April 12, 2010

Lara and the Four Shafts - walkthrough

author of the level: Elke Schwarz a.k.a. Eelkemama
author of the walkthrough: Nina Croft

Level five: LARA USED ALL THE SHAFTS


secrets: none

BIG GARDEN WITH POOL: Park your bike here, take shotgun shells from the ground to the left and use the jump switch on the wall to the left to open the big gate. Enter the big garden beyond the gate. Place four shaft keys in their receptacles on the other side of the green wall to the left from the entrance. This will open the big gate in far left corner. Before proceeding to the next room, use the jump switch on the right green wall (climb the reddish ledge in the middle of the garden and go to the right end of it). This will open a gate in the pool in the next garden. Make sure to collect the green key from the middle reddish ledge with plants (it's hidden between two plants in the middle of this ledge).

Now you can proceed to the next garden, which has a pool. Jump into water and swim to the other side. Go into the shallow water in the far right corner of the pool, and use the jump switch on the wall to open the hatch at the end of the UW passage. Turn around to face the entrance, dive in and swim into the passage under water. Follow the long twisted tunnel to the opened hatch and pull out.

CAVES: Inside this small dark room you'll see two closed gates to the left and right. Climb the blocks straight ahead and go through the passage beyond (S). When you enter the cave, use both metal floor tiles (to the left and to the right) to open both gates in the previous room. Go back there. To prevent some backtracking, first go into the room to the left (W).

COLOR SPHERES PUZZLE: Inside this room you'll see some color spheres and colored floor tiles. You guessed well: you need to push/pull the spheres onto their corresponding tiles. However, the green sphere is in a pit and unavailable at the moment, and another (gold) sphere is on a raised block, also unavailable. One colored floor tile is also raised, thus making it impossible to push the sphere onto it. So, you need to raise the green sphere to the floor level, to lower the yellow sphere to the floor level, and to raise the white sphere on the raised blocks in the center of the room. Here's the sequence:

Use the switch in the near left corner from the entrance to raise a block next to the yellow sphere which is in the near right corner from the entrance. Go there, climb in the alcove behind the sphere and push it onto the raised block. Now return to the switch and use it again to lower the block and getting the yellow sphere in the floor level. The white sphere is nearby, so push/pull it so it stands to the left of the closed gate opposite the entrance (when facing the closed gate). Climb the ladder in the far right corner of the entrance and pull a switch to raise the block under the green sphere thus bringing it to the floor level. Go in the far left corner, pull the green sphere out of the corner and push it onto the green tile nearby. Use the switch behind the green sphere to raise a block under the white sphere, thus bringing it to the same level as the white tile. Now you can push/pull remaining spheres to their corresponding colored tiles and open the gate.

Go through then to the right. Climb the block and use the checkered tile to lower a block elsewhere. Return to the color puzzle room, then to the first cave. Go through the doorway on the opposite wall and find flares, an LMP and an SMP on the left side of the cave. In the far right corner there is the block you've just lowered. Go there and use the jump switch to open the gate in the room beyond the color puzzle. Return back there and go left, towards the open gate.

BOULDERS: Climb into the opening and go backwards, one floor tile by one. On the third floor tile you'll hear the boulder, so sprint back to the room and to the right to get out of its way. Then climb up the ramp to the second boulder. Push the boulder down the second ramp and slide down into the water. Climb out and turn to face the water. Jump across to grab the opening, pull up and climb the stairs up to a vase. Shoot to break it and use the switch behind to open the gate at the bottom of the second ramp. To get back there, climb into the opening to the right of the switch and use another switch to open the gate to the right. You are now back to the room where you found the second boulder. Slide down the ramp backwards, grab the edge, pull up and back flip through the double gates doorway. Slide into the passage.

Inside the big room with windows and another closed gate on the opposite wall, find the ladder on the last brown pillar on the left and climb into the opening. Go left and flip the switch to open the door on the other side. Drop down to the floor, cross to the other side and climb the ladder on the last pillar to the right (from the entrance). Inside the alcove flip the switch to open the door nearby and take the red key. The door you've opened is on the right, so go there and enter the maze.

