PRISONER
TR1 Levels by Lahm86
Walkthrough by Treeble
LEVEL 1: KINGDOM OF GABBRO
Lara slides into a cave. Run forwards and behind the central rock as two bats flutter towards you. Find the opening in the left side of the cave and go through to a locked gate. Opposite the gate, enter a small alcove and pull up to a tall wall on the left side, then work your way through the tunnel to arrive in a room with a hole in the middle. Jump across to reach a timed switch on the other side. As usual, save your game before throwing it and drop through the hole in the floor, quickly running ahead towards that side passage to cross the gate before it slams shut.
You enter an area with a puddle. As you explore the niche to the right for some magnum ammo, a dog attacks you. Splash past the puddle and another dog comes around. At the bottom of the area, gather shotgun shells from the water pit and climb on top of the tall nearby rock pillar by using the corner rock above water. Keep working your way upwards, and when you have to jump over the water pit to the corner again make sure you do it from the left side to prevent bumping your head. Loop around the ledges jutting out of the wall in a clockwise direction all the way until you come to a dark tunnel right in front of you.
Climb up to an even higher level of the cave, dispatch a bat, and long jump across the water pit again, climbing the rocky ledges to an opening above in a counterclockwise direction this time around. For the last jump, stick closer to the wall. When you climb outside to a pretty flowered grass area, find a small medipack close by and then loop around the room towards the opening in the opposite corner, minding the slopes which might well spell out your doom at this height.
As you run down the next cave tunnel, Lara's attention is drawn to a cog wheel mechanism behind the fence, suggesting we're on the lookout for cogs — three of them, as a matter of fact. Follow the single path in the winding cave, dealing with a couple of bats and making a quick stop for magnum ammo along the way, until you emerge atop a beautiful chasm.
It might be possible to do things in a different order, but the idea here is that each cog is hidden in a separate area connected to this main hub-like area.
From the entrance point, do a running jump to the flowered ledge ahead of you. Safety drop through the hole just beyond, next to a locked gate, and walk out onto the ledge. Take a leap of faith towards the lower flower bed, incurring minimal health loss in the process by using the slope against the wall, and walk towards the waterfall. In a corner of this mound you can find uzi clips, but, more importantly, spot an opening up in the cliff wall and take a running jump to get there.
Slide your way down to another water filled cave and pull out of water next to the waterfall. Kill a crocodile and claim the MAGNUMS that a poor fellow has left behind. Make a diagonal jump over the dark pit in the corner to explore the cave further, and loop jump over pits around the rock until you reach the opening. You can jump for the shotgun shells (hold Action to glide into the alcove) before going up the slope.
Drop into the water passage at the end and swim to the other side, at which point a rat attacks you as soon as you get out of water. Drop into the next water passage and take the left short underwater tunnel for shotgun shells, then go back for air and save your game.
As soon as you cross the threshold straight ahead, you're locked in and you need to find three underwater levers to open the exit trapdoor in time. It's not difficult at all, just swim around the room in a counterclockwise direction. The first underwater lever is just around the corner to the right, then go through the dark outer tunnel to spot the trapdoor just above the second lever, and the third one is all the way in the back, following this path by the second lever. Quickly swim back to the now open trapdoor and get out of water.
Kill a rat and clear the spike pit, then climb out to a cave with two bats and the first COG up on a ledge in the corner. Follow the other path to a cave where a dog lunges at you. There is more climbing to be done, start by backflipping with a midair roll and grab the ledge just above the entrance of this cave, turn around and do a series of running jumps to the flat spots and, from the final one, turn around again to spot an opening high up on the cave wall.
At the end of this cave path, don't drop into the water just yet: climb the dark rocks on the left side and fall through a hole behind them for SECRET #1, assorted ammo, one of each kind actually, how cute. Now follow the watery tunnel to a locked gate; there's a timed underwater lever above you about halfway through. On the other side, you find yourself at the bottom of the chasm.
Swim under the bridge and follow that path until you arrive at a separate cave protected by two rats. You can get out of the water by pulling up to a lower rock on the right hand side, where you'll also spot a SHOTGUN and shotgun shells next to another skeleton. Follow the rocky path around the water and notice your trip is cut short by a lowered trapdoor. Fret not: drop into the water and swim to an underwater tunnel below the rocky path you were just on for the underwater lever. It's not timed, so make your own pace back and now you can do that long running jump across the lake.
