The Princess and the Nasty Dragon
Level by masha
Walkthrough by Phil Lambeth, using notes provided by Tom.
After the opening flyby through a sun-drenched courtyard, loop around to
the right and enter the NW opening. Go
up the stairs, and turn left at the landing.
Continue up more stairs, passing a window on your left, and when you
emerge on the upper walkway shoot the archer
W. Turn around and jump E over the short
fence and continue around the walkway until you encounter a second archer.
After dealing with him, continue clockwise around the walkway and light
a flare near the W end and locate the moveable block to your right. Push the block forward and it will drop off
into the water far below.
Go back downstairs to the courtyard.
Don't jump into the water and swim to the block, because the less
attractive fish in there are deadly piranha. Instead, go to the SW opening in the fence
and note the text message that flashes on your screen. Take a running jump W to the swingpole and
jump off to land on the block. Activate
the jump switch in the wall to lower part of the drawbridge behind you. To get back, save your game, jump to the
swingpole and use the left arrow key to bring Lara to the end of the pole (so
she won't bump her head on the wood supports jutting out from the wall). Swing around several times and jump off to land
safely on the other side. This may take
several tries, so be patient.
Get onto the drawbridge and pull down the wall switch on your left to
open a gate elsewhere. Return to the NW
opening and go up to the first landing.
The opened gateway is to your right, so enter and pull down the wall
switch beyond the curtains in the first alcove to your right. A trap door is lowered next to the second
alcove, so move the block between the two alcoves beneath the opening in the
ceiling and climb up to an upper room.
Go into the next room N and pull down the wall switch in the open NW
alcove to lower the other half of the drawbridge.
Stand in front of that large pegged wheel, facing S, and pull the wheel
about a half dozen times. Turn to your
right and run into the open alcove, aiming for the wall so that you land on the
slope below and bounce off to hit the ground without losing any health. Take running jumps SW to the drawbridge, then
sprint across to the other end and hit the roll (or end) key when you reach the
lowering door so that you wind up on the other side. Once inside, open the
other half of the door (if you so
desire) by pressing the nearby shield on the wall. Go N into a small anteroom
and take the MYSTIC BOOK from the
plinth. It gives you a message with a
promise of great reward. In the S
anteroom is a closed gate requiring a key, so head W into another courtyard
where you'll encounter a mounted knight. The first time I played, the knight was
stuck in place near the SW corner and refused to come out to fight, and if that
should happen to you there's little to do other than reload and try again. When the knight dies, he drops the TOWER KEY.
Go where the knight was originally positioned (there's a companion horse
nearby) and shoot the small crate that's blocking the way to the sand box in
the SW corner. Pull back the sand box,
jump over it and push it E. Move it past
the barrels onto the checkered floor, then push it W six times into the next
room so that it comes to rest on a raising tile. Go up the N stairs and push the floor lever
you'll find on the upper ledge. Save your game at this point in case you
encounter a reported bug in the task that now follows. Go around to the raised sand box and push it
S over the edge and down to the room below.
Some players have reported that Lara refuses to push the box,
requiring either a reload from a previous save or use of someone else's
savegame. I did not experience this
problem. When the box falls, Lara
goes down with it and the block lowers automatically. Pull and push the box into the space between
the other boxes against the S wall. A
door opens elsewhere.
Exit this room, loop around the left into the W corridor and locate the
opened door immediately to your right.
However, go on past it into the next courtyard. Shoot the vulture
and push the button to open the S door.
Enter a palatial hallway and go across to the harp SW. Pull out the nearby block and move it away
from the passage it was blocking. Note
the keyhole there and move the block to the ledge over the entrance and use it
to get some flares. Shoot the two suits of armor on either side
of the W stairs, and you'll hear the sound of a door opening up in the N
wall. You can jump there from the
stairs. Enter the den and locate a small medipack
near the window. Go toward the painting
and turn right into a music room. Stand
in front of the cabinet in the NE corner of this room and take the MECHANICAL SCARAB KEY. Again, some players reported that Lara
refused to reach for this key, something that I did not experience.