Go forward then left and follow this passage to the end. Flip the switch to open the exit gate on the other side of the maze. Return to the entrance and take the other way. Follow this passage to the end and exit through the open gate on the left. Unlock the door with the key and go through the doorway.

UNDERWATER: Dive in the pool and pull the UW lever to open one gate in the tunnel (to the left of the tunnel). Swim into the tunnel and turn right at the intersection. Swim to the end of the passage and pull the UW lever to open the other gate at the intersection. Swim back to the intersection, then left, to get some air in the pool. Take a deep breath, swim back to the intersection, then left and to another UW lever. Pull it to open the third gate, swim back to the intersection, then left and through the passage, to emerge in a big pool. Use the jump switch in far left corner to open the big gate and go through.

ALLEY WITH TREES: In this alley, go to the right side of the central pillar and use the jump switch to disable the spikes on the corner tile in the next area. Go through the gate into the garden with pyramids, then to the left, into the garden with spikes. Go to the wall opposite the entrance and turn to face the spikes and the brown ladder in the corner. Time your run jump across the spikes when they are retracted, and land on the square where spikes are disabled. Climb the ladder and enter the alley with slanted walls. Go left and pull onto the single slanted pillar. Back flip from it, roll and grab the edge of the slanted wall. Shimmy to the right and pull up onto the flat pillar. Run jump onto the next pillar (run jump because the ceiling, though transparent, is too low). Use the lever to the left to lower a block back in the garden with pyramids, and climb back up the ladder above the spikes. Time your run jump to land on the spike filed when they are retracted and sprint away before they pop up again. Go right, back to the garden with pyramids, and to the left, where you've just lowered the block.

BURNING LEVER: Inside this room with red floor, there is a lever to the right, but it is burning, so you cannot use it. Go to the other side of the lever and stand to face it. Just to the right of it there is a low step that can be used as a needed boost to get on top of the wall. Run jump to land on the other wall and use the checkered tile to lower a block down at the floor level. Go into the opening behind the lowered block, and into a tunnel. Go right, turn right around the corner, then again right. Look up to the right to locate the jump switch on the wall above. Use it to open the trapdoor of the fish tank, and proceed to the end of the passage. Climb down the ladder through the opening right.

Go right (W) and around the fish tank. At the end of the passage two tiles are steaming, so avoid stepping on them. Run jump from the highest part of the last red block to grab the pillar on the other side of steaming tiles. Climb to the top, pull up and step on the checkered tile to disable the burner in the room above. Drop on the other side of the pillar, go to the other side of the tank and up the ladder to the passage above. Follow the passage back to the room with lever and now use it to open the gate back at the entrance to this room. Exit the way you came in and go right, into the passage.

As you go, you'll see a pushable sphere in this passage, ignore it for now. Follow the twisted passage to the end, where you'll see the closed gate. Directly opposite this gate is a jump switch. Use it to lower a block back at the pushable sphere. Return there and push/pull the sphere onto the checkered tile to open the gate at the other end of the passage. Finally, go back to the gate and enter another big room.

BOULDERS PUZZLE: In this room notice the closed gate to the left. Jump onto the wooden ledge above the burner pit, run and jump on the second wooden ledge, then to grab the stone ledge opposite the entrance. Use the jump switch here to open the gate. Jump back on the second wooden ledge, then on the first, then drop into the pit on the other side of the wooden ledge. Use the switch here to trigger one of three boulders in the next room and make it land on the triggering checkered tile. Jump to grab the wooden ledge, jump on the stone ledge near the entrance, go right and enter the room with three boulders. The second boulder is already triggered, but the first two boulders are still waiting at the top of the ramps in this room. Go up the ramp between second and third boulder and drop into a shallow pit. Lower yourself and use the checkered tile here to trigger the second boulder. Return back to the boulder room. On the pillar high above the entrance is the lever. There is also an invisible crack in the wall lit up with red light. Jump up here to grab the crack and shimmy to the right until you can pull up on the block. Use the switch to trigger the first boulder and open the gate opposite the entrance. Enter the next room.

