GODDESS NUT'S SECRET - ASTORIA CATHEDRAL

 

Levels by DennyCroft

 

Walkthrough by José

 

 

LEVEL 1 - THE ASTORIA CATHEDRAL

 

First Secret

Drive the boat outside the cave and always to your left until you eventually find a crawlspace in a grassy wall near the SW corner, jump from the boat (very difficult, Lara refuses to jump with the "Alt" + "Left or Right Arrow Keys"), go through, jump onto the block in the corner, turn around, take a running jump onto the slope and jump back to get up, advance and get the SECRET #1: a large medipack and 3 X uzi clips (press "Ctrl" against the planet). Go back out to the lake.

 

Raising Blocks

Swim to the rocks in the center of the lake and jump from rock to rock until you reach the facade of the cathedral (remember that in this level you can grab diagonal edges); note the receptacles (for later), go right (E) and climb the vines under the crawlspace, go through and once at the other side turn left and locate a bricked movable block attached to the wall next to a triangular opening, push it to the very end, jump over the slope, pick up uzi clips and pull the switch to raise a door somewhere. Go back outside and continue E to the very end (jump around the mound of dirt), pick up shotgun shells and locate the open door at the back side of the mound, enter and in the next room take running jumps over the pits to the left and right passages, shoot the rats and press the buttons to raise the gate in the central bridge (to go back to the bridge take running jumps to the left corners); pull the floor lever to raise grated blocks outside.

 

The HK Gun

Back outside go W around the mound of dirt to find the raised blocks, climb the first one, jump to the last one and to the ledge left of the high crawlspace, jump and grab the vines in the ceiling, monkeyswing to the W wall, drop/grab the crack and shimmy left around the corners to the other side until you can pull up. Pull the switch to open a door somewhere, drop to the floor, pick up the HK Gun, climb the wooden box to reach the crack and shimmy right to the E side of the wall.

 

Timed Trapdoors

Locate the open door near the raised blocks, enter, slide to a small room and quickly pull three wall switches before the moving spiked ceiling reaches you. In the next room there is a pad trigger tile next to the W wall (timed) to raise trapdoors in the S wall; step onto it, take a standing jump to the raised trapdoors, pull up and take a running jump to the opening in the N wall; pull the switch to raise higher trapdoors but think about that they are timed too, so quickly drop to the floor, step onto the trigger tile, jump to the lower trapdoors, jump to the higher trapdoors, roll and take a running jump to the opening in the W wall, pull the switch in the hole to open a door somewhere.  Fortunately this switch is not timed, so make your way to go down to the floor of this room and do the same to raise both trapdoors but this time from the second one jump to grab the edge of the high E opening, climb to the upper room, pick up flares and face a room with a spiked pit.

 

Room with Movable Block

Jump onto the safe ledge in the middle (beware of the falling debris) and take a running jump to grab the edge of the S passage, pull up, shoot the rats and pull the switch to watch a camera shot; back to the pit, jump again onto the safe ledge in the middle, to the N passage, advance and shoot a couple of poisonous lizards; go to the SE corner and move the wooden box to the NW side of this room (against to the fake doors), time the fire in the slope, jump/slide/jump and grab the ladder, jump back onto the ledge in the corner (you are safe in the very corner) and jump to the safe ledge; go through the crawlspace in the corner to pull a wall switch to finally raise the gate. Go back to the pit, take a running jump to reach the S ledge, advance, shoot a rat and jump/slide onto the slopes to finally reach the room with the open door.

 

Timed Run with the Boat

In this outside area jump to the left ledge to pick up arrows, now jump onto the E ledge and to the NW opening in the corner, climb, crawl and when you can stand up drop/grab the edge and shimmy left to the next roof. Pick up the shotgun shells and drop through the hole, pick up the large medipack and pull the floor lever to raise doors somewhere. Go back up to the roof and jump into the lake; locate the boat, mount and drive N to find the open door under the facade of the cathedral, go inside and left near the entrance, jump from the boat onto a ledge with a switch. Save your game here because it's timed; pull it, mount the boat and drive always right until you find a wooden ramp (use the "sprint" key to get an extra boost), turn left at the junction and right at the next junction to find the raised door.

