King Arthur’s Gold 这游戏怎么i0s好玩的游戏

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亚瑟王的金子专区(King Arthur's Gold)
亚瑟王的金子
集采矿、建筑、攻城和防御为一体的游戏
好玩一般不好玩
亚瑟王的金子 简介
  《亚瑟王的金子》是Transhuman
Directive制作发行的一款可以多人在线的类似《Terraria》风格的游戏。亚瑟王的金子是一个集采矿、建筑、攻城和防御为一体的游戏。游戏内共有3种职业,骑士(Knife),弓箭手(Archer),工匠(Buider)。在这个世界中,没有人记得为什么开战,但是战斗凶猛,永不结束....
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最新推荐小游戏King Arthur PRJ
King Arthur Project.
Here is a website with more info about the game:
A Game by the KAP Team (Bashira-Bojrkraider-Delta-LGG Production-PaoloM-Seifer
Walkthrough by G&D Productions. (revised Dec. ?
Bonus Game play added, The Witch's Castle)
Better have a look in the IMPORTANT readme.txt, there is an explanation
for the use of the &F&(unction) Keys.
This time it’s a bit different with the savegames for this level. If you
need one of the mentioned saves or video’s, you’ll have to download the
saves/movies Zip folder and take what you want from it.
(14 Mb These saves were made with
Dec 05-2012)
Links to the levels:
Island. 2 secrets
- Topaz Island – Last Crystal Hunt. 2 secrets (full: 4)
- Serenity Academy - Day. 6 secrets - 6x golden skull (full:
- Serenity Academy - Night. 8 secrets - 7x golden skull +&quest
item 2&(full: 18)
- Topaz Island, the Heli Ride. - in Topaz island you have to
pick up&quest item 2&in
present (full: 18)
- Tintagel Castle. 1 secret (full: 19)
- The Crypt. 5 secrets (full: 24)
- Tintagel Castle. 1 secret (full: 25)
- The Bridge. 6 secrets -&quest
item 1&(full: 31)
- Arthur’s Castle – Daytime. 8 secrets (full: 39)
- Merlin’s Cave. 6 secrets (full: 45)
- Arthur’s Castle – Evening. 8 secrets -&quest
item 3&(full: 53)
- Guinevere and Lancelot- Forbidden Love. 4 Secrets -&quest
item 4&(full: 57)
- Castle heart. (full: 57)
- Arthur’s Castle - Night. 3 secrets (full: 60)
- Tower Guardian. 3 secrets -&quest
item 5&(full: 63)
- Time Tower. 3 secrets (full: 66)
- Magic Infinity - Morgana’s Power. 5 Secrets (full: 71)
- Morgana Furious. (full: 71)
- Castle Heart. (full: 71)
- The Final Gem. 8 secrets -&quest
item 6&(full: 79)
- Castle Heart part 3 (full: 79)
– Dedalus. (full: 79)
– Avalon. (full: 79)
- Topaz Island Quest. (full: 79)
– Underwater Ruins. 1 secret. (full: 80) 2 special
items: sword + cup
Magic garden-demo
- Topaz Island.
Lara: Finally everything is set up to get the last one of the twin
Cindy: Yes, finally.
Lara: Not to mention, I had to buy a hotel to make it a good disguise.
It's about time, because the black clan already started to search for the
crystals I have already collected.
Lara: So, can you repeat everything again?
Cindy: Yes. Jean brought all the crystals here already, so you'll have to
be quick as the black clan will soon feel the presence of them.
Jean: The crystals start to react to each other, I think you really
should hurry and bring the last one or everything will be in vain. We still
don't know all the power they hold inside and we certainly don't want them
to fall into the wrong hands.
Cindy: Lara, you take the jeep, then drive outside to the coast. There is
only a short ride, before you'll get to the side entrance to the Topaz city.
Break into the pool room where a secret path leads to the backyard of the
building that holds the crystal. You can't enter from the street, because it
is completely sealed.
Open the balcony door with a switch in the floor.
Be careful as none of us knows what will happen, when you'll actually
take the Topaz crystal.
As you know, it's hidden in the upper floor of the building near the
hotel. As soon as you grab it, run quickly back outside and into the hotel.
Jean: If you want to train your skills, you still have some time, but
start as soon as possible.
Kurtis has already prepared a secret sequence for you. If you may unlock
it, I believe you won't have any problems with getting the Topaz crystal.
Lara: That's enough. You all know what your job is.
Cindy, I'll meet you upstairs where the switch to this room is. Jean, do
not leave the crystals alone. Wish me luck.
Walkthrough:
Croft Hotel.
If you like a training course, go N and take a left and follow the given
instructions.
Go back to the room where you had your conversation and now go S through
the opening in the transparent wall, follow through and right go around the
corners to where you see the treasury S. There is a chest (N wall) with
Flares in it. A bit further you’ll find a busted up crate with a
Medipack. Go back and E into the Garage, pick up the Pistols and ammo
and Jeep Keys from the pedestal in the corner. Turn around and
find a jump lever behind the door (SW) to open the treasury.
Get out of the garage and go W, keep left and get into the treasure room.
In the SW find the Echobot Trainer and
Secret #1,
Flares in the E. Go back out and to the right, then go left and back to
the living room. Head N through the curtain, take a right and place the
Trainer gem into the slot at the end. This is the secret
sequence Kurtis prepared for you, Jean referred to it before.
Follow the winding passage to the next room, go to the wall and push the
button. Shoot everything in sight and get another Echobot Trainer and
2x Small Medipack the robots leave behind. Use the Trainer on the N
a door opens to the control room.
Make your way back to the living room (SW) then S again and to the left
and left again to the control room.
Pick up the 3x Grenade ammo scattered around the room and at the
back the Grenade Launcher as
Secret #2.
Go out and now get to the jeep (left) and drive the jeep to a closed off
part of the cave. Open the doors with the pulley on the E drive the
jeep out and go to the right up the slope. You have to go all the way up the
sand dunes and a cut scene takes over.
- Topaz Island – Last Crystal Hunt.
Go W into the opening there. NW is a crate from where you can climb onto
the wall. There is another crate NW, climb up and higher and then look E and
jump to the awning there. Jump
E and to the left now and from there to the S. Get
Secret #3,
from that tower. Jump back to the ledge
NW and now go follow (W) and then to the right (N) into the building,
Flares on the right behind a wooden
counter. Go N, follow through to the end passing
some windows and go up some steps on the right to
use the floor lever. Make your way back (pick up some more Flares N)
and get down to the ground floor.
Once on the ground floor go through the opening W and the open gate is NW
near a crate. Better light a flare and climb the pole, turn and back flip.
Go S and jump on the top of the tent like structure. Go to the S wall and
use the wooden roof to shimmy to the left.
Pull the big wheel 5-7 times the door is on the ground floor in the W.
Jump down on the ground floor and sprint into the closing door
(Savegame.0,
download KAPsaves folder).