TIMED BLOCKS: In this room you'll see another closed gate in the far right corner, and a high opening you cannot reach. Turn around to face the entrance and shoot the vase in high alcove to raise a block in the middle of the room. Climb on this block and run jump diagonally (no Action) to land inside the opening. Climb up to the left on the upper level. You'll see a switch nearby. Flip it to raise couple of timed blocks on the other side of the room. Immediately roll and sprint towards the blocks. Jump on the first one, then on the higher one, roll and jump again on the upper level (you don't have time to pull up on these blocks, you have to jump onto both of them). Run into the opposite corner (SW) and pull up into a raised crawlspace. Drop on the other side and use the checkered tile to open the big gate outside. Return back to the gate and go through.

BIKE RIDE: Ride the bike which is parked to the right behind the gate. Drive up the long ramp and to the end of the road, where you'll see a closed gate and two keyholes. Of course, you are missing the keys, so choose which route you will play first.

SLIDING LEDGES (YELLOW KEY): Enter the room to the right, and avoid falling on the deadly floor below. Slide backwards to the end of wooden ledge. Grab the edge and shimmy to the left and around the corner. Pull up onto the second sliding ledge, slide forward then to the left, until you stop on the metal edge at the end. Pull into the alcove above and take the yellow key. Grab the monkey climb above and monkey swing back to the entrance.

TIGHT ROPE (BLUE KEY): When you enter this room, save your game, because you can only use the tight rope once. If you fall into the pit, you'll be able to climb back up, but you won't be able to walk on the rope again. So in that case, reload the save and try again. Once on the other side of the rope, pick up the blue key, drop into the pit and climb the ladder back to the entrance. Use both keys in the keyholes to open the gate.

ALLEY WITH LAVA PITS: Drive your bike through the gate and the breakable wall beyond. Park it here and cross the shallow pool to the left. Go to the edge of the first lava pit. Jump diagonally to the right to grab the crack on the wall and shimmy to the left, to the other side of the pit. Drop on the other side and follow the alley to another lava pit with breakable ledges above. The easiest way is to do a standing jump to grab the first ledge. Shimmy all the way to the left, run diagonally to the right and jump with a left curve to grab the second ledge. Pull up, run and jump in the alley ahead. Follow the alley to another lava pit. Shoot two vases on the other side of the pit to trigger the appearance of the swinging rope above the pit. Then use the jump switch mounted on the pillar next to you to open the gate at the end of the alley. Run jump to grab the rope, swing and jump to the other side. Follow the alley to the end, climb on the block to the right of the open gate to take the red key, and enter the room beyond the gate.

NOTE: If you failed to pick up the green key at the beginning of the level, the game will prompt you to get back and take it. You cannot get back the way you came (because you don't have those breakable ledges any more) so you have to find the shortcut. In that case, climb on the raised green ledge in the middle of this garden. Turn to face the pillar in the near right corner (to the right of the locked gate). Take a diagonal running jump to grab it, and pull up. The checkered tile here raises two blocks nearby. Drop to the ground, go to the far left corner from the entrance, climb on the raised block and into the opening. Drop on the other side and you'll back at the first garden. Find the green key and return back the way you came.

LAST GARDEN: Unlock the door with two keys and enter the garden of Croft Manor. Push open the door to the right, enter the house, then the study which is open and on the other side. Push open the door to the left, and when you enter the bedroom, the game is finished. Great work!

Lara and the Four Shafts - walkthrough

author of the level: Elke Schwarz a.k.a. Eelkemama
author of the walkthrough: Nina Croft


Level four: THE LAST SHAFT WILL BE FOUND


secrets: four

COURTYARD WITH FOUNTAIN: When the level loads, go left across the shallow pool and find the green key in the plants. Turn right and go towards the door with the keyhole. Pick up the SMP from the grassy patch in front of the door and unlock the door with the key.

BREAKABLE LEDGES: When you enter, do not fall into the pit which is deadly. Turn diagonally to the right and jump with a right curve to land on the very angle of the first ledge. Run diagonally to the right, steer sharply to the left, jump and steer to the left more. Grab the second ledge, pull up and run (or use Jump + Action to try to land on the near edge of the second falling ledge and run forward immediately). Jump from the edge and grab the stable ledge ahead. Pull up into the opening above and use the jump switch to open the door in the courtyard and disable the spikes near the entrance to this room. Drop to the stone ledge and jump on the third breakable ledge. Run on the last ledge, steer to the left and climb into the opening with retracted spikes, before the ledge collapses. Run off diagonally to the right with Action to land in the opening with entrance and go back to the courtyard. The door you've just opened is on your left (N).