 

First Main Entrance Key

Pull the reach-in switch (S side) to get a small medipack, go up the stairs and jump to the upper floor, go through the N opening to get uzi clips if you want and go back to the room where you came from, to the NW corner, jump to grab the high wooden ledge and run and jump around with a left curve to pull the jumpswitch in the corner (the other wooden ledges are breakable). Climb the solid wooden ledge again and take a running jump to the floor above; (look for a switch in a window sill to open the exit door and create a shortcut to get there from outside). From the window sill in the NW corner take a running jump to grab the edge of the higher ledge, jump to the window sill in the NW corner and from here to the next higher ledge, now take a running jump to the S crack, shimmy right, pull up and take a standing jump to the upper ledge, jump to grab the chain, climb and jump back onto the top of the tower where the first Main Entrance Key is.

 

The Sewers

Jump into the lake and go again through the opening in the N side (under the facade), swim always left to find a second boat, mount and drive a bit left/right at the junction, and right to a ledge with a switch (1 of 3), pull it, mount the boat and this time drive always right when possible to find a ledge with a second switch (2 of 3), pull it and to get the next secret drive right, left at the junction and right to find a dead end, dismount, climb the ledge and jump to grab the vines in the ceiling, monkeyswing to the very end to find the SECRET #2: a small medipack and 2 X HK ammo.

 

Opposite the place where you parked the boat there's a ledge with a ladder, climb it almost to the top, jump back with twist to grab the ladder at your back, again climb it almost to the top and jump back onto a safe ledge. Jump into the pit and swim S and always right when possible to find a place where you can surface and shoot all the barracudas (there is a large medipack on your way there), get out of the water, pick up the flares and the HK ammo and swim to the opposite ledge to pull the switch (3 of 3) and see the door opening. Go through the nearby crawlspace, climb up the ladder and go through the next crawlspace to get back to the main channel of the sewers; swim E to retrieve the boat, mount and then drive all the way W to the very end and right at the junction to find the door you opened moments ago. Park the boat here.

 

The Cistern

Enter, pick up the shotgun shells and jump into the pool below in an area what looks like a TR1 cistern. Get out of the pool, shoot the crocs and jump into the W water hole under the cascade to get a small medipack; now go to the SW corner, jump to grab the edge of the sloped pillar, pull up, jump back, slide and jump to grab the edge of the high ledge, jump to the E ledge and take a running jump to grab an invisible crack in the E pillar, shimmy around the corners and pull the wall switch to open a door in the pool below, jump there, swim into the new UW room (beware of the rolling boulders) and pull the UW lever to open a door in the opposite side, swim there, surface, climb and in this room use the wheel-switch to flood several areas, swim back to the main cistern area and look for an UW lever to pull near the NW corner, climb the ledge above this lever and go E through the opening in the wall.

 

Movable Blocks

Turn left and push the movable block twice, now make your way to move the second movable block all around to place it onto the marked tile in the NE corner (not difficult) to open a trapdoor in the SE corner, climb up there and push a third movable block twice onto the main cistern room. Forget the block and take a running jump to the far W ledge, turn right and take a running jump to the opening with the door you opened with the UW lever time ago, slide down the ramp to a room with shallow waters and several moving wheels.

 

Room with Rolling Wheels

Forget the switches for now and go to the E ledge with the balustrade, pick up the shotgun shells, slide down the ramp to a dark room with shallow waters, pick up the small medipack in the NE corner and take note of the letters under the numbers in all the pillars: 5S-3S-1N-4N-2S-//N; swim through the hole in the E wall to get back up to the room with rolling wheels. So in the N wall pull the switches 1 and 4, in the S wall the switches 2, 3 and 5 to open the W doors.

 

Second Main Entrance Key

Jump into the water hole and swim following the only possible path (pick up the HK clips) until you can surface, pick up uzi clips and use the wheel-switch to raise even more the level of the waters in the cistern. Now you can go to the entrance, mount the boat, drive with boost up the W ramp and jump from the boat to the high ledge with the cross to get the second Main Entrance Key. Mount the boat and drive all the way back to the lake (starting area) simply going always right when possible. To get an extra pickup: if you go to the closed door where you left the first boat when you did the timed run time ago, you can continue E and left to find a wide watery ramp, sprint with the boat and once at the top quickly dismount and pick up a small medipack.