Once inside go to the courtyard straight ahead and climb the crate to the
right, from there jump to the pillar with the pink glass. Turn right and
climb up E. Go along the S side to the far W wall, find a ladder there on
the SW ledge, climb the wall. Jump E over the
hanging plants and to ledge in front of the jump
lever at the end.
Now you can jump in the pool downstairs and swim through the open
crawlspace S. Keep swimming to the right and get out in a back street. Go E
and climb the crates on the left. Turn SW and jump to the awning, then S and
again a running jump to the top of the awning W (no Ctrl) and another jump
W. Light a flare to spot the crack in the N wall and jump there, shimmy to
the right and pull up. Grab up E and turn SW to jump onto the balcony.
Timed Door.
The door is closed, hop W over the balcony and then jump to the N. Shoot
the warrior and get his Small Medipack. Turn the wheel 5 times
and turn right, run and jump to the awning and then left onto the balcony,
run through the closing door (roll) (Savegame.1,
download saves folder).
Pick up the Flares and find the trapdoor in the floor. Face S to
open it, get down and use the lever to open a door on a
balcony we will get to later. Open the doors E and step onto the
balcony. A warrior will show up.
Hop NE onto the awning and then jump S, grab the crack and go right
around to another awning. Now jump W, slightly around the corner and onto
the next balcony and shoot the warriors there. (If
the door is closed when you get here you have to go back to the trapdoor,
you might have forgotten the lever).
Go inside and to the hall S, there you will find the Topaz Crystal
on the pedestal. Save and wait for the 3 warriors to come to you
(I waited in the short passage E). If you shoot them when they are
still in the other side of the room you’ll miss the 2 Small Medipacks
they will drop. Best weapon to use here is the
Grenade Gun. When the Boss disappears the floor will give way. Go down on
the break able floor and just wait till you land on the lower floor
(Savegame.2).
NW is a crate and under it a Large Medipack, kick the barrier at
the wall (SE) and then go through the crawlspace
SE and drop down. Open the doors W and hop from the balcony to the garden
below. Go W and the Boss appears again behind you, just fight him with
pistols (Grenade
gun is disabled here)
while jumping around till Kurtis comes to help you in a spectacular way.
Back in the Hotel.
Lara can’t use her guns here.
Now enter the Hotel Lobby W, go upstairs and right to the NE. Open
Cindy’s room, the last room on the left.
Cindy: Lara! Finally. I was so scared, when I spotted that things went
completely out of control.
Lara: Yes, luckily Kurtis got there just in time.
Cindy: Pull the jump switch on the right and follow me to the basement.
Jean is already waiting for us.
Use the jump lever on the E wall (to open a hidden
door in the Lobby). Go all the way around to the S side and open the door in
the middle. Go to the end and to the right (bathroom) and find a second jump
lever on the right. Back to the room and opposite the fireplace is the open
door, go in for
Secret #4, 2 Large Medipacks
and 3x Flares.
Go down to the ground floor of the hotel and to the NW corner where Cindy
went through that lowered wall. You are back to where to where this all
you can claim another Large Medipack and Flares from
the chest near the treasury.
Get back to the living room where all your friends are waiting for you to
place the Topaz Crystal on the pedestal in front of the fireplace
Kurtis comes running in: Just in time!
Lara: Yes you were, thanks, I owe you.
What is this? It looks so familiar, this crystal.
So these are now all powers combined? I wonder where I saw this
crystal already...
I will try to pick it up.
Grab the Strange Crystal which appeared above the pedestal
Lara: I know where I saw it. It was a long, long time ago. Cindy, do
you remember when we were classmates in school...?
And the level changes to a trip down memory
- Serenity Academy - Day.
6 secrets/golden skulls
Professor:
Lady Croft, would you please bring this book back to the library?
Lara: Of course, professor.
On the desk you can pick
up the Book. In the NE corner
are some Flares. Go out to the hallway and
outside (E) and get on the bike. Head to the S and
into the next building (without the bike of course).
Go left and in the SW corner are Flares. Back to
the entrance and up the ramp NW, to the right (duck under the
curtain) and get
Secret #1(5), a Golden Skull.
Tennis courts.
Get back out and take the bike. Go SE to the tennis court and on the stone
ledge at the E wall is a hole in the ledge where you can pick up
Secret #2(6),
a Golden Skull.
Go all the way W along the left side of the Gym and find a Small
Medipack around the back of the building. Go back to the corner of the
building and up the steps leading up the slope S and go straight into the
path S (fixed camera), right around the tennis court there (hop over the
wooden fence) and get the Large Medipack in the far back.
Return to the bike.
Go N, around the swimming pool to the yard, up the steps E and into the Male
lavatory (S) to find
Secret #3(7), a Golden Skull.
Go N to the building NW, go in and down the ramps, you are in the Library.
On the S wall is behind a chair where the girl shows up there is a button
(doesn’t work yet).
In the SE of the Library behind the table is a bookcase that will go down
when you approach, go in for
Secret #4(8),
a Golden Skull. Go out this part and to the NE corner in the Library
and place the Book to the right (S) of the glass door.
My grandfather's academy is a really dark place... Everything is so spooky
here. But now, I have to go to the second floor of our dormitory. Cindy
wanted to talk to me... I wonder what she has in mind.
Female Dormitory.
Exit the Library, go S, passing the tennis court and up the hill S, turn
left (E) to the Dormitory that is all the way E, no bikes allowed there, so
leave it and walk…
Once inside open the cupboard on the right for a Small Medipack.
Go in and to those double doors to the right (E wall), push them open and go
in to get the Flares from the bathroom. Go out and to the N, follow
the corridor around the corner and go left up the stairs in the end.
First Floor.
Upstairs take a right (W), follow the corridor there and the second room
left is Cindy’s room (obviously). Talk to her and get to the cupboard behind
the curtain SE for the Class Key.
Cindy: Hey Lara!
Have you seen the forbidden room in the library? It is behind the glass
door! It seems there are top secrets books. It would be cool to go in there!
Lara: The forbidden room
uh? Maybe tonight I'll break rules and try get in there. But now I'd like to
go for a rest in my room, I'm quite tired!
Go out of the room, left and behind the red curtain in the end of the
corridor, climb in a crawlspace to the right for
Secret #5(9),
a Golden Skull. There is nothing of interest in the other rooms on
this floor.
Back to the School for a Secret.
If you don’t want the next Secret, go back to the stairs where you can now
go up one more floor.
If you want the next Secret, you have to go back to the school building now
(This Secret will be
inaccessible if you don’t go for it now).
So down the stairs, leave the dorm and go W where you parked the bike. Go W
passing the tennis court take a right and opposite the swimming pool is the
Classroom where the level started.
Go in left and use the key at the door. In the corner of the classroom is
Secret #6(10),
a Golden Skull. (All
Secrets cleared” sign appears in the left corner of the
screen, you can also check with &F2& to see if you got all secrets in a
Dormitory, Second Floor.
Go back to the Dormitory again and go all the way up the two stairs, open
the first doors to the right to get a Medipack from the bathroom. The
second door to the right has Flares in the bathroom. Then go open
Lara’s room E side of the corridor and go to the desk and do some homework.