SMALL LIBRARY: Enter the room with a fireplace. In near right corner from the entrance you'll see a clock. On its left side you'll find a pushblock. Push it out of the opening and push/pull it onto the distinguished floor tile in the small room behind the fireplace (that same pattern is above the door of the theater). This will open another door in the courtyard. At this moment, both doors in the library are closed, so leave the room, cross the courtyard and enter the open doorway on the other side (S).

THEATER: Inside the theater, go right and use the switch on the wall opposite the stage to raise the curtain. Go back to the stage, climb on it and drop into a hole there. Follow the passage under the stage, kill a soldier that will attack you, and find the red key at the end of the tunnel. Return back to the theater, go out to the courtyard and return back to the small library. Unlock the door and pull up in the doorway.

BACK TO THE LIBRARY: When you drop to the floor of the library beyond the door, turn right and raise the floor hatch. Climb down the ladder here, kill two bats in the underground room and pick up an LMP lying on the floor. Stand on the distinguished floor tile in the middle of the room to open the secret door in the library. Climb up the ladder, and use the switch behind the secret door to open another secret door in the first library. Climb through the doorway and use another switch in the first library to open another gate in the courtyard with fountain. Leave the house with fireplace and cross the courtyard. The gate you've just opened will be in the far left corner (SW). Go through.

EMPTY HOUSE: At the intersection, go left and use the floor tile at the end to lower a block to the right of the entrance. Return there, jump on the block and use another floor tile to open timed door near the first floor tile. Jump on the lowered block, and sprint down the passage to the door before it closes. Once on the other side, the door will re-open. Use the lever here to open the big gate in the courtyard. Return there, go to the other side and through the gate (E).

In the room beyond the gate go left. Use the jump switch on the wall opposite the closed gate to open it, but don't go through yet. Instead, go to the wall N and climb into an opening concealed with ivy. Drop on the other side and climb up the ladder in the small tunnel where you'll find an SMP which is secret #1. Return back to the previous room and go through the second gate you've just opened.

COLOR PUZZLE: Straight ahead is the closed gate you need to open. To the left is a room with four burners and four colored tiles beneath them. Enter here and stand in front of the first burner. Wait for the flame to subside and back flip over the white tile towards the burner. When you land on the flat tile beneath the burner, one block will raise in the other room. Slide down the slope while the cutscene is running, to avoid the flames and go into the room where the block raised (to the right of the gate where you entered). On the pillar behind this block is a ladder. Climb it to find an LMP which is secret #2. Then push/pull the white block onto the white floor tile on the opposite side of the room, behind the pillar in the near right corner from the entrance. NOTE: You don't need to go to the room with colored glass cases now, you can first raise all four cases and then complete the puzzle, but this way, raising and pushing one block by one, will keep you safe from a potential bug, especially if you are using Vista or Win7 OS. In other systems there should be any problems, so you can raise all four blocks first, and then go to the other room to move them.

Return to the burner room and time your jump/backflip over the second colored tile (yellow) to raise the yellow block in the other room. Push/pull it to its corresponding colored floor tile behind the pillar in the far right corner. Return to the burner room, jump over the blue tile beneath the third burner, to raise the blue block in the other room. Push/pull it onto the blue floor tile behind the pillar in the near left corner from the entrance. Finally, return to the burner room, jump over the last colored tile (orange), and push/pull the orange block to its corresponding tile behind the pillar in the far left corner from the entrance. This will open the gate opposite the gate where you entered here.

Go in and use the switch in the far right corner to break down the wall in this room. Climb over, pry the Eastern Shaft Key from the wall in the near right corner, and use the switch on the raised block to raise a block back in the burner room. Return there, climb the block (watch out of the flame!) and jump up to grab the edge of the opening above. Pull up, follow the passage to a small room, climb on the block in the far left corner to find two pairs of revolver clips, then climb on the block in the far right corner and flip the switch to open the last door in the courtyard with fountain. Go into the passage towards the closed gate, and open it with a jump switch which is located in the middle ceiling alcove, in front of the door. You'll end up in the small library with the fireplace, so go out to the courtyard, and through the open door which is on your right (NW).