On the other side, follow the rocky path again and deal with two dogs coming out of an opening in the back. At the end, safety drop to higher ledges over the river. You have to jump back and forth across these higher ledges without falling into the water (if you do, either reload or work your way around again). After the last jump, parallel to the bridge you swam under, enter the small cave beyond the grassy threshold to find two bats, shotgun shells, and a switch. That gate we had seen much earlier on, atop the chasm, is now open.
Swim back out under the bridge again and climb out on the right side. Run past the lower waterfall and jump onto the rock in the corner beyond. Climb to the upper level using the rocky ledge nearby, turn around and spot some shotgun shells in another ledge, then jump back to the previous ledge and do a long running jump across the moss-covered wall for a flat ledge there. Do a standing jump slightly angled to the right and you can pull up to a higher greenery block on your left, then, when you do so, look left for a path for later on. For now, turn around and take a running jump to the tallest of rocky ledges jutting out of the wall. Safety drop to a longer narrow ledge below and follow it to the end. Next up, you need to do a running jump towards the bottom of the slope in the corner so that you can immediately bounce to the flat rock next to it. Loop around the wall to the left to find that open gate and the second COG is all yours. Get back to the bottom of the chasm.
Now, swim under the big waterfall and climb out on the ledge behind it. Kill a bat and go through the doorway to find yourself locked in. Mind the deadly pits as you work your way around the corridor and when the area opens up, make a mental note of the alcove on the left side. Three boulders roll your way when you're near the end of the mud patch on the rocks, so quickly take shelter in the alcove.
After the clearing, draw your favorite weapon to quickly handle a bear that comes toward you. Loop around the left wall to find skeletal remains bearing magnum ammo, then head further into the cave to find a second bear. The third and final COG is on the rock, the exit gate opens when you take it. Save your game before a short sequence over break-away tiles. On the other side, find some uzi clips in an alcove to the right and slide down the waterfall to the main chasm area.
With three cogs in our backpack, it's time to climb back up again. From the bottom of the lower waterfall, go right and use the rock in the corner to work your way up again. When you pull up on top of the grassy rock in the other corner, face left and jump your way back towards the top of the waterfall, where you see a crack up in the far wall. Jump over the slope, turn around and a grab a rocky ledge immediately above you, then jump to a ledge beneath the crack. Grab the crack and shimmy all the way left.
Atop the waterfall, don't slip! Take a running jump over the slope to the ledge just beyond, across the river and then to the flat spot just behind the wall. Turn around and make the long running jump over the river again. Just beyond the opening in the wall you'll see the cog mechanism. Slot the three cogs in and pull the switch to redirect the stream. In a dark niche behind the switch you can find shotgun shells. You could also take the now dry waterfall river bed and go fetch that large medipack perched by the chasm if you like. Come back here the same way.
Before moving on, let's take a detour for a secret. Save your game. Jump to the flat spot next to the passage the water is coming from and hop over the slope nearby to the other flat corner of this ledge. Jump into the darkness beyond and follow a tight corridor to find yourself over the river again. Jump across and enter a small niche to find SECRET #2, magnum ammo and uzi clips.
With the water diverted to the pit, drop in and swim down the massive tunnel all the way to the end. Quickly get out of the crocodile infested waters (well, it's just one, but still) and get a small medipack from the unlucky person who once set up camp here. And they'd gotten so close, check out the big doors nearby. Before we open them, let's make a short backtrack for the final secret.
Swim towards the passage you came through and, just before going into the tunnel, inspect the rocks on the left (while facing the tunnel) to find a cleverly hidden path in the ceiling. Swim to the top for SECRET #3, shotgun shells and uzi clips, and then go back to the cave with the unlucky camper.
A crocodile is lurking by the doors, so be mindful when pulling out of the water, and do a series of running jumps across the rocky ledges surrounding the cave to reach the opening in the ceiling in the far corner beyond the signal post. In there, across a spike pit, you come to a timed switch for the exit doors. It's a tight timed run. After pulling the lever, roll and use the surrounding rocks to keep your momentum to clear the spike trap with a running jump, drop on the other side and take a long jump into the water to pull out by the signal post and hurriedly jump through the closing doors. Approach the skeleton and abandon hope...