Day changes into night.
- Serenity
Academy-Night.
8 secrets/ 7 golden
skulls and one quest item (Helmet)
It's time to see what's hidden behind that glass door... I have to find a
way to enter it from the library. Maybe the keys are in the headmaster's
Female Dormitory.
Get 3x Flares from the desk, bed and W wall. In the bathroom is a
Small Medipack.
Open the door, to the left is nothing, so go right all the way to take a
staircase down. Nothing on this floor, so go right into
the staircase to the downstairs hall. In the
cupboard near the front door are Flares
again. Go out
of the building and on the last step of the entrance, turn S and grab up to
the pillar, get
Secret #1(11), a Golden Skull.
Administration.
Go W and just past the Administration building (first building on the left
as you go W from the Dormitory) Lara will look left. Go to the corner where
a workman was busy during the day. He has gone home now… pull the crate
away. Crawl in and first go right and around the corner to drop down, move a
crate N out of the way and use the button to open the door S. Go further S
and then left into the next corridor, around some corners
and open a wooden door to the right, behind
a curtain (SW) in a cupboard is a Medipack.
Headmaster’s Office.
Get out and right (E) and the next room is the headmaster’s office, there
you’ll find the Library Key in a cupboard. Notice the door behind the
desk (later).
Gathering Secrets.
Go out, left and opposite the other office is a door (N) that will open on
approach, go straight out into a small courtyard. Left of the tree are some
crates, climb them and climb up W, go all the way around this walkway to get
Secret #2(12),
a Golden Skull. Return and go down to the courtyard, go N out of the
Administration building and left. Go to the Tennis court (you can take the
bike) and straight W to the place behind the Gym, because the Small
Medipack returned there.
Go up the steps S to the place behind the S tennis court (you’ve been
here before, the camera is fixed here but go to the end and jump over the
fence to the right) and find
Secret #3(13),
a Golden Skull
where that Medipack was before.
Now go to the brightly lit vending machine near the other tennis court
(N) and use the machine to get
Secret #4(14),
a Golden Skull goes into your inventory.
Now go into the dark alley between the Gym and the School building and look
up N for a ladder to the roof. Climb all the way up onto the roof of the
school where you’ll find
Secret #5(15),
a Golden Skull and Flares. Go down again.
Head N to the Library (as you can see the entrance to the school is closed
now, so you can’t get our Daytime Secret 6).
The Library is all the way N and a bit left (where you
used the Book before). This time
you have to open the door to the Library with the
Key. Go in, down and find Flares in front of the counter S, hop over
the counter, find and use the button (next to the
chair), go into the opened door and follow through, in a cupboard you’ll
find the Ladder Hook and Flares.
Damn! There are no keys, just some hook! But ...this map...hmm… It looks like there's a secret passage directly to the forbidden room.
The entrance is inside the unused male dormitory. I'll have to climb up the
Male Dormitory.
The Map Lara is referring to is painted on the N wall. Go back
over the counter and a bit further to the right (E) are
more Flares, now get out of the Library and SE, up the steps E
to the unused Male dormitory. Climb the tree (near the bin) standing left of
the entrance, turn around to back flip onto the corner ledge.
Face E standing against the roof and use the Hook
to pull down a ladder, then climb up
the ladder E and pull up. Go S
and watch the fly by as you go around the corner to the E wall.
It's the headmaster, my grandfather. Damn, I can't let him see me here.
He'll certainly go st maybe I'll have to return there
too, because the male dormitory is locked.
Administration building.
Get down to the ground and back to the Administration building (go to the S
side behind the tennis court and to the (left) E), enter through the
courtyard where you came out before. Once inside go left, then right into
the headmaster’s office. The door behind the desk will now have opened up.
Use the button there and go out the office, head W through the corridor,
around the corners to the corridor with the vending machine, go to the S
wall and around those crates and find
Secret #6(16),
a Golden Skull.
Go N through the open door to the small storage and climb up into the
crawlspace E, go to the right (S) and drop into a large storage area.
To the Attic.
Drop down and jump over the crates SE and find the door you opened from
the headmaster’s office. Follow through, at one point you see the guard
going into his office. Go on and up a long ladder on top of the crates at
the end. Jump over to the S and follow through. Boy did those boys make a
Follow around the corner and in the corridor on the left the entrance door
will open up, ignore that and go to the end of the corridor. There’s a
grated trapdoor with a green glow, that’s for later!
Head up the broken staircase N to the first floor, go right (W) and
around the corner open the second door on the left. Go in and right, through
a small opening there, go right again, through a small crawlspace. The
camera is fixed so carefully walk E, turn around at the end and climb down a
Get Secret #7(17),
a Golden Skull and watch the flyby of a door
opening up. Go to the NE corner of the yard and
see some cars passing by.
Climb back up and back through the crawlspace to the previous corridor
(watch out for falling debris), go back to the broken staircase and down to
that trapdoor.
The Secret Armour Helmet
First go W, left and right to the entrance of the Dormitory, go out and
straight down the first steps, take a right to the N and once on the road
there, head to the near by building, that's where that door opened, go
inside to get
Secret #8(18),
the Secret Armour Helmet
secrets cleared)
Return outside, head back into the Male Dormitory, left and to that
trapdoor, now you can open it.
Slide down and run through the part of the Library you couldn’t reach
before, there’s an interesting book on a display in the S.
This place has plenty of interesting books… but this one.....
Lara: …and so I read this book for the first time. When I graduated, my
grandfather gave me this book as a souvenir as I was completely fascinated
by it. Arturian legend, the Holy Grail and a strange power in a shape of
blue crystal, that could unlock a link to the past. But not as in the
movies, when you actually jump into a different time, but rather the past,
that is re-awake by magic. This magic could revive some locations to its
previous form. So you're exploring them in the present, but you're in some
other dimension, which originates from the past. Do you understand?
Cindy: Ugh, complicated. Let's say I do.
Jean: It's like you would visit the house of your great grandparents,
that doesn't exist anymore, but as I understood, this magic would also
project their house as it was... to the present and when you'd enter it, you
would also enter the past. So with this you could also visit old locations.
It would be very powerful tool for an archaeologist.
Lara: Yes, it would be. But there's something telling me it doesn't work
just like that. I'll have to visit the castle ruins near Tintagel village,
which are supposedly ruins of Camelot castle where the Knights of the Round
Table were once.
Jean: As far as I know, a ship went to England just an hour ago. You may
still catch it by helicopter.
Lara: I think I will do just that.
Kurtis: You need my help?
Lara: I'll first head to Tintagel ruins to see if this hocus-pocus really
works. But you can help me with that helicopter.
Kurtis: I installed autopilot, so you won't have much trouble. But you
may still try to fly it on your own, I think it's fun, but might be a little
bit hard to handle it in the night. You must compare your compass to the
radar screen to find the correct direction.
Lara: Thank you, I'll try. Well, see you all later.
- Topaz Island, the Heli Ride.