THE BIKE: Follow the passage to another closed gate, open it with the lever to the right of it and enter the alleys beyond the gate. Go right, and enter the backyard with a small pool. Jump in the water and use the UW lever to open the gate on the opposite side of the alley. Go there and ride the bike. Drive up the ramp to the right of the pool, park the bike on the ledge here and use the lever to open the gate nearby. Ride the bike again and drive down the other ramp. Straight ahead is another backyard with the open gate to the right. Ride in carefully and go to the right. Slowly and cautiously drive the bike along the ledge above the lava pool, then up the ramp. Drive down the ramp towards the closed gate.

Turn left, drive up the other ramp and through the breakable wall. Drop in the alley below and park your bike here. In the alcove on the left end of the alley you'll find the checkered tile that opens the room on the other end of the alley. Go in there, and in the far left corner climb the concealed ladder. At the top of the ladder use the jump switch to open the gate back at the ramps. Return to the alley and climb back up to the gate which is now open. Go through.

SANDY COURTYARD: When you enter, go left and pick up revolver ammo from the ground. Turn to face the wall opposite the entrance (S), jump over the steep block and drop into the pit behind a plant. You'll find the red key here. Jump back up in the courtyard and return to the gate where you entered. Directly opposite the gate is a pillar with the secret (S). Go around to the other side of this pillar and climb the ladder to get on top of it. Pick up revolver clips which are secret #3. Drop down to the ground.

In the NW corner of the courtyard you'll find a switch. Flip it to open the glassy trapdoor next to it. Drop down to the lower level and go left (E). Climb the block with the keyhole and unlock the gate behind you. Go through, kill a soldier and go all the way to the end of the passage, where you'll find the flares, which are secret #4. On your way back, notice the floor tile which is different than all the other tiles here (to the right). Above this tile is a high crawlspace. If you approach it and climb into it, the game will prompt you: "Something must be done up here". Return up to the courtyard.

Next to the switch you flipped you'll find a pushblock in the corner. Push/pull it to the edge of the opening. Use the switch again to close the trapdoor, and push the block onto the closed trapdoor. Now open it again and the block will fall down to the lower level. Continue pushing/pulling it onto that distinguished floor tile mentioned above. This will open the gate back in the courtyard, so return there and go through the gate in the corner where you found the pushblock.

FLOODED CHURCH: When you enter, just to the right of the door you'll find another revolver clip. Jump into water and swim into the far right corner of the pool (E) and into the crack in the wall. Climb out of the water and use the checkered tile to retract the spikes on the other side of the pool. Swim back towards the entrance and into an alcove with UW lever. Pull it to raise a block in the pool and open the gate on the other side. Climb out of the water on the lower pillar to the left of this alcove and pull up on the ledge near the entrance. Run jump onto the pillar in the middle of the pool and another run jump on the other side of the pool. Go left and pull into the opening above. Find the jump switch above the retracted spikes and use it to open the gate on this side of the pool. Go through.

GARDENS: Cross to the other side and find the red key in the grass on the bottom of the small pool. Go to the door in the far right corner from the entrance (and notice the whitish breakable wall to the left of this door), unlock the door and ride the bike. Drive out to the garden, and to the right, through the breakable wall. Drive to the end of the corridor right, where you'll see double closed gate to the right. Park your bike here and return back a few steps, to the opening that leads to the first sandy garden. In the far left corner of this garden you'll find a pit with checkered tile that opens the gate of the second sandy garden. Before you exit, stand in front of the entrance facing it. To the left you'll see some plants. Behind and above the plants there is a high opening. Climb into it and use the other checkered tile to open the second gate back at the corridor.

Return to the corridor and go into the second sandy garden. Go up the sandy mound to the right of the central pillar and run jump from it to grab the edge of the pillar. Pull up and use the lever to open the first gate back at the corridor. Return there, go left and ride the bike through the breakable wall beyond the double gate. Park your bike here. Jump into the water.