 

Inside the Cathedral

Go back up to the main gates of the cathedral as you did before and open them with the keys, enter and pull the movable box twice just under the hole in the grated ceiling so you can climb there and get shotgun shells and HK clips, drop down, pick up 2 X flares in a window sill and run up the stairs. You can go through the SW and SE passages left and right from the entrance and in the small rooms shoot some small spiders and pick up shotgun shells, flares and uzi clips; also from the broken floor you can climb to the platform over the entrance and from here jump to the E and W balconies to get a small medipack and arrows.

 

Exploring the E and W Wings

If you run up the left stairs and jump to the W wing of the cathedral you'll find a closed door with the "II" sign above and if you run up the right stairs and jump to the E wing of the cathedral you'll find closed doors with the "I" and "IV" signs above (this last sign if you go to the very end of the wing, running and jumping from the very right side) so go back to the main hall of the cathedral and press the arched big rocks with the "I" and "III" signs in the E side (I+III=IV) and the arched big rock with the "II" sign in the W side to open those doors. Start with the E wing first to save time.

 

E Wing

Pick up flares and HK ammo in the window sill to your right and in the room with the "I" sign above more HK ammo at the back of the room. Jump onto the purple table, jump to grab the chandelier and take a running jump to the N one, shoot the high grate in the N wall and go inside the ducts; explore this area to find uzi clips in the back side and look for a nearby hole in the ceiling between pillars, grab one of the ladders to go up. Run up the ramp to the S and take a running jump to the opening with the fan to get a small medipack, now go down and take up the other ramp so you can jump to the ladder in the corner; climb up almost to the top, take a backflip with twist to grab the ladder at your back, shimmy right and go through the crawlspace to get desert eagle ammo, back to the ladder shimmy right to the corner and jump back to land into an opening, climb the blocks, jump over the pit and pull the switch to raise trapdoors somewhere.

 

To get the next secret: back to the pit jump to grab the ladder again, shimmy left to the very corner and jump back with roll to grab the first ladder, climb to the very bottom, jump back, slide down the ramp and jump in last moment to grab the crawlspace in the corner, light a flare and follow the only possible path (up jumping onto slopes) until you eventually find the room with the SECRET #3: a small medipack and 2 X desert eagle ammo; go back to the pit and drop to the lower floor of the ducts.

 

The Bell Tower Key 1

Go to the nearby SW corner, right, and if you want more desert eagle ammo take a standing jump to the high opening with the fan, anyway drop through the hole, slide and jump onto one of those trapdoors you raised moments ago; jump to the next trapdoor, to the highest one and to the very top of the room, pick up HK ammo and the Bell Tower Key 1. To go back to the E wing of the cathedral shoot the grate in the NW corner and follow the path to the room with the chandeliers where two soldiers and a flamethrower await, pick up 2 X HK ammo they dropped, exit and go left to the very back of this wing (running and jumping from the very right side) to the room with the "IV" sign above.

 

The Timeless Sand - First Torch

Enter and take a look at the ceiling: some tiles are darker than the others so you must avoid the pillars under those tiles and jump only to the pillars with less dark tiles above (4) to open the N door and get the Timeless Sand (screenshot of the place to use it) exit and shoot two soldiers and a flamethrower, pick up 2 X HK ammo they dropped and note the crowbar switch (for later) next to the E wall. Now go to the W side of this wing and take a U-turn so you can jump to a central room in the N side, pick up uzi clips and shoot the big vase so you can pick up a Torch from the pedestal it hid. Go back to the main hall of the cathedral and up the other stairs to the W wing.

 

W Wing

In the room with the "II" sign above pick up the uzi clips next to the piano and light the torch in the fireplace (throw it in a place you can find it later); note the marked tile on the floor in the left side of the fireplace; the yellow lamp near the big painting in the E wall is movable so move it all around to place it onto that marked tile to turn off the fire. Shoot the soldiers, pick up 2 X HK ammo they dropped and go inside the fireplace, push the block to the very end, climb the ledge in the corner to get a small medipack and retrieve the burning torch. Throw the torch through the hole in the E side of the corridor, drop down, take it again and continue to a room with shallow waters.