Go back the way you came and stand in front of the blazing fire in the
previous room. Side flip over the
flames, standing away from the center, and pull down the disguised switch in
the W wall. Go around to the NE alcove
and pull out the suit of armor. Move it
S into the next room, then push it E into the den. Station it near the fire so that it
corresponds with the position of its companion across the way. The fire then goes out, so step into the
coals and pick up the SWORD.
Exit S and jump over to the stairs.
Insert the sword in its rightful place in the shield to the right of the
closed W doors. As the double doors
open, you're given a warning not to use any weapons in the next room. Enter the dining room with mirrors along the
S wall. As you stand in front of the
second mirror alcove, you can see a reflected torch on the floor near the far
wall. Go there and pick up the TORCH, then light it in the W fireplace. Go back out and locate a total of four
candles to light in the rooms you've already visited. One is near the cabinet where you found the
Mechanical Scarab Key, two are in the next room beyond that one in the SE and
SW corners, and the last one is in that back room through which you pushed the
suit of armor. After lighting each one
you'll get a cut scene of an outer courtyard, and when the fourth one is lit
you see a block rising in that same courtyard.
Bring your torch with you and go back to the dining room with the wall
mirrors. Drop the torch near the
fireplace and locate the misplaced suit of armor that's admiring itself in the
mirror near the fire. Move it across the
room so that it's in the alcove directly opposite and facing its companion. A wall switch magically appears near the
fire. Go pull it down to raise a block
behind you. Get on the block facing
E. You'll have to take the next part on
faith. Take a running jump E and grab an
invisible swingpole. Swing around three
times and jump off to grab another invisible swingpole. Again swing around three times and jump off
to grab an invisible ledge. Pull up,
turn left, take a running jump toward the Maltese cross and land on another
invisible ledge. Turn left and take a
running jump and grab W to an invisible ledge.
Pull up, sidestep left and use two invisible swingpoles W in the same
manner as you did earlier. When you
reach the second one, use the right arrow key to line up with the jump switch
in the wall so that you can activate it when you jump off. This second jump is tricky and will likely
take you a few tries. It appears to be
necessary to release just as you begin swinging upward.
The fire has gone out, so step inside the fireplace and push the block
on the right three times to reveal a passage.
Turn left and take the BAR from
the plinth in the next room. In the opposite
room N is a private dining room.
Retrieve your torch and light the four wall torches and the N
fireplace. A door opens overhead. There's a moveable block in the SE corner, so
move it out and use it to reach the overhead rafters. Jump the rafters N until you reach the opened
gate with the suit of armor. Pull it
from the alcove and push it down N to the floor below. Don't worry, it won't break. Move it into the middle W alcove and another
gate opens above. Jump back up to the
rafters, make your way to the opened gate E and pick up the MECHANICAL
SCARAB. Drop back down and push the
block away from the exit. Take your
torch with you and exit this building.
When you reach the courtyard outside, note the receptacle in the NW
alcove. Go out SE and follow to the main
courtyard with the rearing horse statue.
Go across to the N doorway and enter a smaller courtyard. Loop around to the right and locate the
raised block. Drop the torch for a
moment, climb up onto the block and from there onto the upper ledge. Take a couple of steps forward and pick up
the crossbow arrows for SECRET #1.
Get back down, retrieve your torch and continue N into the next
courtyard. Get past the ramp and the
obstructing crates, and toss your torch into the opening in the N wall
(standing one step back from the wall).
Turn left and use the NW crawl space to access the small powder
room. Pick up your torch and use it to
fire the cannon, which obliterates those crates. You're not quite through with the torch, so
hop back and toss it S through the opening.
Get out via the crawl space and go up the W ramp. Push the boulder down the ramp and get a cut
scene of a platform rising for a few seconds in the chapel. The E gate is now open, so go up that ramp
and push down the second boulder.
Another cut scene shows both a platform and a block rising in the
chapel. Go down and retrieve your
torch. Head back S to the rearing horses
courtyard, go across and enter the SW alley and take the first right into the
chapel.
Drop your torch and get up onto the raised block as ethereal music
plays. Line yourself up with the rope
hanging from the ceiling and save your game.