In Topaz Island you HAVE to pick up the Helmet (quest item) again,
because it is gone from the inventory after all those years.
Go N and to the right are some Flares on a table. To the left of
that is the Secret Armour Helmet.
Get the Backyard Key from the small chest N. Then leave through
the door N and you are back in the living room. Go NW up some steps and open
the doors with the Key. Go up to the chopper (E side) and stand at the open
door, hit Ctrl and Lara will start the chopper.
To fly the helicopter, enter it from the right side. Then press action
(Ctrl) to go forwards and left and right to manoeuvre it across the sky.
Check your position on the compass and compare it to the radar to find the
correct direction. That might be a little tricky. So you may use auto-pilot,
which can be activated with a switch on the wall and the helicopter will fly
on its own (easy on).
Topaz Island, the Ship.
Go to the left side of the ship (portside) and jump on the lifeboats,
which are hanging on the side. From there jump to the front of the ship.
Open the door, find a button S, go out the door to where a Clerk speaks to
Guy: Oh, a late customer. To get a key to the room, you need to deposit
two pounds.
Lara: I am Lara Croft, the world's greatest adventurer and archaeologist.
You can count on me to give you back the key.
Guy: I'm sorry, no exception, madam, rules are strict.
Opening the door S would create a shortcut to the chopper. Turn around
and go down two stairs, to the lower deck and go around some corners to the
N to the front of the ship where you’ll find your fellow travellers gathered
in the parlour. Go to the woman on the couch.
Woman on couch: I mean, I don't care if I lost two pounds in the dining
room. I would pick it up if the electricity would work in this ship, as it
I mean, I don't care for it, but you know... Two pounds is two pounds.
For the money we paid, at least they could fix the lights. I don't care for
it, but anyway, you know what I mean... This ship is falling apart...
Go out and up the stairs to one deck above, to the back of the ship (S)
and into the engine room. Pick up the Battery near the engine. Go
back out and to the other end and open the last door on the left to place
the battery there. The lights turn back on, go back to the corridor and open
the door to the dining room in the end (N). Go the wall, pick up the 2
Pounds coin. You could now go back down to the lady in the parlour which
would say:
Oh thank you! But you wouldn't have to. Keep it as a reward for fixing
the lights. You're so great!
Keep the Coin and take it with you up the stairs. Insert it into the slot
in front of the counter.
Guy: Here is your key madam, room 104.
Grab Cabin Key #104 from the desk. Get down the stairs again and
to the right down another staircase and find room # 104. Get in and go into
the bathroom at the end, turn around and go back to the cabin door, the
level changes.
- Tintagel Castle.
From the table you can pick up your Pistols, Ammo and the
Cabin Key and go to the door.
Lara: &At last we finally reached the peninsula. It’s time for me to exit
the ship with my helicopter.&
Use the Key to open the door and left (N), get back into the parlour, the
folks now went to have breakfast one deck up, in the corner of the room you
can find Secret
#1(19), Musket ammo
secrets cleared).
Go out and back up the stairs and get
out on deck where the chopper is.
[i]Dumb Guy: This helicopter won't fly anymore. There is not enough
Lara: I'm sure there was enough yesterday.
Dumb Guy: ... I made a few circles before to test it... I'm a pilot you
Lara: …sure you are. But you should ask before taking other peoples'
vehicles, don't you think?
Dumb Guy: Such a nice morning today, isn't it...
Jump again on the life rafts on the left side and pick up a
Screwdriver.
Lara: &Hmmm I could use this to open a certain door downstairs.&
Jump back to the chopper area and go one flight down the stairs again and
S. Open the door on the right with the Screwdriver. Find a Can of Fuel
on the right hand shelves. Back on deck and fuel up the chopper (left side
of the chopper). Watch the flyby of the chopper with Lara landing at
Tintagel Castle.
Monday 5:30 AM Camelot
Go straight (E) then around a corner right into a cave straight ahead,
behind a tree. There you have to use the Strange Crystal you picked
up way back.
A huge Gem appears, run around a bit till it starts to glow and explodes.
The wall S opens up so make your way down into a cave till you get into a
huge cave glowing with crystals (There are nasty illegal slopes in here so
watch out where you walk). Jump onto the rock ledge left (N), where that big
boulder is.
Lara: &I think I can push this rock.&
Push it. Get down to the floor and into the opening the boulder created.
Go to the N wall behind the Tomb and push the cross there. The Tomb moves
so jump in.
- The Crypt - Part 1.
5 secrets total.
Just slide all the way down the slopes and pick up some Flares.
Jump up the blocks NE and at the end turn around, climb a short ladder and
then another one and back flip at the top. Face E and safety drop, grabbing
the edge, drop and grab a crack (there will be a
secret in this crack later) and then drop to use the jump lever (cage
goes up). Climb up to the top again and face E again, save your game. Jump
down (E) and slide and just before the corner (with the high ceiling), jump
up and grab a crack. Shimmy to the left and pull up in a room where you
uncovered a chain.
The Crystal Cave.
Pull the chain and go back to the slide, slide down all the way. The gate
W is now open.
Inside, to the right, you can pickup some Flares
from the NE corner. Go to the
bridge, looks like one crystal is already in place and we
need two more. From the
big crystal go straight W and spot that
slanted block down to the left. Take a running jump (with Ctrl) to land on
it and climb down from the high W side and use the jump lever on the block
to retract the spikes below
Jump over to the S and grab that roof, drop and walk around (S), climb
the block to get the Musket ammo. Hop down from the block and go over
to the central ledge of this cave. Go to the entrance N where you'll find
two buttons N.
[i]&Hm... Ive seen
those two switches in the book of King Arthur's legend. Each of those two
guards a certain item or power in the Crypt. In the book I read, that
pressing the Blue Crystal button would open the easier path. But pressing
the Skull button, the passage to the HARD part will open. While both paths
lead to the same goal, only the Hard part might give me some powers... hm...
What too choose, the blue crystal or the skull? T am I
experienced enough to choose the hard path...&
Now you can make the choice between Hard and Easy.
In the Hard version you can obtain the Musket, will make the rest of the
level somewhat easier, certainly worthwhile to try this part.
Easy: Push the blue Crystal button and go into the open door, inside
is Overflowing Energy Crystal #1.
That's all for the
Easy part, so back outside and you can skip the next part of the
walkthrough and pick up where it says
Easy Players, Pick
Push the Skull button and go into the open
Level 7 - The Crypt Part 2.
Go inside and just follow through to where you'll get a message:
The Crypt Extra Challenge (for experienced players)
This level is an alternative way to get one of the Overflowing Energy
Crystals, for the experienced players.
Here you can find also 2 extra secrets (plus a weapon that makes life
easier), but they will not be counted and will not affect to unlock of bonus
content. If you get ultimately stuck, you can press &F9
at any time (only in this level). This will reload a savegame just before
you pushed the choice button, so you can try the Easy part.
in this part of the level you can go back to the buttons by hitting &F9&
Go forward and watch the flyby.
The Main Hall.
Spike Challenge.