If you'd prefer a visual aid for the timed run, please refer to Bit #1 in this video.
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LEVEL 2: HELL'S GATE
The double doors open upon approach and, well, things took a deep turn. In the graveyard of sorts, find a hidden lever behind the tall tombstone on the far right of the room to drop open the next couple of gates, which double as a makeshift bridge for you to get across.
In the entrance hall, get uzi clips from the skeleton to the right. We need two keys for the doors up ahead, and there are only two alcoves with functional switches next to their doors. Let's begin with the left hand side first, so throw the switch and go down the steps for a tall room with wooden planks and many bats.
You need to stack the blocks in the center of the room, but before you get started, squeeze under the lowest plank to throw a switch there. Below one of the blocks you'll find the UZIS. When you pull through the open trapdoor in the ceiling, kill another bat and claim a PRISON KEY. You need to remove the top block from the stack in order to make a safe running jump back to the entrance.
Two rats later, open the door on the opposite side of the hall, guns in hand because, when you reach the mezzanine, two dogs will emerge from the opening in the other side. Go the long way around, making a stop at the gargoyle alcove for shotgun shells, and go down the steps on the other side. Just around the corner, where it gets suspiciously darker, look up to spot an opening in the ceiling and pull up to find SECRET #4, magnum ammo.
At the bottom of the stairs, drop into the water and follow the path. When it comes to a T-junction, take a right first to grab uzi clips, then proceed through the other path. You come to a bit of a small maze. It's fairly simple to navigate so there's no need to map it out. You're looking for an opening in the ceiling in each of the two floors of the maze, keep your ears to the ground to identify incoming rats and you will stumble upon shotgun shells before finally finding the second PRISON KEY. Backtrack to the main hall and unlock the door with your keys after dealing with another pair of rats.
Go up the steps to find yourself in the prison proper. There's nothing you can do from your current position yet, so drop into the water and swim through an opening in the bottom corner. When you get to the T-junction, first take a left and pull out at the end. Pull the block once and push it into the dark spot so you have room to pull a second block out of your way.
When you drop into the cell, you hear a guard shout. Quickly draw your shotgun to deal with the guard boss and take his OFFICE KEY, plus some magnum ammo from the remains on the bedding. Go right around the perimeter of the room to unlock the office. Throw a switch just by the door and get a MAIN DOOR KEY from the table to the left. Safety drop to the bottom of the prison hall through the gap in the railing and take that underwater passage again, this time swimming to the right end of the T-junction.
Pull the left block once and place it in front of the second block, so that you can get magnum ammo that was hidden behind it, then push the second block away to reveal the path. Another guard boss shows up, this one packs shotgun shells in addition to his own OFFICE KEY. Again, loop around to the right to open this floor's office and go inside.
Notice the three gold locks on the left, then throw the switch in front of it to grant easy access between the two offices: a guard boss rushes upstairs through this newly available stairway, so take him out and take his MAIN DOOR KEY. We're still short of one, but if you go back to the landing outside the office, you will notice a number of cells are now open.
Going around the perimeter in a clockwise direction, get some shotgun shells from the first door and go all the way around for magnum ammo in a similar room in the opposite end of the landing. Go downstairs to the middle landing and find uzi ammo by Larson's dead body and keep going around the landing. In the bathroom, fall through the break-away floor tile in the back to find Pierre's unlucky body and the missing MAIN DOOR KEY. With all three in hand, go back to the third landing office, minding another guard boss on the way, who brings you more shotgun shells, and unlock the gates up there.
Halfway through the stairs you'll find a NOTE. Not sure whether it's for you considering you willingly walked into this place, but read it anyway and plunge into the deep water pit. Find some uzi ammo between the algae and pull out in the only place you can, next to a yellow plant, to find yourself under immediate assault from a crocodile. Loop around the perimeter by using the flat spots only until you come to an opening in the ceiling, jump from the higher corner of the edge to grab the slope ahead, pull up and backflip, then quickly bounce forward to the upper ledge with a switch. Throw it to open the trapdoor in the water below. To prevent health loss, safety drop from the topmost slope to the tall end of the slope at the bottom.