Take a standing jump to the nearer platform about a second after it
rises, then from there take a running jump to the swingpole. Swing around twice and jump off as the second
platform is rising. Take an immediate
standing jump forward to grab the rope.
Turn slightly to your left and swing toward the plinth high up in the N
wall. Jump off and grab the BLUE CRYSTAL.
Jump into the E alcove for a small medipack
and safety drop to the floor. Say your
prayers, pick up the torch and exit the chapel.
Turn right and follow the alley until you reach a familiar courtyard. Insert the Blue Crystal in the NW receptacle
to open the N door and release two dogs.
Enter the dark and forbidding building with your torch in hand and go to
the back room N. Light three candles
(one to your left at the entrance and two across the room, not sure if this is
necessary but do it anyway), then toss your torch onto the wooden floor and
wait for the flames to break through.
Drop down into the sprawling basement and shoot the nearby small crate
to open the E gate. Enter and pull the
lighter-colored bag of sand from the E wall.
Jump over it and pick up the SKULL KEY. Exit this room, turn right, then turn right
again to enter the E room. Pull down the
timed wall switch and watch the cut scene of a gate opening. This gate is outside and to the right of the
block in the hallway. Wait for the
switch to reset itself, then pull it down again, turn left and sprint to the
exit, turn left again and turn right just beyond the block, then sprint into
the open gateway W. In this room is
another wall switch, and it's timed as well.
The gate it opens is in the room straight across E with the bag of sand
you moved earlier. Turn right once
inside that room and dash into the closed gateway.
Move the suit of armor onto the marked tile to open the W gate. Activate the jumpswitch in the wall above the
suit of armor to open the far W gate in the W room. Go the far W room and locate another timed
wall switch. Pull it down and sprint N
to the bag of sand and turn left. Go
past the block in the connecting hall into the W room and turn right to squeeze
into the timed gateway. Use the Skull
Key in the keyhole next to the barrel.
The far N gate opens, so enter the gold-tinted room, go up the steps to
your right and take the CRYSTAL from the
left plinth (the one on the right is spike trapped). Go into the E room and shoot the container to
your left to reveal the SILVER KEY.
Now it's time to use that truncated block in the central hallway. Go there, hang from the edge facing W and tap
the jump key to jump up and grab the edge of the burned hole you created
earlier. Pull up and exit S. Continue through the S door on the right once
in the courtyard and go to that keyhole you noted earlier when you pulled out
the block connecting the two S anterooms.
Insert the Silver Key there to lower a block behind you. Enter the dark room and take a TORCH. Go
up the N stairs and light the torch by using the fireplace in the private
dining room.
Exit this building, loop around to the right in the courtyard and return
to the main courtyard with the rearing horse statue. Stand in front of the nearby receptacle
facing N, combine the Bar and the Crystal to form the SCEPTER, and insert it in the receptacle. The statue to your left slowly slides aside
and the ground underneath lowers. Climb
down and descend the stairs toward the W room where a giant spider drops down and attacks you. Continue into the W anteroom and kill two baby spiders.
Shoot the two suits of armor against the N and S walls to draw out two
more baby spiders. The SHOTGUN
appears between the blue and red tiles for SECRET
#2. If you step on the blue
tile you get a notice that pushing the button in that alcove allows you to
tackle the easy (not timed) version of an upcoming task. Pushing the button in the alcove beyond the
red tile gives you the option of playing the hard (timed) version, and it also
rewards you by allowing access to an extra secret upon successful
completion. Before making your choice,
however, go W beyond the room with the suits of armor in the corners and stand at
the SW opening to trigger a flyby through the lava room beyond.
Before proceeding you need to kill that dragon. It's not easy. There's a provided Dragon Power meter that
keeps you posted on your progress. A
steady barrage of gunfire just wastes ammo.
I found that a hit is registered only when an yellow-orange fireball
appears in the dragon's mouth (and even then, only when the fireball appears
when the dragon's head is raised, not lowered).
You'll hear the dragon issue a telltale yelp as the Dragon Power
indicator goes down ever so slightly.