MAKING A BRIDGE: Swim into the opening below the entrance and find the UW lever that will drain the pool. Return back to the empty pool, cross to the other side and climb into a small opening. Inside use the switch to open the gate near the bike. Climb out of the pool using the big ladder on the wall next to this small crawlspace, and go back to the bike. Ride it up the ramps and through the open gate, until you drop in the big blue room to the right. Park your bike here inside this room and turn around to face the ramp where you entered this room. To the left of it there is a shallow pit with a switch. Use it to raise a block in a pit nearby. Enter another room and climb the block to the left of the entrance, to use the checkered tile that raises another block in the pit. Proceed to the next room, which has a pit and two blocks you've just raised.

You obviously need to make a bridge for your bike across that pit in the next room. Once inside the room with the pit, diagonally jump to the ledge on the right, and climb into the opening behind the pillat in the near right corner from the entrance. Drop on the other side of the crawlspace and use the checkered tile to raise the last block in the pit. Return back to the room, jump to the opposite side of the pit and find the jump switch behind a pillar in the far left corner from the entrance. This will raise the middle block, and your bridge will be completed.

Return to your bike and drive across the bridge and in the next room. Go around the shallow pool (which is deadly if Lara is on the bike) and enter the long green alley. Drive to the end of it.

If you are here, and the double gate at the end of the alley won't open, that is because you forgot to take the shaft key in the color puzzle room. The blocks to the right will lower, and a huge shortcut to color puzzle room will be open for you here. So go back there, push out the block at the end of the passage, take the shaft key and return to the double gate which will open now. Drive your bike through and break the wall beyond the gate to end the level.

April 9, 2010

Lara and the Four Shafts - walkthrough

author of the levelset: Elke Schwarz a.k.a. Eelkemama
author of the walkthrough: Nina Croft

Level three: LARA MUST FIND THE THIRD SHAFT


secrets: seven


GARDEN WITH PYRAMIDS: Open the gate with the jump switch above Lara, go in the garden and kill two dogs in the way. Stand to face the first pyramid, and the entrance door on your left. Go in the far left corner of the garden to find an LMP which is secret #1. On the wall on the right you'll find a jump switch hidden behind a tree. Pull it to open a door elsewhere. In the second bush behind the entrance you'll find the green key that opens the gate on the other end of the garden.

ALLEY: Once out in an alley, go left and through the open door. Just to the left of the door you'll find a pushblock. Pull it out twice and go into the opening behind to use the floor tile that will lower a block in the other corner of the room. Go there, drop and use the lever to open another pit in the room. Climb back up, drop in the second pit and flip the switch to open the other door back in the alley. Exit, go left and through the door you've just opened. Use the jump switch just to the right of the entrance to open the door at the end of the alley. Go out, then left and into the water at the end.

Straight ahead you'll see a closed gate. Remember it and swim into a long tunnel to the right. Follow the tunnel to a UW lever and an air pocket above where you can surface. Use the lever to open the timed gate back near the entrance, roll and swim back to the gate before it closes. If it is closed, use the lever again to re-open it. Once beyond the gate, climb out of the water, then up the ladder above the pool, squeeze inside a small opening, and use the jump lever in the small room to open the door back in the previous room. Return there and enter the house through the open doorway.

HOUSE: Enter the library to the right. Climb into the middle opening between book shelves, and push the block here to the left. This will open the secret door in the library, so go through, pick up revolver ammo from the floor to the right and use the switch here to open the gate outside in the alley. Also use the jump switch on the other side of the entrance to open the exit door back in the dining room. Go back, then out to the alley, and go right, through the open gate on the other end.

COURTYARD WITH THE WELL: Kill a dog here, and climb the small ledge to the left. Behind the gate you've just gone through there is a concealed jump switch that opens the steel door in the far left corner of the courtyard with the well.

ROOM WITH BIG SLIDE: Go through and don't slide immediately down the slope when you enter the big dark room. Instead turn left and jump on the pillar next to the wall and climb down to the left to find a LMP which is secret #2. Jump back to the slope and slide down into the room. Kill a soldier lurking around and drop in the room below the big slide. Go around the slide and find the red key. At the bottom of this slide there is an opening with ladders on both side. Turn to face the slide and hang on the edge of the opening. Drop to grab the opening below, crawl in and follow the tunnel to another big room with h-shaped ledge.

