take a running jump (without grab) into the
passage, keeping the up arrow key depressed.
You should make it on the first try.
Push the floor lever, reverse roll and slide down the ramp after the
slicer dicer has gone by. There's now an
opening in the floor in the center of the room, between the two slicer dicer
tracks, so hop down and locate the second GOLDEN
STAR. NOTE: Due to a possible bug, do not save your game
while you're down here. Otherwise, you
may not be able to get back out.
Pull out W when you can safely do so, using only the action and up arrow
keys, and exit this room N. Hop over the
lava trench and get back to the NW water hole. Jump in and swim all the way back to the
lake. Loop around to the right, surface
and pull out E into the wide stairway.
Go up the stairs and shoot the jackal
that lopes down to meet you. Continue up
the N stairs and insert the Guardian Key in the receptacle to open the gate
above you.
Hop back once, then hop forward into the open
gateway. Avoid the lava squares while
jumping across to the N wall for some flares. Enter the E and W passages and insert a
Golden Star in each one. Use one of
the squares on either side of the W passage inside of trying to jump straight
inside, due to the low ceiling. When
you insert the second Golden Star, a flyby shows that the nearby gate I pointed
out much earlier is now open. Make your
way carefully to the S exit, hop down and climb the blocks ahead to the second
story. Cross one of the stone bridges
and go to the SE corner. Jump up to grab
the crack in the S wall and shimmy right as far as you can go. Release to drop down onto a
corner of the burner tile. Side
flip right to safety, then turn right and run through the open gateway. Turn right and slide down the long slope to
end the level.
And now, here is the outline contributed by Monika Pietsch:
Ynys Witrin
Monika Kunze / Miss Kroft
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
The level starts with an introduction with
camera flyer and music.
Lara is in a lilac garden with a lake of lava. Jump over to one block and pick
up the flares. Find the switch on the south side. Then make your way to the
north side and go through a crawlspace. The two fires will stop when crawling
along. Lara comes to the entrance of a building.
The stairs to the right lead to a closed metal door and a keyhole for a
Guardian Key.
The stairs to the left lead to a lake. There is an
underwater room with columns and a large medic-pack. The metal door is closed.
Swim out again and round the corner. Climb out. Watch out for 2 bats. Jump over
to the ledge on the right side and pull the wall switch.
Jump back and slide down the slope and jump grab the pole. Go down to the
bottom and on one side passed the spikes is a rope to pull and on the other
side behind the spikes is the Revolver. (You have to walk through the spikes loosing some health). Use the pole and climb up and back
flip in to the opening.
In the next passage you better run and jump at the end into the water, because
a spiky boulder comes rolling down.
Swim to the now left side of the lake. Get out of the water and climb up. Pick
up a small pack-pack.
You come to a yard with a waterhole, closed doors, a crawlspace you can’t get
into and so on.
Go down the waterhole and swim not far and there is an opening. Get out and you
are in a red room. The niche switch opens a door and a swine comes out. There
are 5 vases. When you shoot them, 2 will light up a fire on the floor and with
the others you get the Lasersight and flares.
Go into the water again and swim on. You come to a room with a chair. The vases
contain nothing. 2 bats fly in. Use the stairs and you come to a green room.
Kill a dog.
In the next room (through the windows you can look into the yard) comes 1 dog
and near the door 3 dogs at once.
Now you are in a place where you can look down into a green yard.
The vases are empty. Jump to a brown block. Make you way down into the pit. Go
into the opening. You will find a Secret, the Shotgun and goodies there. You
meet dogs and bats. Getting the secret is not an easy task. When
you leave again go back on the brown block. Use the climbable wall to
reach the higher ledge. Use a wall switch and a rope appears. Use it to swing
over and leave through a window. Jump over to a square building and jump into
the water.
Pull a switch and the water will go away. A door opens to let Lara out. The
water has gone and filled the place where a crawling space is. Swim in and get
the Guardian Key. When you leave the water kill the swine.
Go into the building it came from. Jump to grab the ladder over the fire.
Climb up, back flip and use the monkey bar to swing to the high up wall switch.
You hear a rumble. The metal gate on the north side is open now.
Go in and crawl and then make your way to the ladder. Combine the revolver with
the Lasersight. Climb up and twist jump, pull the
revolver and shoot the yellow ball to stop the spikes (is a bit tricky). You
find the Crowbar at the end of the passage.
Make your way down to the bottom and jump over the lava. There are also poison
traps.
Round the corner there is a Golden Star.
When you are in the yard again use the broken bridge to leave this area.
Now go to the underwater room with columns. The metal door you have opened
quite a while ago with a wall switch. Swim through. When you get out of the
water you have to avoid 5 spiky boulders in a row and a gap with lava.
You enter a room with lava pits and a rotating “slicer dicer”.
Cross the room climb up using a ladder. Up there is a switch. Push it and a
metal door will open. Use revolver and Lasersight to
shoot the ball. This opens a door down below. Go there. In the water is a ceiling
switch. Pull it and climb into the opened door.
Pick up some shotgun shells, wideshot shells and a
large pack-pack.
Then try and grab the climbable wall over the entrance (take one step backwards
and jump up till Lara grabs the wall) and get up. Jump over to the ledge with a
spiky boulder. Drop grab on the side and let the boulder run by. You can also
try and outrun and jump the boulder.
Jump over to the floating ledge and from there with a long running jump into
the niche.
Push the switch, slide down into a hole where the lava just disappeared and get
the 2. Golden Star.
Leave this area via the water room with the columns and go up the stairs.
Eliminate a dog. Now you can use the Guardian Key. You enter a room with lava.
This is the place to use the 2 Golden Stars. Pick up some flares too.
Climb up the blocks to get into a room with 2 bridges. Cross the first one,
kill a dog.
When you step onto the second bridge a fire will light up and prevent you from
going on, so don’t do it.
Look for a crevice in the wall and transverse to the right. Drop on the other
side and when you slide down the level is finished.
Addendum by Lindén:
I just want to inform a bug in the place where the walkie
says:
Push the switch, slide
down into a hole where the lava just disappeared and get
the 2. Golden Star.
DO NOT SAVE, when you are in that hole picking up the
2nd star, I just did that and couldn't get out of the hole, because the lava
texture was back and Lara just didn't go through it.