ONE NIGHT AT THE LIBRARY
Level by Masked Goon
Walkthrough by José
COLORS: pickups – enemies – necessary items – secrets
The Reading Room Key
Run up the stairs and continue left and right through the opening near the corner, shoot the flying books and continue down the next stairs to a courtyard, shoot the book, the doberman and the killer in the high balcony too; shoot the windows to get shotgun shells and a small medipack. From the hedge next to the entrance climb up the lower roof, take a running jump to the next one, slide/jump onto another roof and finally jump to the top of the central pillar; from here take a running jump to grab the climbable wall, pull up into the niche, take a curved running jump onto the small roof in the corner, slide/jump to the balcony with the dead killer and pick up the Reading Room Key. Go back to the first corridor you found when starting the level.
Main Library Room
Use the key to open the door and go immediately left to find automatic pistols ammo, advance, shoot the flying books and go almost to the end of the room, climb the ledge with the lion statue to your right to get access to the upper floor thanks to the broken balustrade, shoot the killer in the opposite side of the room and look for another broken part of the balustrade in this area so you can take a running jump to the ledge where that enemy was and get his flares; pick up the nearby shotgun shells too and to get an extra pickup go through the nearby opening to find a room with shotgun shells; on your way back you’ll find a brawler. IMPORTANT!: in the room with the shotgun shells take note of the text below the painting in the wall (REBIS) to use it later. Back on the balcony continue in the direction of the entrance of this area, take a running jump to reach the next balcony and at the end of the path jump over the balustrade to land onto the arch above the entrance and reach the opposite side of the room. Advance left and from the raised trapdoor jump left to pull a book-switch which opens a door in the nearby corner, go there and pull the movable bookcase out so you can climb it and reach the top of the nearby bookcases in this area. Jump to the raised trapdoor, pull the nearby switch to lower trapdoors creating a shortcut so you can get back here directly from the bottom of the room; go to the central bridge, shoot the brawler and the doberman, pick up the small medipack he drops and go through the opening next to the switch.
Pool Room with Movables
Continue to the next room and pull the switch to open the nearby door; in this room drop onto the floor and look up to see a high book switch in a bookcase in front of the entrance: three of the bookcases in ground floor are movable, place two of them forming a bridge in the direction of the pool so you can pull once a fourth stacked bookcase above and then rearrange the other two in the floor so you can move that fourth bookcase under the switch (not difficult at all, start by moving the one in the corner under the switch); when you are success pull the switch to open a painting-door at the other side of the room and go there, time the moving swords taking care of the spiked pits and pull the switch at the end to open another painting-door in the side of the room where the movable bookcases are, exit, go right and jump to the top of the bookcase in the corner to get the Automatic Pistols, shoot the flying books and jump into the pool if you want to get a small medipack.
The Rooftop Key
In the next dark room shoot the brawler, pick up his flares and pull the timed switch to turn off the fires at the top of the pillars in the pool, quickly exit and run/jump until you reach the highest one, draw pistols to shoot the breakable window and jump to the opening. Climb the chest of drawers near the corner and pull the switch in the dark passage (beware of the rolling ball) to lower a trapdoor somewhere, shoot the brawler, pick up his shotgun shells and go back to the room with the fireplace (just before the main room with the bridge); drop through the hole, grab the crack below and time the moving blade to drop to the bottom: the door opens; in this room shoot the killers, pick up the automatic pistols ammo, shotgun shells, small medipack and flares they dropped, explore the dark passages to find those warriors with moving swords, shoot a brawler, pick up his shotgun shells and at the end of the path pick up the Rooftop Key. Pull the nearby book-switch to open the exit door and go back the way you came to find it shooting a killer on your way. You are back in the main library.
First Secret
Use the shortcut to reach the upper floor and cross the bridge, climb the block just in front of you, turn right, shoot the flying book and jump to the top of the platform with the keyhole. Or...