 

Room with Shallow Waters

In this room go to the NE corner, up the ramp and in the next passage light the torches attached to the columns to open double gates somewhere (don't approach too much to the columns). Jump into one of the water holes to get uzi clips, back up, shoot the crocs and go to the main room. Time the rolling wheels and go through the N passage, shoot another croc and continue E and S to an UW room. Swim to the SE corner and up, surface, shoot a giant spider and several small spiders and place the timeless sand to raise the nearby grate.

 

The Bell Tower Key 2

Climb down to a room where a couple of skeletons will attack, jump onto the block with the cross and pull the switch behind it to raise a block near the entrance; climb that block and pull the jumpswitch above the entrance but don't go out yet, go through the opening in the NE corner and look for a small crawlspace (yes, you can go through it: crouch and use the "Alt" key; the same to exit), follow the path to the very end (picking uzi clips on your way and shooting small spiders) to finally get the Bell Tower Key 2, go all the way back to the spiders room and to the UW room. In this room look for an opening in the central or right parts of the W wall and swim through to a room with many UW levers; swim SW to find a place where you can take a breath and get a large medipack. In this dark room use the binoculars with light and take a look at the wall to the top of the ramp to discover the signs you can look for in the UW room to pull the levers; once all four levers are pulled the N doors open, swim there and in the next room pull the floor lever to raise trapdoors somewhere.

 

The Blue Library Key

Now go all the way back to the room where you lightened the torches time ago, there's a pit in the right side you can cross thanks to the vines in the ceiling, monkeyswing to the N side, go right, pick up the shotgun shells and the large medipack next to the grate and continue through the opposite watery passage; shoot the grate at the end and continue to the room with the raised trapdoors. In the niche to your left pick up the Uzis and 2 X uzi clips, and on the pedestal is the Blue Library Key. Now go all the way back to the W wing the way you came.

 

Backtracking

Facing W take a running jump to grab the edge of the pillar with the column above, shimmy around two corners, drop, roll and jump to grab the edge at the other side of the pit; in the nearby window sill there is a wall switch to raise a trapdoor so you can go back to the E side of the pit; near the mound of dirt there is a closed door with the "III" sign above, so I had to use that switch to go back to the main hall of the cathedral and press the arched big rock with the "III" sign in the W side to open that door repeating all the movements. (Bad, bad...)

 

The Golden Sword

Anyway pick up the HK ammo in the room with the lonely armor and go to the room with the "III" sign above the entrance and many armor statues; enter and note that three of them have the swords pointing down, pull all three swords to open the N door and get the Golden Sword. As usual, exit and shoot two soldiers and a flamethrower, pick up 2 X HK ammo they dropped and go all the way back to the main hall to the E wing and to the room where you picked up the torch a long time ago. Use the sword on the armor to open the trapdoors and drop through either hole; when the rolling boulder falls try to jump onto the left or/and right slopes several times so it passes and finally slide and jump in the last moment to grab the crack at the other side of the pit, shimmy left to get the desert eagle ammo and take a diagonal standing jump with grab to land into the N opening below the ramp you came from.

 

Room with 4 Birds

In this room drag the movable wooden box out of the corridor so you can reach the high ledges with the pedestals, from the ledge in the S wall take a running jump to grab the jumpswitch in the central pillar to open the E and W doors below. Go through the W passage first, jump over the first fire, turn left and go through the crawlspace; now you need to decide what you want: the desert eagle, the crossbow or the large medipacks because once you pick up one of them the remaining ones will be on fire. Back to the steps, jump over the next fires and in the room with three reach-in switches look down under the grate to know what switch is safe (the one with the greenery below). Back to the room with the movable block, take the E passage now and quickly run to the very end if you're interested on a small medipack; if not, in the left side of the spiked ball in the middle there's an opening leading to the room with the triggered rope.