Go down the steps and take a right and another right (SE). Jump in the
water, swim W, around the corner swim straight (N) left and right at the end
you can get a Medipack and Flares. Swim back (S) and now take
the first on the right (W).
Follow through, keep to the right and near a gate, swim up for a
breathing hole. Get air and dive, go back and take a right (W) and swim to
the end and up. OR if you have enough air, swim sort of straight and up.
Climb out E and turn around, Jump to the ladder over the pool and use the
reach-in switch.
Get back down, get in the water swim back and take a left, through the
open gate and swim up. Be careful, a ceiling covered with swords is moving
up and down. Get out facing S first, timing the swords and use the reach-in
holes left and right. Then run to the other side and do the same. A trapdoor
(N wall) opens.
Face W and safety drop and grab the edge, let go and grab, crawl into a
crawlspace. At the end be careful and time the moving swords to go left (S),
run into the alcove with the lever and wait for the right moment to use the
lever there. Time the swords again to get back at the entrance and from
there to the right (N) through the open gate. To the right (E) in the back
you can pick up Flares.
Go back and N up the steps and to the right there, jump in the water,
swim straight and get out.
Room with the Big Chandelier.
Go down the steps and kill two knights in the next room. All the way up
is a huge chandelier. Go between the 4 columns and there is a ladder on the
SE one, so climb up.
Timed Run.
Take a running jump to the balcony S and save before using the timed
lever. Roll and run with a curve, jumping over the balustrade to the column
and pull up. Take one (or two) steps forward and hop to the next and from
there a running jump to the open gate in the middle (Savegame.3).
Go further and get a small medipack from a reach-in hole on the
3 Lever Room with the Cog.
Continue up the ramp to the next room. There are three floor levers and
the only one you can use is the W one. In the room with the poles, take a
right and follow the ledge to the NW corner. Stand N and face the poles,
stand back and run jump to grab the first and swing to the next and to the
block at the wall. Jump over to the other side of
the roof and then a stand jump E to grab the ledge. Pull the lever to open a
gate W and jump back over the block to the W side. Then take a running jump
N and use the reach-in switch, two gates open up. Jump back to the ledge S
and after entering go left and into a crawlspace E.
Fiery Pole.
Follow through to the right and climb over the block to pass by the
emitter ( or just jump
over the flames). At the end in the
next room you’ll find a low push block, push/pull it all the way to the
emitter in the back (S). Step on it (in the corner) and climb up E or W. Go
to the E and around the corner get down to the ground floor.
You can use the ladder on the E wall or just slide down the slanted
blocks. Wade through the water and take a right. There is a jump lever in
the back on the right. Use and do not jump away but just wait till the
swords are down, and walk out towards the ladder and start climbing to the
top. Climb off right and go back to the hole with the push block below, face
E hang down in the opening and left in the corner to drop on the block. Go E
and left, through the crawlspace to the room.
Bring out the Pole.
The swords in the pit are now gone so now you can use the lever under the
fire, this kills the fire.
If you like to go for the
bonus secret, go back through the crawlspace and to the push block, push it
and use the reach-in switch, this will open a trapdoor for later.
Go back to the chain in the room, climb up the
chain almost to the top and back flip to the top floor (no Ctrl).
Go into the passage N and near the fence is a jump lever on the right.
You’ll get a camera shot of a swing pole. So retrace your steps to the room
with the chain, drop back from the floor and grab the floor below, go around
picking up 2x Musket ammo and run down onto the block with the pole.
Exit this place N and at the pool jump to the block on the right and then
to the pole. Swing and let go, you’ll slide into the water (NW). Dive down
and through the opening at the bottom and then swim up. Climb out and go
left and pull up onto a higher ledge N. Turn W and
a curved running jump to the crack and pull up.
Go up some steps and at the end, don’t fall into the hole in the floor
but go left (E) and around the corner there through the opening in the fence
and get Flares and Musket ammo. Back to where you came in and
drop down the hole in the ground. You're back in the room with the poles.
Spike Alley.
Leave through the gate you opened before (NE). Around the corner is a
swords trap so time your run through them. Just run straight down and then
take the right hand side and sprint to the safe floor at the end, W is a
sloped passage. Before you slide down there, turn NE and run after the
spikes to the right around the corner, there’s a reach-in switch to the
right (Savegame.4).
Use it and the spikes reverse their sequence so you can get back to the
sloped passage. Will be easier later too as you will return here. Get back
around left to the sloped passage.
Just slide down, take a running jump E and run jump SW
to the corner ledge, turn S and jump to the next ledge. Climb up S
and go to the E end. Then take a running jump to the ledge you see down E (S
wall) slide back and grab the edge and shimmy left and at the highest point
pull up. Turn around and another running jump to the crack and shimmy to the
right and pull up around the corner.
Another jump to the SE and from there, jump to the ramp E. Walk up a bit
and jump to the right of the ramp. Go left around to the end of that ramp,
climb it and turn N. Stand as straight as possible and jump grab the ladder
over the crack so you can climb up.
The Knight and the Vases, the First Cog.
A knight wakes up, jump to the pillar left and get the small medipack.
Lure the knight to the 3 big vases that hide a chain and let him shatter the
vases so you can pull all three chains, opening all kind of gates. S opens a
gate in the room with the swing poles, N will raise the cage in the 3 Levers
room, E opens the gate W. Leave through the open gate W and to the pedestal
in the middle to get the First Cog.
Be sure NOT pick up the key as that will kill you.
Swing Pole room, the Golden Key.
Go down W and jump in the water, the gate left (S) is open, swim in and
get a small medipack from the block. Go straight (S) and right. In
the bottom is the trapdoor you opened with the reach-in switch behind the
push block. Inside is
Bonus Secret #1,
asmall medipack and Flares,
in the alcoves near the secret tile
and the Musket and 2x Musket Ammo
straight ahead and in the alcoves.
Go back for air and then swim in again.
Swim straight and to the left, use the timed underwater lever, then swim
back out and through the opposite gate (N). Use the underwater ceiling lever
(between the pillars) and see a lever reset, swim out. Get air and go back
in to get 2x Musket ammo in the back corners. Climb out (E) and go
back up to the 3 Lever room.
Now push the lever N, and go in, into the water. Swim S to the far end
and use the underwater lever. Swim back, mind the swords and pull up, back
flip and jump/grab the chain and climb up. Find the correct position to back
flip and roll (when facing N) back into the entrance and now you can get the
Golden Key, a gate opens up in the spike passage where you used the
reach in switch. Go to the Swing poles room W, take a right into the passage
NE, time the spikes, you now have safe spots in between the spikes. Keep
left and to the end where you can enter the passage to the Room with the Big
Chandelier.
Room with the Big Chandelier.
Get down to the ground floor and use the Golden Key W, enter and swim
down. Use the lever to open the door and swim up, pull up W and back flip to
the floor, or just climb up E. Pull the lever and watch the flyby. Go over
the balcony to the corridor SE, up the stairs, take a right and come to the
open gate in the end.
Main Hall.