To get the first secret of this level, from the top of the first block at the end of the bridge turn around and take a running jump to grab the chandelier, from here jump to the top of the high bookcase to your left, approach to the left edge and take a standing jump to the lower part of the next bookcase, turn right and take another standing jump to the ledge in the wall to pull a book-switch. Drop down and even lower to ground floor, use the shortcut (ladder) to go back up again to the top of the same chandelier; again, jump to the top of the high bookcase to your left, take another running jump this time to the highest part of the next bookcase, a standing jump to grab the nearby chandelier, a running jump to land onto the raised trapdoor at the other side of the room and a last curved running jump to grab the edge of the big arch attached to the wall; pull up and get the SECRET #1: the Stone Dragon. From this arch jump back to the raised trapdoor and another running jump to a lower block attached to the platform with the keyhole. Climb up and use the key to open the door.
Movable Blocks Puzzle
Enter, shoot the brawler and the killer, pick up 2 X automatic pistols ammo he drops, shoot the window and jump through the opening to land on a balcony. Take a running jump over the balustrade to land onto the chandelier (no grab), now advance to the opposite side of the room taking running jumps onto the flatter parts of the ledges between the pillars in the right and left sides to finally reach the far chandelier and run and jump over the balustrade to the high balcony with the killer (shoot it from the distance if you can), pick up the small medipack he dropped and take a running jump over the next balustrade to land onto the pedestal with the female statue (to minimize damage). When Lara was on the previous high balcony, she eventually looked at one of the walls of this room; look carefully where the marks are in this checkered panels to solve the puzzle in the next room. Press the switch to create a shortcut to go back to the initial areas if you want and run up the stairs, shoot the killers, pick up the shotgun shells one of them dropped and move the blocks onto the marked tiles you saw in the wall of the previous room to get a screenshot of the room with the fireplace; pick up the small medipack and the flares on the nearby ledge and continue through the opening to another part of the library.
Opening the Garden Doors
Enter, go right, jump onto the lower block and shoot the killer shooting at you from the higher balcony; from this block you can turn around and take a running jump to grab the ledge at your back (without balustrade) to reach the upper balconies. Advance straight ahead to trigger a brawler and a killer, shoot them and pick up the uzi ammo one of them drops and the Uzis on the central ledge. Back to the balconies go left to find a room with a switch to pull, do it so to open doors at the bottom of the room.
Detour for a secret: opposite the switch there is a part of the balcony with a missed fence, approach to the edge, turn left, jump onto the nearby block and take a running jump hitting the low ceiling over the balustrade to get the SECRET #2: the Jade Dragon.
Gardens Area – Water Medal
Back at the bottom of the room look for those open gates, enter, shoot the doberman and the killer, pick up his large medipack and one more large medipack under the gazebo. From the top of one of the hedges jump to the big platform above the caged area, approach to the corner, climb up the ladder to the upper roofs, roll, take a running jump to grab the white arch and continue to jump and grab the edge of the opposite roofs, shimmy right, pull up when you can, jump to the flatter part with the shotgun shells (tricky jump!), to the next flatter part and take a last running jump from the breakable tile to the roof with the small balcony. Shoot the killer and jump over the balustrade to the next room trying to fall into the pool to minimize damage. Shoot the brawler, pick up his small medipack and pull the switch to open the exit door so you can go back to the gardens area later. From the entrance area, jump only onto the tiles with the R-E-B-I-S letters (remember the clue in the room with the big painting) and the waterfall will open so you can get the Water Medal.
For a secret: jump into the water in this part of the pool near the waterfall and look for an opening in the floor to find the SECRET #3: the Golden Dragon.