 

The Red Library Key

In this room first swing to the N and S balconies and pull the chains to release birds in the previous room, then swing to the E balcony, jump over the slope (left side) with a left curve, slide, jump and grab the edge, pull up, climb the block in the corner and take a standing jump to grab the high E edge; pull the switch to open the door and return to the room with the birds on the pedestals. Pull the pedestals so all four birds are facing the central pillar, drop down and get the Red Library Key. Exit through the W passage with the fires, through the opening with the last door you opened and through the high crawlspace in the right side, follow the path to the top of the ramp you slide down time ago with the rolling boulder at your heels and jump to either ladder to go back up to the E wing of the cathedral. As usual, exit and shoot two soldiers and a flamethrower, pick up 3 X HK ammo they dropped this time and go W to the big pit between the wings.

 

The Library Room

Jump onto the sloped surface down in the middle of the pit and to the N ledge where you can use the library keys to raise the gate. Enter and go around to shoot several poisonous lizards and pick up shotgun shells in the NE corner; go to the very NW corner and step onto the trigger tile to spin the nearby bookcase, enter and step onto another trigger tile to spin another door in the central side (W) of this library, go there, enter and another doors will spin on your left, left and right at the very end; enter and turn right to pull a book-switch, continue clockwise, shoot a couple of small spiders and pick up the uzi clips; go back and always left when possible to shoot more small spiders and finally find a second book-switch to pull; from here go left and right to find a wall switch which raises a curtain somewhere. Go out to the main room.

 

Throwing Down the Globes from the Upper Balconies

Now go to the E bookcases to find the raised curtain, climb up the ladder to reach the upper ledges, go left (S), shoot a poisonous lizard and move the globe W and N so you can throw it to the floor below. Go back up to the upper ledge and this time N, shoot another lizard, pull the chain in the corner and move this second globe so you can throw it to the floor below. Once both globes are down go back up to the ledge where the globes were, go right and take a running jump over the balustrade to land onto the top of the hanging bookcase, take a running jump to the next one and another running jump to the W balconies. Go right to get uzi clips and S to shoot a couple of poisonous lizards; look for a book-switch to turn a door in the S side of this ledge, go there, drop, go through the crawlspace and step onto the trigger tile to create a shortcut to go back up to that W ledge. Go up again and move the globe so you can throw it to the floor below.

 

The First Holy Crystal

Now go up to the E ledge where the first globes were and turn right, go N to the very end and use the chain in the small room to raise the hanging bookcases. Go back up to the W ledge where the last globe was (use the shortcut) climb the broken central pillar and jump to the hanging bookcases to reach the high S ledge, pick up the World Map and examine it (you can rotate it in several directions with the 4 arrow keys): there are three marked locations in North America, South America and Australia. Now you know where to move the globes (there's a world map on the floor of the library) so go to the floor and move the globes onto the locations marked in the map (it doesn't matter what globe you move; when it's in the right position a blue light appears at its top) to move the N sarcophagus and get the first Holy Crystal; go out of the hole, shoot several enemies and pick up 3 X HK ammo they dropped.

 

The Lasersight

Exit the library and go, one more time to the E wing of the cathedral; in the S side there's a pentagonal opening leading to the gardens. Enter, go right and pick up a small medipack in the plants near the S wall, continue counterclockwise and go through the opening in the S wall, go right to get desert eagle ammo in the window sill, back to the entrance, climb the wall, grab the monkeyswing and advance to drop onto a far solid platform near the S wall; now run and jump all around in a E direction onto the breakable tiles (not hard) until you reach the safe floor at the end, pick up the HK ammo and the Sight. To go back outside use the nearby ladder in the N wall (pick up the uzi clips on your way). Continue counterclockwise, pick up shotgun shells near the SE corner, arrows near the E tree and go back to the pit between the wings.

 

The Bell Tower - Second Holy Crystal

This time don't go down to the main hall of the cathedral but jump to grab the crack in the W pillar with the wall sconce, shimmy right and around the corner, pull up, run up the stairs and use the bell tower keys to raise the gate. Explore this room to find uzi clips and a couple of bounce pad tiles (the other two are broken), use one of them to reach the high wooden ledges, use another one to reach the higher wooden ledges and one more to reach the upper ledges with the movable blocks; pick up the shotgun shells and move the S or N blocks to discover more bounce pads, use one of them to jump to the highest ledges, here there are more bounce pads so you can jump onto the high wooden platform near the SE corner, from here jump to grab the E climbable wall, shimmy left, jump back onto another wooden platform, run up and take running jumps counterclockwise to the next wooden ledges until you reach the very top of the tower. Pick up the large medipack, go through the opening in the E grate to get the Crowbar and combine the HK gun or the desert eagle with the sight to shoot the bell inside, pick up the second Holy Crystal and make your way to go back down to the very bottom of the tower (remember that you can grab diagonal edges) where several flamethrowers await.