To the right is a swing pole, use it to get to the S walkway and head
left, at the end straight down the stairs and left around the corner, down
more stairs and left again, just around the left corner into a corridor (S).
Follow that corridor into
the open gates, in the
next room is a Pit.
The Pit, First Explosive Materia.
Shoot the 2 knights and collect the 2x Musket ammo, NW and NE. Go
down the ramp in the pit and hit the water, swim E with the current and in
the next room climb into the upper passage N. Grab the Flares and go
E to the next room and up some steps to get the First Explosive Materia.
Grab the Musket ammo SW and go down into the water in this room,
swim W and Lara looks left. But you cannot pass that red tile S yet, so head
W and just to the right of that gate is an underwater ceiling lever to open
a series of gates near a push block. Go out W and left,
go up for air and just keep swimming
straight, up against the current in the next
tunnel. Take a right at the closed gate and climb up to the right in the
next room. Turn around, jump to the block and save at the Timed lever. Pull,
roll and run with a little curve to jump to the open gate and get through
(Savegame.5).
You’re back in the Pit.
The Elemental Emblem..
Take the corridor NE and up the stairs and go left into the passage S
where you’ll find that push block. Pull it once towards the gate and climb
it. Turn SW and jump forward and up to grab the monkey climb. The monkey
there are still two open trapdoors you need to close. Swing
to the corner and left into the dark alcove, go to the reach-in hole and I
advise to light a flare first, then save before you get the Elemental
Emblem. While the flyby is playing, an Ice
wraith shows up, so when you get control back, roll and crawl back, to the
right into the opening, follow the cave to the end and climb up to the
right. In the end face W before you go down the hole in the grated floor and
land in the Pit. Swim into the opening W and use the underwater lever there
to freeze the water.
Frozen Water, Hot Pipes, Second Explosive Materia.
The water will now be stone cold, so dangerous… Quickly roll and swim
straight E and left, into the passage (N) and right through the small gate.
Take the first right and now you can pass over that burner tile S, up in the
next room and climb out N. Go down W and grab the ladder on the N wall, get
down into the room you saw in the long flyby. On the grated ledge and E is a
bent pipe, pull it from the wall and turn around, you can now safely get the
Second Explosive Materia from the hole W.
The Third Explosive Materia.
Back to the pipe and move it onto the flame N, time the flame (screen of
a tunnel). Hop back immediately just to be sure and now you can use the
lever behind the pipe. A block lowers in the SE side of the room, go there
and move the pipe you find there W onto the lowered block. Use the lever
again to raise the pipe and go push it onto the flame. Flame is diverted and
a ledge upstairs becomes safe, the red tile in the underwater tunnel will
also be safe (for later when the ice is gone).
Go up the ladder NW and get off to the right. Go out S and crawl down
into the water. Go up in the SE corner and climb the block next to you (this
was burning before). Here’ jump and grab that chain pulley
in the room and a pillar goes up, creating a new block in
this room. Climb back up, jump to the
block and climb up through the ceiling.
Use the First Emblem.
Go up that ladder W and follow to a room over the Pit. Jump SW into the
alcove (with Ctrl) and place the first Elemental Emblem (you
can also jump and grab the grated ceiling and use that to get into the
alcove). Another Materia appears in the
Pit. Get to the ledge S and go right, down to a lever and open the gate with
You’re back in the Pit. Go get the Third
Explosive Materia and go onto the ice (already melting).
Fix the Monkey Climb, Second Elemental Emblem.
Crawl E through the passage and use the lever (S) in the next room, two
trapdoors slide into place at the monkey climb. Crawl back to the Pit, go up
and into the NE corridor, left twice when you are upstairs and to the
balcony with the push block, jump to grab the monkey climb. Go all the way
to the other end and hang left or right and at the swing pole, drop and grab
the crawlspace and get in. Light a flare and grab the Second Elemental
Emblem from the reach-in hole.
A Fire wraith appears, run left and you are in the top of the Main Hall.
Jump left to the bridge in the middle of the Hall and run E and into the
opening E, hop up the higher floor and drop through the hole in the ground
into the blue cave. Turn and run S, climb up right in the end and once again
face W before you go down the hole in the grated floor and land in the Pit.
Swim into the opening W and use the &red& underwater lever
(not really necessary).
Use the Second Emblem, the Fourth Explosive Materia.
Swim E and left into the lower tunnel N, take a right in the tunnel, go
over the de-activated red burner tile to get to the room with the chain.
Climb the blocks again and up through the ceiling. Up the ladder W and this
time jump to the E side alcove to place the Second Emblem, the last
Explosive Materia
appears below. You can’t drop into the
water below (current), so go out SW again, down to
the lever and into the Pit room. Get the Fourth Explosive Materia,
you'll get a screen of the Big Chandelier.
Use the Explosive Materia, losing some weight.
Leave NE into the corridor, upstairs go straight W this time and take a
right just between those fences. You’re back in the Room with the Big
Chandelier.
Hanging in each corner there is a counterweight ball, use the Explosive
Materia in the alcove near one NE (E wall). The big chandelier will lower a
bit. Go to the NW corner and use the next Explosive Materia in the alcove.
Go to the now open gate S and climb one level down the ladder shaft
there, now do the SE and SW counterweights. You'll get a screenshot of gates
cl the ladder shaft S will now lead
up to the top floor.
Go to an open gate NE, follow the steps up to the top floor.
The Torch, drop the Chandelier for the Second Cog.
Go N a bit, from the opening in the fence (NE), run-jump with a curve
(and Ctrl in the end) onto the lower balcony N. Grab the Medipack and
hop down onto one of the pillars below and
drop to the ground floor. Go through the Golden key passage W and through
the water to the upper level again. Go one level down, hop backwards over
the edge and hit Ctrl as soon as you passed the edge to land on the floor
Go into the ladder shaft S and climb all the way up into the room above.
Go N and find a whole lot of Torches there, pick one up and drop it on that
trapdoor in the middle (over the Chandelier).
Go to the other side and into the adjoining room (N) where you’ll find a
Timed lever, opening up the trapdoor over the chandelier so the Torch drops
on top of the Chandelier (make sure). Go into one of the openings N and push
the block once, you’ll end up in a passage leading to the Chandelier.
Jump to the Chandelier and pick up the Torch to ignite it on one of the
burning candles. Then stand near the rope in the middle and Save, face one
of the corners (SE) of the room, jump up and the rope will burn, now quickly
take a step or two back and run jump to the opening in the balustrade. The
chandelier dropped to the floor. Make your way down there
(Savegame.6)
and finally pick up the Second Cog.
It will be next to the Chandelier (N
side), you'll get a screen of the Main Hall.
Now we have to get all the way back again to the Main Hall.
Using the Cogs.
1: Go through the Golden key passage W and through the water to
the upper level again. Into the corridor SE, to the right
at the fences and follow through to where the swingpole is, swing to the
ledge S, go left through the corridor and down the stairs, around the corner
all the way to the W, left to the end where you see the fence (behind the
fence is a pickup, for later) Get down the climb wall E or just safety drop
down and out N to the Main Hall.