Moving the Chandeliers
Go back to the room with the chandeliers, jump onto the lower block and as you did before take a running jump to grab the ledge without balustrade to reach the upper balconies, go right/right to the room with the switch you pulled to open the garden doors time ago; again, go opposite the switch and from the part of the balcony with a missed fence, approach to the edge, turn left and jump onto the nearby block. This time turn around and take an angled standing jump to grab the crack in the wall, shimmy left, pull up, roll and take a running jump to the top of the chandelier, jump to the next ledge if you want to get shotgun shells but from the chandelier turn right and take a running jump to the wide ledge with the switch, pull it, safely drop onto the floor and turn left to find the open painting-door. Go through the dark passage, jump over the spiked pit, pick up the flares, slide, jump onto the breakable tiles, run, take a sidejump left, jump forward and finally jump back and forth with right curves onto the slopes to reach the safe ledge. Now jump back and forth onto the next slope to grab the ladder, climb up to the top, pick up the flares and drop into the hole to pull a switch (wait several seconds until you hear the sound of a chain or the trigger doesn’t work), shoot the brawler, advance, time the first teeth doors, pull the switch to open a door somewhere, time the second teeth doors and slide down the ramps to get back to the main room with the chandeliers.
Timed Run
To get an extra pickup take a running jump to grab the first chandelier and from its top turn a bit to your right and take a diagonal standing jump with grab to land into a small balcony with automatic pistols ammo. Jump over the balustrade and once on ground floor go to the side of the room opposite the piano to find the door you opened moments ago. Save your game (timed run), pull the switch, roll and run and jump onto the lower block, jump to climb the taller block, jump to the top of the first chandelier, turn left, take a standing jump to grab the edge of the recess in the nearby wall, pull up, jump to the top of the second chandelier and without stop to the high ledge with the open gates.
Fire Medal
Shoot the flying books and go to the back side of the room to find a ladder, climb it almost to the top and take a backflip with twist to grab the top of the bookcase at your back, pull up, shoot another flying book and if you want extra pickups, from the top of the bookcases to your left and to your right you can take running jumps to get a large medipack and uzi clips. Anyway from a high position take a standing jump over the fences of the central cage to get the Fire Medal; this will alert two yetis and three knife throwers, shoot them all, exit this room and make your way to go back down to ground floor of the room with the chandeliers.
The Archive Key
Go back to the gardens area and look for a passage with wide stairs in one of the corners, pull the switch to open the gates and find yourself back in the first areas of this level. Do you remember when you solved the puzzle with two movable blocks? It’s time to get our prize. Go left and drop to ground floor, use the shortcut-ladder to climb up to the high bridge and enter the room with the fireplace; there’s not fire in it so now you can pick up the Archive Key. Exit and climb down the ladder to get back on ground floor, turn right to find the keyhole in the nearby corner.
The Basements
Run down the stairs to the basements, go left to find uzi clips behind the crates in the corner and look for a corridor leading to a wall switch, pull it to open a door in the previous area and also alert three yetis. In the next room time the warriors with the moving swords and climb down the ladder to a lower basement. Climb the shelves in the left side to get automatic pistols ammo, shoot a yeti in the right side and from the part without fence jump to the top of the shelves of the lowest basement to pick up a small medipack; there are also flares on a high corner ledge and 2 X shotgun shells on ground floor in the diagonally opposite corner. There’s a ladder in the side of the room where the flares were to go back to the top of the shelves and go to the side of the room opposite the ladder, from the top of the shelves climb the high ledge, jump to the small ledge with the fence and to the next one.
Earth Medal
In the next room go left timing the first rolling wheel and wait in a recess the moment you can go following the second wheel without damage; pull the switch, time the wheels again to go back to the shelves area. The open door is under the ledge where the flares were; enter, pull the switch, shoot the yetis and go always right when possible to find that the shelves have moved in a corner, pull the switch behind the crate and again go always right when possible (no compass in TR levels) until you find the open trapdoor. Enter the crypt, pick up the uzi clips and go through the blue curtain (jumping over the spiked pit), pick up a large medipack and the Earth Medal. Go all the way back to the library area the way you came.
Exiting the Level
The receptacles for the medals are at the other side of the room, in the pedestals with the lion statues; place the medals to open the nearby gates, enter, go to the back of the room, jump into the water and look for a place you can get out in a corner to your right, advance, pick up the large medipack and the uzi clips and go up to the next room to get the Voynich Manuscript; exit, shoot the knife thrower and the yetis if you want or simply avoid them, mount the boat and follow the path taking care of the falling debris to finish the level.
January – 22 – 2025