Follow the underwater tunnel and quickly climb out of the water in the only place you can (slightly to the right, when you emerge in the pool area) so you can dispatch that cheeky crocodile. Shimmy all the way to the far left corner where you see the yellow plant, then keep jumping across all flat spots around the perimeter, this time in a counterclockwise fashion. When you get to the bright opening in the wall, don't go in yet but turn around and look left to spot a part where the outer rim is slightly lower; the angled block to its right is actually flat. Take a running jump there to take SECRET #5 from behind it, assorted ammo and a rare small medipack. Get back out and now go through that bright opening.
As you swim towards the other end, find magnum ammo in the algae and kill a rat and two bats as you pull out in a dungeon. The ring on the wall denotes a pushblock, pull it out and place it beneath the nearby tall switch so you can throw it to open the exit doors. Mind the swinging axe traps as you cross the corridor, and just around the corner is an obvious boulder trap, so keep jumping your way down to reach the alcove in the left side at the bottom in time. Only then bother with the shotgun shells and the switch to open the nearby door.
In this majestic hall, there's nothing we can do just yet, so use the metal slope and platforms around the perimeter to work your way to the top, dealing with two bats before jumping on the centerpiece. At the top, on the bridge spanning over the room, there are four receptacles and around the room are four gates with a switch next to each. You can do these in any order you like, but for convenience I'll start from North gate and work clockwise around the perimeter.
Have patience: So, North gate first. Up the slope, kill three bats and a rat, and throw the two switches in the back to open the double gates. An infinite number of boulders will roll from behind each of the omega symbols in a loop, you need to pace yourself through each row. The Loops are, in order: 1+1 boulders; 2+1 boulders; 1+2 boulders; 4+1 boulders. You come to a hallway with a row of mummies, dart traps, and two switches in the alcoves on the right. Operate both of them to open the doors in the back. Inside, kill the two bats, find magnum ammo in the corner, and then take the ODAL CREST from the center of the room. Yes, the four mummies come to you, so draw your weapon of choice to minimize your losses. Retrace your steps the way you came and go left for the next gate.
Keep dodging: Up the slope, kill two bats and a dog which attacks from behind, then find shotgun shells and a small medipack behind the pillars. Use both switches for a shocking reveal. Line up for a running jump with a hop and an additional step back. When you land in the first platform, make a standing jump to the one ahead to keep your momentum for a running jump to reach the opposite ledge. Throw the two switches you see there to open a trapdoor below the entrance. To return, take an angled running jump to the second platform you jumped from so that you can keep your momentum for a long running leap of faith overshooting the first platform and landing right into the water below.
From the surface, face the underwater passage. It's a long swim for an underwater lever in the end, so avoid the sharp corners as best as you can to save your oxygen. You should make it back just in the nick of time, after surfacing for air go through the open gate for a row of three gnashing teeth traps. Quicksave your way through this fiendish sequence and make a quick stop for air. Around the next corner comes an underwater boulder trap: as soon as you see the camera angle shift, quickly roll and swim out of its way.
You emerge in a tall room which you have to climb upwards by jumping the platforms around the perimeter to an opening in the top. When you reach the wooden boarded corridor, first go left and pull up into a dark alcove with a switch, throw it and cautiously go down the steps. At the bottom, where two dart traps are activated, you can just glue to the wall to safely avoid unnecessary damage. Drop down to the room below and finally take that second ODAL CREST. The lightning traps are still active, so, from the edge take a standing jump forward, and quickly a second one followed by a running jump to the entrance. Another dog is now casually roaming by. Back to the main hall, go left to the next gate.
Keep jumping: Go down the slope to a lava room. Make a simple series of jumps over the metal platforms in the lava to reach the opposite side of the room, face two bats up the short steps and throw a switch in the back to shift the positions of the platforms in the lava. When you resume your jumping routine, the two mummies on the other side wake up and might start sniping at you — it could be a good idea to try and take them out now, minding your surroundings.
Jump your way further into the lava room and find shotgun shells and another switch. Shift the platforms again so that you can hop across to the other side. Your way forward is apparently locked, but someone left a NOTE for you halfway through, so follow it and blast open those gates and save your game. The collapsing structure means lots of falling debris on your way. Without hesitation, run following the single path to the right until you pull up in a cave with another lava pool. The way out is straight ahead, but it's locked, so, as you've guessed, there's more jumping around the perimeter to be done.