Well, that was how it was intended, this is faster:
2: Go through the Golden key passage W and through the water to
the upper level again. Into the corridor SE, to the
left and then right to the balcony with the push block, jump SW over the
balustrade onto the pillar with the blue ball on top and get to the ground
floor by dropping onto the block below (E).
Main Hall.
Enter the passage SE next to that big wheel, into the water and follow
the tunnel. Take a right and in the larger room in the end, climb out NW, go
up to get onto the monkey climb and go to the ledge E where you can place
one of the Cogs (a bit to the left on the fence).
The wheels are activated.
Into the water, swim all the way W through the tunnels to get to another
room where you can climb out (you were here at the start
of the level). Climb the E wall, to the crack, back flip to a slope,
jump again to grab above the crack and go up. Use the second Cog activating
these wheels too. Watch the flyby, get down and swim back to the central
tunnel, go right and back up to where you came into the water. Climb out S,
roll and jump to the N side to get to the Main Hall. In the passage in the
SW corner of the Main Hall some debris fell down, get in go all the way to
the end and jump up on the left and up.
Get Bonus Secret
#2, Musket ammo. Go back out
to the Main Hall.
Climb the suspended ledges N to get to the Overflowing Energy Crystal
#1 and go climb up the next ledges. Grab up to the last one under the
bridge and shimmy around, go to the N wall to climb up to the bridge. Go to
use the lever to open the gate to the Crystal Cave.
Level 7 - The Crypt - Back in Part 1.
Go get the small medipack on the bridge and you can place the
Crystal if you please. We'll have to go back to the Hard
Easy buttons, so go to the W side of the bridge and look down left to
spot the slanted block with the jump lever you used before. Jump there
again, drop down (W) and jump down onto the slope you see N. Jump to the
central ledge and make your way to the N side bridge.
Easy Players, Pick up here:
(After picking up the Easy Crystal),
just safety drop down into the shallow water and get some Flares
in the NE corner. Make your way into a
cave in the NW corner. Shoot a snake and spot a crawlspace in the N wall.
Leave it for now and continue further. You’ll come to a large flooded hall
(try to shoot the snake in the water), go SW as far as you can and jump to
grab the crack E. Shimmy right and around the corner. Drop onto the trapdoor
and immediately back flip to the ledge. Face W and spot that alcove (later).
The Golden Key.
Jump onto the slope to the right of the alcove so you can jump and
immediately grab the higher sloped ledge. Pull up and back flip. Walk to the
E wall and take a running jump N and slide down, grabbing the ridge there.
Shimmy left around the corner and when you are at the highest point back
flip/roll and grab a climbable pillar. Climb up and left around the corner
to get the Golden Key.
Run S and slide/jump, to the corner
ledge, walk E and drop down to the ledge below. Now jump into the alcove W
and follow through to use the Key at the end, a gate opens up somewhere
behind you.
Go out and jump E, use the slopes W again to get one floor up. Go E and
jump N again, once more shimmy to the highest point, back flip/roll to grab
the ladder and climb up but now go around to the right, back flip/roll and
grab another ladder, shimmy left and climb into an alcove where you just
opened a gate. Jump N in the corner and climb higher on the right. Look SE
to spot an alcove in the E wall, opposite the spikes and that is where you
have to go.
Take a running jump onto the sloped beam on the left and slide jump with
a left curve into the alcove on the left (you
can also hang from the ledge, shimmy right underneath the beam and pull up
on a ledge on the other side of the sloped beam to do the jump from there)
(Savegame.7).
Now we have to get rid of those spikes. Hang from the ledge and shimmy to
the right, around the corner and pull up into a crawlspace. Go up the slope
and kill two knights, one of them in the other side of the room. SW over the
entrance you can find some Musket ammo.
Go over the steps along the pool to the
far away NW corner of the room and crawl through. Turn around and climb the
Jump to a pillar on the right (SW, a pixel perfect jump),
&then to the one E, pick up the small
medipack, then a running jump to the ladder S and climb up a bit
(feet on the ladder), back flip roll and use the jump lever. Grab the
from the bottom and get out of the water, back
to the crawlspace (NW) and again up to the pillars.
Take the same route to the first pillar and
then aim for the corner of the SE pillar to grab it with a running jump with
(Savegame.8). Face N on the highest tip and take a jump to the ladder (if Lara is
hesitant to climb, shimmy once right) and climb up. Watch out for the blades
and almost at the top, back flip and use the wheel to lower some
spikes. No way you can get that Medipack, so get
down again (just hop in backwards) landing in the water and get out.
Go to the NW corner of the room, from the higher floor you can do a jump
(or swan dive) SW and over a small blue fence between the pillars to get a
Large Medipack (you
can also get it by getting back up to the pillar on the W wall and drop down
onto the balcony from there).
Go out of the room (S wall) and crawl through, hang and shimmy left till
you can pull up into that alcove opposite the spikes. Use the monkey climb
to get to the other side, drop on the flat ledge in the alcove and use the
crack N to shimmy all the way to the N side of this room.
The First Boulder.
Go up some steps and go straight. In the first room are 2 blue crystals
in a cage. In the second room you’ll find a closed gate with a third Crystal
and a boulder in the ceiling.
To unlock a Secret you have to trigger the three symbol tiles in the
openings between room 1 and 2.
Jump on/over the block under the boulder and jump off immediately to
trigger the boulder to drop.
Lara: &I could try pushing that round rock&.
Wait with pushing until the boulder comes to a complete stop, as the
boulder can kill Lara. In the openings to the previous room (S) are 3 symbol
we’ll have to trigger two of them with this boulder.
Push (you CANNOT pull) the boulder through an opening E or W (over
the first symbol tile, the crystal will blink)
and then push it to the opening in the middle of the wall to trigger the
second symbol tile .
Push it up the sloped tile and immediately side flip out of the way. You
can’t trigger the third tile with this boulder, so that one will have to
Now push the boulder S and out of the room onto the ramp to the hall, as
the boulder hits the symbol tile ground floor, you’ll get a screen of a
gate. Go to the pillar S (near the zip line) and jump on top and use the zip
line to get to the bridge.
Go to the left ledge and jump over to the steps S and go straight inside.
First jump around the left or right over the ledges to get that small
medipack S. Then jump to the chain and slide down until you hit water,
or just jump down into the water. Find an underwater lever on the S wall and
the water will drain. Go N to the boulder.
If you want all pick-ups, go stand W of the boulder, next to that pillar
in the corner, jump to the pole above the boulder and swing to the crack at
the other end. Shimmy right and pull up in an alcove to grab
Medipack. Drop down and push the
boulder into the room with the chain. You’ll see a scr
leave the boulder there. Make a saved game before pulling the chain.
Optional for a Secret, this is to trigger the third crystal N: look up S
to spot that fence. In the top right hand corner of the fence is an opening.
In the back of that fenced off alcove is a ball you can shoot. Save and
after you pulled the chain the floor will go up, stand in
the SW corner and line up
facing S and turn a bit left to shoot that ball through the tiny
opening in the fence. When you hit it you'll get a screen of another boulder
dropping down in the N end of the hall.