 

The First Labyrinth Key

Now go down to the pit between the wings, jump onto the sloped platform and to the W wing; go to the very end (I don't know how the author didn't let the trapdoor up to make things easier) as you did before and use the crowbar to open the grate, take a running jump to grab the ladder in the right side, climb to the crack and jump back and forth to grab the flight of the ladder above the crack; jump back onto the bridge with the knights with moving swords. Shoot a couple of harpies and time to pass the first knights, approach to the border of the roof and spot a black ladder (if you want extra pickups you must cross to the very end of the corridor to get a large medipack and uzi clips, but you'll need to avoid falling debris and shoot two more harpies), slide down backwards, climb down the ladder and take a running jump to the bricked ledge in the corner (shimmy left if necessary), jump to the S and to the corner with the reach-in switch; pull it and quickly (it's timed) run and jump onto the top of the pillars to cross to the other side of the pit, go to the NE corner and through the high crawlspace to get the first Labyrinth Key, back outside jump onto the slope left from the window, slide/grab the edge, shimmy a bit left and pull up onto the spiked ledge, walk, pull the switch, drop/grab the edge again and shimmy left to reach the open gate. In the next room shoot all the enemies, pick up 3 X HK ammo and go all the way back to the E wing.

 

A Second Torch

Once in the E wing jump to the room in the left side of the pit and pick up another Torch, go to the main hall of the cathedral to light it (now the wall sconces seem to be without fire but you can still light it) and go back to the very end of the E wing. Use the crowbar to open the grate and with torch in hand approach to the edge of the pit, draw pistols so the torch falls onto a safe ledge below and drop down there (jump to grab the grate, climb down and jump back). Pick up the torch and start your way up climbing blocks and slopes until you see one of those shatterable grates in the S wall, throw the torch for a moment, shoot it, pick up the torch and continue jumping and climbing blocks until you reach a pit with two more grates in the N wall. To get extra pickups jump to the lower one and pick up desert eagle ammo and HK ammo, jump back up with the torch shoot the higher one, jump there and take a final running jump to your left.

 

On the Roofs

In the corridor with the armor statues throw the torch and advance shooting all the knights who appear, pull three swords pointing down to open the W doors, pick up the torch and go outside to the roofs. Advance S and if you want explore the back sides of those pyramidal roofs to get desert eagle ammo and a small medipack; at the end of the path jump to the platform in front of the closed gate and let the torch here. For a secret: Now take a running jump to the SE ledge, jump E over the roof, turn around, drop/grab the edge, climb down and go through the crawlspace, continue to a room with the SECRET #4: a large medipack and 2 X shotgun shells; go back to the platform with the torch the way you came (when hanging from the crawlspace shimmy left and climb).

 

The Small Bell

Pull the switches to open the double bars doors and find another corridor with armor statues and knights similar to the other one; this time there are no sword-switches but the last two statues have torches, light them to open trapdoors and drop to the room below. Pick up uzi clips and go to the next room to get the Small Bell; from the tile with the pedestal you can jump up to grab the upper ledge and get a large medipack and HK ammo; avoid the skeletons the best you can and go back to the E room, pull the movable box several times so you can climb it and jump up to the corridor with the armor statues. Now go all the long way back to the E wing the way you came (in the pit simply climb down the ladder and jump back from the grated part). Go back to the gardens with the hedge maze.

 

The Third Holy Crystal

Go through the pentagonal opening in the S side like you did before, climb the wall in front of the entrance, turn left and take a running jump to the E crawlspace, shimmy left around the corners to reach the very NE corner of this area where you can use the small bell to open the door. In the room full of big blades draw the gun with the sight and shoot the gem in the mouth of the lion head above the pedestal, then jump only onto the different tiles in the steps of the stairs to safely reach the E side of the room, pick up a third Holy Crystal and go back out of this room the same way. Shoot the flamethrower, climb the mound and shoot two more enemies at the other side, pick up the HK ammo one of them dropped and go to the W side of the gardens and use the labyrinth key to open the door.