Go to the far wall and pull up to grab a ledge above the lava, loop around the perimeter in a clockwise sense until you get to a small chamber at the top housing the third ODAL CREST and two bats. You now need to work your way back to the bottom (for a quick route, jump over the slope in the corridor and walk to the edge, then tap Roll+Action to glide into the lower level from which you can safety drop to the bottom), where a crocodile is now expecting you. Take the shotgun shells in the connecting tunnel and hop through the open gate back to where you started — if you didn't kill the mummies earlier, they will definitely be harassing you now. At least one of them was kind enough to leave a small medipack behind. Back up to the main hall and go left to the final gate.
Keep solving: Go down the corridor and kill two bats and two rats, then open the double doors. In the next corridor, let's start with the chamber to the right, where you'll see a row of five switches and a number of locked doors. The symbols are obvious enough, so let's start from the left and work our way around the room.
• Up, down, down, up, up: step on the omega symbol and get that large medipack from the windowsill.
• Down, up, down, up, down: climb up the tall steps to a chamber above. Kill two bats and notice two blocks in the back, plus magnum ammo on the windowsill. First, push the left block in to reveal a secret switch (1/3). Then, pull the other block around the room and let it rest for a moment on top of both omega symbols.
• Up, up, up, down, down: mind the mummy and find uzi clips in the back. Step on the edge of the wishing well and jump over its center to reveal a trapdoor, then look down into the well. Nothing good at the bottom, I'm afraid. Hang from the edge over the opening, let go and grab it, then pull up and throw a secret switch (2/3). Jump back out.
• Up, down, up, up, down: skip the fourth door for a moment and slide into a spike pit behind the fifth one. Kill a bat and approach the ledge right in front of you. Turn around and do a "glide drop" (ie. hop back and tap Action, but don't hold it), so that Lara falls into a hidden corridor with the last secret switch (3/3). It also permanently raises the first trapdoor ahead of you so you can jump back to the spike pit above.
The metal plate raises three trapdoors going around to the left end of the room for a brief period of time, so you need to quickly jump your way around. Step on the omega symbol you see there to finally open one of the gates, then loop around the central pillar for another row of timed trapdoors. Jump back to the spike pit, get a small medipack, climb up and jump back to the room with the levers.
If you prefer visual instructions, refer to Bit #2 in this video to see the timed trapdoor sequence.
• Down, up, up, down, up: Now that you've activated all three secret switches, the gate inside this door is open and you can take SECRET #6, five stacks of shotgun ammo.
The trapdoor over the raised metal block is now open, so pull up and go through the short passage to find yourself back in the entrance. Enter the puzzle room again and now take the left side chamber.
Slide down and safety drop into an area with two centaur statues, four switches, and three raised omega tiles in the corners. I'd suggest removing the two centaurs of the equation first, so throw both switches on either side and approach the statues to wake them up, one at a time. You might have noticed, while frantically jumping and shooting at them, that part of the wall retracted during the process. That's the puzzle here.
Each lever exposes a climbable column for a brief moment so that you can pull up on top of it and side flip onto the nearby omega corner tile. They're triggered in a crossed X pattern, so after throwing each switch in turn, roll and run diagonally across the room to climb the column in time. The fourth corner, near the entrance, is your way out of this room, so once you're done here climb back to that corridor over the entrance of the puzzle room and go in again. Two bats will reveal themselves when you approach the final ODAL CREST. Claim it and go back to the main hall.
Slot all four crests in the receptacles on the bridge and the two caged mummies at the bottom are released. Carefully safety drop down, dealing with them however you please, and throw the switches inside the cages to open the central doors to proceed to the last level.
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LEVEL 3: BEASTS OF ODAL PASS
Approach the underwater lake to try and lure two crocodiles. Before going for a swim, you might want to explore the back of the cave for uzi ammo behind the rock pillar. Take a dip and swim through the larger opening in the bottom of the lake for a small medipack, then come back to surface and spot a smaller hole in the ground hidden by some vegetation and swim through the winding tunnel.
On the other end, you pull out in a small cave inhabited by three bats. Jump to the tall rock and from there you can reach an upper passage in the wall, which in turn brings you directly to the surrounding ridges around the lake. Follow the perimeter in a clockwise direction avoiding the steep tiles. Near the back, clear the pit traps around the corner to reach a switch in the back (mind the low ceiling!).