There's no need for you to drop on the floor of this room. Your goal is to push/pull the block in the near left corner to the far right corner over the h-shaped ledge. But the ledge is missing some blocks, and you need to find the way to fill the gaps. So use the switch in the near right corner to raise first two raising blocks (and the fifth) and push/pull the block along the ledge, to the intersection. Pull/push the block over two raised blocks to the last block of the central ledge, which is stable. Return to the switch and use it again to lower blocks 1, 2 and 5, and to raise blocks 3 and 4. Push/pull the block over these blocks too, to the next gap. Use the switch once more to raise the block 5 again and finally push/pull the block onto the checkered tile in the corner, to open the passage in the upper room. Return via the crawlspace to the room where you found the red key and climb into the opening above the ladder.

Follow the long tunnel back to the room with big slope, climbing several blocks along the way. Once in the big room, go to the back side of the slide and climb the ladder to the top of it. Slide just a little and jump to grab the ledge above. Pull up and return to the courtyard with the well. Climb the opposite ledge and use the switch to the left of the bathroom window to open the door back in the house.

INNER ALLEY: Return there, go across the dining room into the library, then to the right, and through the door you've just opened. Inside the passage, climb into the alcove to the left, then through the opening above, to find a LMP which is secret #3. Drop down to the floor and go to the alley with a glass panel. The ladder here is useless for now, so go all the way around the perimeter, and flip the switch at the end of the alley, to open the timed door nearby.

Go into a room with slopes and ledges. Climb on the slanted block, back flip and land on top of the central pillar. Turn to face S, run jump and grab the sloped ledge ahead. Shimmy to the left around the corner, pull up and back flip with Roll and Action to land on the ledge behind. Run jump diagonally with a left curve to the next ledge, then again to the next. Turn to face the ledge with spikes and walk to the edge. Hop back once to prepare for carefully timed run jump. When the spikes are down, run and jump to land on the ledge with retracted spikes. Immediately jump forward onto the next ledge before the spikes extend again. Jump on the last ledge with checkered tile to lower two blocks down on the floor level. Drop down and go through the new opening.

As you enter, turn right and go into a small passage with a jump switch on the left. Use it to lower a block nearby, and climb on the ledge on the left side from the entrance. Push the block off the ledge and into the pit with the checkered tile to open the steel door, and enter the next room. Kill a soldier shooting at you. From the entrance, go left then around the corner, and climb the ladder. Climb another ladder, follow the tunnel and drop into a pit with a switch. Pull it to open the gate down in the passage behind you and go down the stairs and through the gate you've just opened. You'll pass past another gate that is closed. Enter a small room with central pillar, climb on it on its right side which is lower, and use the lever to open the second gate. Go out to a small courtyard.

Shoot the wasp nest in the treetop to open the gate and proceed through. Take the flares in the street and find a pushblock near the end. Push it to the end wall, climb up and drop on the other side of the wall. Inside this small room you'll see four glass ceiling tiles. Jump up through the one nearest the entrance and pull up to the roof, where you'll find an LMP which is secret #4. Drop down to the lower room. Enter the inner alley on the other side of the glass panel. At the end of this alley you'll see a note on the screen asking you if you have collected the red key. If you forgot to pick it up, use the switch in the alcove above the red keyhole to lower the blocks on top of two ladders in the glass panel, thus opening the shortcut back to the courtyard with the well. If you have the red key, just unlock the door with the key and proceed through.

EQUATION PUZZLE: When you enter, look to the left, and you'll see a blue panel. If you look through it, you'll see two equations: 12=x+7 and 9=x*3. So remember the results: 5 and 3. Enter the room to the right and go into the far right corner of this room with wooden floor. Look up in the ceiling above the right most lamp in this room and notice the pendulum swinging. Shoot it to raise the block in the alcove on the opposite wall, climb it then into the opening above. At the end of the hallway find revolver clips which are secret #5. Drop down and return back in the corner near the pendulum you shot. In the corner you'll find a pushblock. Push it out of the corner twice, then once to the left. Enter the passage behind and pull levers 3 and 5 to open a gate nearby. It is located in the far left corner from the entrance to this room. Go there and use the lever to open another gate. Turn around, make a few steps forward and turn right to stand against the wall. The opening is right above you, so climb up and drop in a corridor. Kill two soldiers on the right.