 

The Labyrinth

Enter and go always left when possible to eventually find a hole in the floor, drop down and use the monkeyswing to cross to the other side; pull the wheel-switch to flood a fountain and go back out the same way. Once in the maze continue going always left when possible shooting a poisonous lizard on your way until you eventually find anther hole in the floor, climb down and take curved running jumps to the corners (left or right) and from the NW corner climb up and pull a second wheel-switch to flood the second fountain; go back out the same way. To exit out of this maze, again advance always left when possible shooting another lizard on your way.

 

The Fourth Holy Crystal

Jump into the flooded fountain in front of the exit and swim through the opening in the N wall, pull the UW lever and go back outside; now jump into the other fountain (NW corner), swim through the S opening and pull a second UW lever to open both doors, swim up and get a last Holy Crystal; go outside, shoot several enemies and pick up 2 X HK ammo they drop.

 

Using the Crystals

Time to use the crystals, go all the way back to the main hall of the cathedral, climb to the S balcony above the entrance, climb the small wooden platforms, take a running jump to the chandelier, jump to grab the rope and swing to the balcony above the altar, pick up the large medipack and the Shotgun and place the crystals to open the circular yellow door below, go there, climb down the ladders to the very bottom (from the sloped part you can jump back to get a small medipack), use the reach-in switch to raise the doors and in the final room don't pick up the artifact yet, but go to the W side behind the pillar and drop into the empty pool to get the SECRET #5: a large medipack, shotgun shells, 2 X uzi clips, 2 X HK ammo and desert eagle ammo. Go back up, shoot the blue vase to pick up shotgun shells and uzi clips and finally pick up the Artifact of Goddess Nut; the hydras come to life so patiently shoot them all (try to do it when their heads are in a high position), step onto the tiles with the purple circles where they were and a trapdoor opens where the artifact was, drop down, go through the crawlspace and advance to finish this very long and complex level.

 

 

 

LEVEL 2 - HOME SWEET HOME

 

First Secret

After the flyby pick up the flares on the NW window sill, go to the main hall, press the button to open the E door of the mansion and go outside to the gardens. Advance straight ahead to the exit door of the property and move the small spherical hedges onto the marked tiles near the fires to open the carpet in the main hall of the mansion; don't go there yet but run N to the fountain and look for a button to press (N side) to open the door leading to the attic. Now go inside the mansion and directly down the stairs to the aquarium to get the SECRET #1: the Hand of Rathmore.

 

Second Secret

Now go to the kitchen and left to the freezer, open the door and see that Winston is frozen, but you can climb the ledge with the meat and get the Lara's Room Key. Quickly go out because the temperature is very low here and you can die. Now exit and go W to the dining room and N to the pool room; jump into the pool and open with your hands the E UW door, pull the UW lever to open the door leading to the basement and quickly (it's timed) go all the way back there to get the SECRET #2: the Infada Stone.

 

Third Secret

Go back to the main hall and up the stairs to the first floor, through the opening leading to the attic (NW corner) and once in the attic drag the wooden box in the SW corner, go down to the terrace and get the SECRET #3: the Eye of Isis. Go back to the first floor.

 

Fourth Secret

Run left and E, press the button to open the door leading to the music room; continue up (W) to the library room and look for a book-switch to pull in the right side, quickly go back to the music room (this switch is timed) and climb the opening in the E side (right wall) to get the SECRET #4: the Element 115.

 

Fifth Secret

Go out to the first floor, to the S side but don't use the key yet, continue E to the very end and pull the switch behind the armor statue to open a door somewhere. Go to the W side of this first floor to find the open door and enter, turn left and climb the wooden box in the SE corner, jump and go through the crawlspace to the roofs and get the SECRET #5: the Ora Dagger. Go back to the first floor.

 

Finishing the Level

Now it's time to visit the Lara's bedroom; open the door with the key you got in the freezer and jump onto the bed to have a well-deserved rest and finish this level.

 

May — 10 — 2024