When you've finally killed the dragon (Nasty Dragon indeed!), jump to
the W face of the ladder against the S wall and climb up to the top. Face N and take a standing jump to the
swingpole. Swing around three times and
jump off to land on a wooden platform.
Gauge the flame blower ahead before taking a running jump to the next
swingpole. Swing around and jump off to
activate the jumpswitch before sliding down to a red tile. Turn around to see that a block has risen in
the lava in front of the floor switch.
Jump to the tile near the NE corner for a large
medipack, then go to the raised block and push the floor
switch. A tightrope comes out to provide
access to the W alcove.
Use the tightrope to get across, then shoot the glass cover and take the
OCULAR PART 1 from the plinth. Negotiate your way back across the tightrope,
and on your way back to the SE arched doorway, jump into the interrogation room
S for some crossbow arrows. Go E through the large room with the suits
of armor and return to the anteroom.
Make your choice by pushing one of the buttons in the two alcoves.
Assuming you've opted for HARD GAMEPLAY, as all good raiders should, a
block rises to shut off the blue alcove while a shield appears in the wall of
the next room. Go there, push the shield
in the N wall (the shield appears in the S wall for the Easy Gameplay version),
watch the flyby and read the directions.
You've got three and a half minutes to accomplish your task. Pause your game while you read the following
paragraph.
You need to move the suits of armor onto their corresponding colored
tiles in the corner across the room. You
move them one tile at a time by stepping on tiles displaying the appropriate
color that are located on each side of the tiled platform. You must avoid moving a suit of armor under
one of the boulders suspended from the ceiling, and you must get the suit of
armor onto its correct tile before its accompanying phantom (presently
occupying an alcove in the W wall) has a chance to cross the room. As you place each suit of armor correctly,
the corresponding phantom explodes. When
all three have been placed, the suits of armor slide toward the center of the
room to point out the OCULAR PART 2. If you've also brought all suits of armor
underneath their corresponding ceiling tile, you're rewarded with the LASER SIGHT for SECRET
#3.
With these ground rules in mind, and with the gracious
assistance of Scottie, who has provided the road map set forth below, get started
on your timed run. The directional signs
indicate the tile on which you are to step, and the numbers followed by an X
indicate how many times you are to step on each one. You can save time on the multiple steps by
running crossways across the tile and doing a reverse roll to run back. Don't go into the alcoves, or you will die.
PHASE ONE:
Green Suit of Armor:
E: 1X S: 2X E: 4X
Blue Suit of Armor:
W: 2X N: 2X E: 1X
Red Suit of Armor:
W: 6X S: 2X
At this point the Laser Sight appears near the S wall. If you have two minutes or more remaining on
your clock, you're in good shape.
PHASE TWO:
Red Suit of Armor:
E: 1X S: 4X W: 1X
Blue Suit of Armor:
N: 4X W: 5X
Green Suit of Armor:
S: 2X W: 1X S: 2X E: 2X
Your task is now complete, so pick up Ocular Part 2 in the center of the
room to stop the game clock, exit E and stop by the
Hard Gameplay alcove on your way out to pick up a COMPASS for SECRET #4.
Get on the ladder and climb out to the courtyard. Go toward the E entrance gate and turn right
into the S anteroom. Use the Tower Key
to open the gate and go up the circular staircase. Follow the passage to an upper area and
continue N. Push the block at the far
end to reveal a trap door. Open it and
drop down to the room below. Shoot the
suits of armor in the N and S alcoves. A
large medipack is revealed in the S alcove for SECRET
#5. Push the block as far as
it will go for SECRET #6. Climb over the block and hop down into the
next room for the CROSSBOW, two stashes
of shotgun ammo, flares and crossbow
arrows.
Go back to where you shot the two suits of armor and go out onto the W
balcony to shoot a vulture. Go up the circular staircase and then down
some steps into a room high up in the castle.
Stand in front of the S passage, combine the Mechanical Scarab with the
corresponding Key and place it on the tile to trigger the spikes. Go to the other end, pick up the Scarab and
combine the two ocular parts to form the SMARAGD
OCULAR.
Place it on the post to open the gate to your right. Enter the next room for a nice concluding
flyby.