CORRIDOR: Go right and climb the next ladder. Inside a small room above the pool, jump into water and swim into the far left corner. Climb out of the water and go to the ledge above the pool. Straight ahead on the wall you'll see a jump switch. Flip it to raise a block back in the corridor. Then climb back to the higher block, turn to face the water and diagonally to the right, and run jump onto the middle ledge. Go left to the wall, and drop on the lower edge left. Use the checkered tile to raise a block above the pool and climb back up to the middle ledge. Go right, jump on a single ledge to the left, then jump to grab the raised block, pull up and turn to face the middle ledge. Run jump to grab the jump switch that opens a door in the corridor, jump back on the raised block and turn to face the ledge with burner. Use a diagonal standing jump to land on the corner of the burner ledge when the burner is off. Lara should be safe in the corner. Pivot her towards the pillar with a ledge behind it. Jump there, then pull up into the opening, and back in the corridor.

Once there, climb the block you've raised in the pool room, then up in the room with glass ceiling. Drop in the lower room, go to the other side and take the LMP which is secret #6. Pull the switch near the secret to raise another block which will allow you to get back to the corridor.

Enter the open doorway, and follow the passage to the right. Go up the stairs and climb on the upper level, where you will find a checkered floor tile that opens the other door in the corridor. Return there and enter the other room. Pick up some flares from the floor. Climb into the opening in the far left corner of the room and use a jump switch to fill the room with sand. In the far right corner from the entrance now you will find another jump switch that opens the door above. Then use the sand mound to climb to the doorway.

ROOM WITH PIT: Drop next to another closed gate which is on the left. Go right and to the edge of the green pit. Run jump diagonally to the left to land on a wooden ledge above the pit. Jump to the other side of the pit and turn left. On the wall you'll find the ladder, climb up then left into the cobwebbed opening. In the tunnel beyond use the checkered floor tile to raise a block in the room with the pit. Go to the opening above the pit, but don't drop down to the wooden ledge. Instead, jump up to grab the ceiling bars and monkey climb forward, then to the right. When you approach the wall, drop to grab the ladder, and shimmy to the left. Use the jump switch here to raise another block on the other side of the pit. Slide down into the pit, use the pillar with a ladder to climb up, then jump to the ledge with raised blocks, climb them and use the jump switch above to open the gate near the entrance to this room. Go to the other end of this ledge, jump on the wooden ledge, then diagonally jump in the doorway and go through the open gate.

PIANO ROOM: Enter the white passage with two windows. You can climb through the first window to find revolver clips which are secret #7 to the room with a fireplace and a piano. Go to the other side of the room, to the closed door. To the right, on the fireplace wall, you'll find a switch. Use it to change the room, go to the other side of the fireplace and this time you'll have a ladder here. Climb up then left, then up again. Once on the top, climb to the right and use the jump switch to open the door. Drop down and go into the bathroom.

LIBRARY: Use the lever to the right to open the door of the library. Push open the glass door to the left and proceed to the library which is on the right. When you enter, go to the left and behind the open door and pry the Southern Shaft Key from the wall. Find the revolver ammo on the other side of the library, as well as another switch that opens the door in the hallway. Before you leave the library, climb the ladder on the bookshelf, and inside the tunnel above use the checkered floor tile to open the door back in the room with the equation. Leave the library and go right, through the door you've just opened. You're back at the corridor. Climb the first ladder to the right, back to the room with equation puzzle. Go to the right, climb the low ledge to the right (where the equation is) and jump on the pillar under the gate. It will open meanwhile, so you will be able to proceed through here. But, if somehow you forgot to take the shaft key in the library, this door will remain closed, and the game will prompt you: "Door closed - shaft missing!" In that case, return to the library and take it.

HELICOPTER: Climb down the ladder on the opposite wall. Go left, then around the central pillar, and into the far left corner of the room. Use flares or binoculars to locate the ladder and climb up to the roof with helicopter. Behind a plant on the Northern wall you'll find a switch. Use it to raise a block near the helicopter. Climb on it to end the level.