After confirming the trapdoor at the top is open, slide down to the lake and pull out. Loop around to the left of the entrance doors and follow the perimeter of the room to find a couple of natural rocky steps you can use to ascend to the next level, through a gate which was opened at the same time as the trapdoor. Following the upper tunnels, just after the gap make a stop for a large medipack around the corner and mind the gaps as you follow through. After the bat, take a running jump to the flat spot past the overhang so you can squeeze behind it.
In the next upper level, just after the gap there'll be an obvious boulder slope, so save your game. The boulder rolls down when you step on the slightly flatter bit of the slope, so quickly run back and roll to grab the edge while the boulder soars safely over your head. In the end, grab the crevice at your feet and shimmy to the right, making a stop for shotgun shells before shimmying all the way to the end.
Leap across to the opposite ledge, go up the steps towards the fallen trapdoor and take a running jump from the top to grab the edge of a level upper still. At the top, go clockwise around the room, jumping around the corner, finding the safe flat spots until you can reach the opposite corner with a long running jump (no grab). Pull up in the corner to reach an outdoor area.
Kill three flying atlanteans as efficiently as possible, aware of the several holes in the floor, then retrieve uzi clips from the drowned skeleton before throwing the two switches to open the double doors. Kill a rat as you go down the steps to a long chute leading into another pool. Grab shotgun shells in the corner and quickly climb to the ledge in the middle to dispatch a swimming rat.
Jump to the switch you see. It operates the gate on the opposite ledge however, so jump across and kill three bats over the spike pit. In the alcove in the back is a timed switch, it opens the gate on the other side of the pool, so save your game beforehand and time the running jumps to keep your momentum to clear the run in time.
As you approach the next set of double doors, they open up revealing a small chamber of floating islands in the void. Take the path starting from the right hand side all the way to the switch you see in the back, some flying atlanteans will show up now and then so watch out. After throwing the switch, go around the corner to a small ledge behind it to find SECRET #7: four stacks of uzi clips.
To reach the open passage up above, hopscotch your way back to the tall floating rock covered in grass in the middle (making a side stop for shotgun shells on the grassy rock in the corner) and follow the next path of rocks until you can reach the lonely rock at the top. From there, you can grab the gate which is again doubling as a bridge allowing you to enter the next area.
The skeleton has a warning NOTE for you, and his buddy around the corner was carrying around shotgun shells. You come to a room requiring two keys to proceed, with mirroring pools on the floor. Let's begin with the right hand side one, drop in and pull the underwater lever. Swim through the open gate until you can emerge in another chamber, get uzi clips in the corner and pull the switch.
Slide into a room with three centaur statues. No, these are not "The Three". Each of them comes to life as you approach, so don't get reckless and you shouldn't have any issue. When the threats have been neutralized, pull the block in the back once in order to reach the high switch. Before going through the open gate, push the block to the side to reveal SECRET #8, stacks of magnum ammo. Inside the small chamber, get shotgun ammo on the windowsill and the ever-important bar of WHITE GOLD. Another gate opens in the previous room, proceed through to find yourself back at the entrance. Swim up to the area with the two keyholes and either swim through the gap in the wall or drop into the other pool.
Again, pull the underwater lever and swim through the tunnel behind you for another entrance chamber, this one with shotgun shells in addition to the switch. Slide down the open gate for a fun doppelganger encounter. From the entrance, run along the left hand wall in a straight line all the way to the raised tile in the corner, it opens a nearby gate. Go behind the still mutant to throw the switch, it opens the opposite gate which you can reach by running in a straight line as well.
The switch behind the second mutant raises a trapdoor near the first one — as you walk out, notice the manhole right in front of you is still open, so let's hurt our pal a bit, shall we? Jump over the gap and run in a straight line to the raised trapdoor. That must've hurt, but apparently she's ok. Two side gates open, enter the one closer to your mirror image and push the block once, then loop around the back and drag it onto the marked tile to reopen the gate and raise another trapdoor in the previous room.
As you step out into the main room, run towards the gate your double was in, stepping on the raised trapdoor next to it to hurt her a second time. Go inside, find some magnum ammo, and then find the third and last mirrored spot next to the door threshold to finally dispatch the poor creature to oblivion. As soon as you do so, the two atlantean crawlers come to life, one of which leaves a large medipack behind. Enter the latest open gate to find shotgun shells and the second bar of WHITE GOLD, which in turn causes the final gate to open so you can work your way back to the room with the two pools up above.
Notice we're still short of the keys? Well, don't worry, as the two atlantean crawlers frantically after you are carrying them, so kill them and retrieve the two CHAMBER KEYS they leave behind. In the next corridor, kill three bats and step on all the break-away floor tiles to see what lies beneath them: two of the pits contain assorted ammo.
We are ready to finally face The Three. Save your game at the top of the slide and time your jumps over the spikes and afterwards, a jump from the very edge to grab the ledge of the central platform (alternatively, when you see the flat platform in the distance you can jump with a midair roll and grab the ledge, then backflip with a midair roll to safely land in one spectacular boss area). The flashing lights tell you something big is about to happen, and indeed it is.
Here is a rundown of the boss fight: there are three torso abominations to kill, one at a time, and plenty of ammo scattered around. When the creature stops moving and puts their hand to the chest, take that time to quickly scoop whatever ammo you can. I found the shotgun the best choice for the big guys, and the magnums for the small ones — indeed, flying atlanteans will swoop in to make matters worse, make these your priority targets as they are faster and have ranged attacks.
Now that you have survived The Three, you still have to escape from this diabolical place. Jump through the open doors and just around the corner you come to a slope and a lava pit. Check the center of the lava pit to spot an opening in the wall immediately behind you: hop backwards with a feign grab (ie. tap but don't hold Action) so you glide into the opening and claim SECRET #9: two large medipacks. Pull through the opening in the ceiling and you'll soon find yourself back where you just were.
For the slope, the face tiles denote safe spots to stay on while in that row, so advance one row at a time to get to the top safely. Take out the atlantean at the top and examine the lava pit for a lengthy series of jumps you'll need to perform to get across. None of which is particularly difficult, but use quicksaves to make small adjusts as needed. In the end, backflip to the corridor ahead.
The next gargoyle won't turn into an enemy, but as you approach the small medipack near by the two atlanteans in the back will rush towards you. Slot those two bars of gold to open the chamber ahead and shoot the black crystal in the altar until it explodes. Coming up is a long gauntlet of traps and platforming, save often and in different slots!
After the falling debris, drop through the opening in the floor. Slide jump from the middle, then veer right and then veer back to the middle so you can reach the path of break-away floor tiles ahead. Follow this one-shot with timely jumps. In the end, over the slope, two boulders roll down but you have small alcoves to hide from them. Mind the spike pit at the top, then clear the dart trap and come to a series of gnashing teeth traps over break-away tiles. Keep your cool.
At the bottom, with the large panel of break-away tiles, run as far ahead as you can as there's an incoming lava trap below. Quickly throw the switch on the right hand wall and head through the open gate, minding the swinging axes inside. At the end, quickly roll into the corridor and back to disarm the first boulder so you can examine the next room calmly. (Save your game.) You need to perform a running jump from the opposite corner, but as you run down that side of the ledge more boulders chase after you.
You're now way below the platform where you obliterated The Three. Two atlanteans are roaming by, but avoid the center of the room as the ceiling is collapsing. Loop around the perimeter towards the open gate. Beyond the spike traps, grab the crack in the wall and shimmy to the right, enduring the dart traps.
You come to a rocky slope filled with spike pits. Your goal is to reach the moss covered rock in the other end of the slope, so keep veering in that direction while avoiding the spikes. When you grab that ledge, don't pull up straight away, position yourself towards the right side of the slope so that you can jump and veer right to the flat spot behind the rocks. Take an angled jump over the next slope in the back.
The end is within sight! Jump to the moss-covered rock pillar in the middle of the cave and proceed around the back going right. Around the corner, take a running jump steering right into the opening. Head up the steps carefully as a new set of boulders crash down. That flat floor just beyond looks suspicious...
At the bottom, find the spot you can pull out of the water and, as you're used to by now, follow the perimeter of the room counterclockwise to reach a small underground lake. Swim through the opening at the bottom and emerge in another manmade corridor. After the cinematic slide, approach the boat for your ticket out of here (but stick around, as there is a post-credits scene).