Once you are on top, push the boulder that came up with you out N so it
will drop down onto a symbol tile in the hall. A gate will open up at the
The 2nd Boulder, for a Secret.
Now… for that second boulder you saw falling down… Climb up to the
zip-line on this side and descend to the bridge. Then take a running jump N
to the floor where the first
boulder rolled down. Go straight (N) and find the boulder near the
third Gem.
Push it into the room S through the only opening you didn’t use yet (the
side where the Crystal isn’t blinking yet). The crystal
starts blinking and an underwater door will open up. Run down the
slope S and drop down SW next to the zip line, landing on the block below.
Make your way down all the way to the ledge leading to the cave entrance NE.
Go out E and look for that crawlspace in the N wall you saw when you got
here first. Go through and drop in the hole in the floor to pick up a
small medipack.
Follow through W, then up S and run through the hall to the room S where
the elevator was, there’s water. Dive in and swim into the opening W, follow
through to get
Secret #2(21b],
2x Musket ammo. Look in the area N for Flares and a
Medipack. Swim back and straight into the opening E, use the underwater
lever and go through the open door, go up and climb out. Climb down W and
you are back at the elevator.
The Overflowing Energy Crystal and some Hydras.
Get up onto pillar and use the zip line again, jump off on the bridge in
the middle.
Here the Musket you got in the Hard version might come in handy.
Go into the earlier opened gate W, slide and jump over the tiles to pick
up the Gem called Overflowing Energy Crystal
here. Two Hydra’s will come to life
best way to battle is stand on the middle tile and shoot one, till you draw
blood (that’s when he has fire in his mouth), quickly turn around and
repeat. Keep turning around and keep repeating till both are dead. Two more
will come alive, same story, although these are more dangerous
(Savegame.9).
Here's an example video (hydras.wmv)
of how you can do it with pistols.
Top of the Hydra Room,
Long Way Up.
When they are gone as well go to the W wall and jump up, climb higher and
jump to the monkey climb to go to the other side and drop off left or right.
Then jump into the opening there, then jump up and grab the climbable
wall (don’t climb up), just back flip. In the Hydra room, shoot the vase for
Flares. Look up over that bridge and spot the opening in the ceiling.
It’s a looong climb there.
But first we have to find and use three levers.
Look N, then jump to the climbable pillar hanging near the N wall, go
left around one corner and make your way from pillar to pillar till you can
back flip into an opening W. Here is lever # 1 and then go left
through the opening and use lever # 2.
Running jump to the E and shimmy around to the other side, climb up a bit
and back flip/roll to grab the next. Shimmy left around two corners, climb
up once and back flop/roll and grab the edge. Climb in and use lever # 3.
Take a running jump out, shimmy to the right and back flip to end up on the
Go to the pole in the middle, face W and climb to almost at the top and
back flip into a passage. Look down and left and jump to the wall there. Let
go and get into the crawlspace (S). Here is
Secret #3(22),
a Medipack,
and a small medipack
DELTA: To reach the
secret room you can also use the pillars: from the
3rd lever alcove W, run jump back to the pillar
where you came from, then shimmy the left around the
corner. Back flip and grab another pillar, shimmy left around the
corner, one step up from the bottom and another backflip. Shimmy right
around the corner and up to reach the secret
crawlspace.)
Crawl out and climb down as far as, drop and end up on the bridge again.
Go the pole (face W) and
climb up again and at the top back flip into the passage. Go E and turn
around and climb down. In the N you can pick up some Musket Ammo.
DO NOT touch the lever you see S but instead jump to the other side of
the hall (E) from the second opening (no burner).
Use the lever you find N in that passage. Jump back to the other side of the
hall from the second opening and now you can use
the lever S. Last time you have to jump to the other side, this time there
is only one trapdoor left so time the flame emitter under the ledge E, roll
as soon as you are on the ledge.
Go S a bit and climb the wall (E) and at the top back flip. Follow the
passage and jump down. Face W and use a lever there. Now walk over the tight
rope. You are back at the Crystal Cave where it all started.
Sword of Lemorak, the Summon Lemorak.
Use the Crystal(s) you have and a Sword appears on the crossing of the
Go pull Lemorak's Sword from the central stone and head out E,
place the Sword on the statue there and drop into the room below, drop down
either side and climb onto the bridge over the pool, shoot the snake.
Go to that nice shiny object behind the Tomb W and grab it, it is the
Summon Lemorak. The whole place will flood, watch the flyby as it will
show you where you can leave. Swim up through the nearby trapdoor and all
the way up in the cave is an air pocket.
There are some more pickups before you leave, so swim down W, almost to
the bottom and you can swim into a small cave there to get
Secret # 4(23),
a small medipack. Go out and left, up to that structure with the 4
pillars and grab the Shotgun ammo
on top. On an arched like ledge with a
spike trap (E wall) is another small medipack. Now you got it all and
can leave through the gate E (on the bridge). For the
last secret you'll have to swim far. Remember the jump lever you used at the
start of the level? Just above it is a crack you used to get to that lever.
So swim into the open gate E, left and up the passage with the blocks and as
you reach the jump lever, go into the narrow crack, behind it is
Secret # 5(24),
a small medipack
secrets cleared).
Get out (can be nasty) and swim
up to the top of this passage, into the crawlspace N. Now go E, turn
left and at the end right, straight to where you can get air and climb out
to the right (could
cost you more health than the small medipack you got, but an auto save was
made at the secret, so if you drown, hit &F10& to get back there and try
Follow through to where the level ends.
- Tintagel Castle.
Pick up the Torch, go out to the room with the Tomb. Ignite it on
the wall torch, then set fire to the other two
wall torches S. Throw away the Torch and go inside
to get the Blizzard Materia.
Get out, up the stairs W and hoist up, go to the SW corner of the cave
and face E, jump onto the ledge E and then face the rock and find a crack to
shimmy to the right around the corner all the way to the end. Use the
Blizzard Materia on the statue there and safety drop down on the ice bridge
to the next pillar. Jump NW and pick up a
Secret #1(25),
a Medipack
secrets cleared).
Climb out the N side and safety drop to the floor, go to the W wall to
climb up so you can walk back through the cave to the outside. Use the
Summon Lemorak on the Stele there and the level ends with a flyby,
Lemorak will make Arthur's Castle reappear.
– The Bridge.
6 secrets/1=quest
Crawl into the opening to the right and get a Light Potion under
the bush. Go back and go right (E) and take a right, go straight S to the
wall and right in the end, in that corner you’ll find more Light Potion.
Preparations for a Timed Run.
Go back N again and look up to see a broken bridge near that tree. E of
that bridge is a building. Go to the right and E along the building, meet a
spider and just past the tree and in the passage
SE is another crawlspace. In the back is a TIMED lever. Leave it for now.
First get yourself familiar with the lay out of this place and gather some
Go out and N, the next passage to the right (E) has a Heal Potion,
keep going around the building and looking around
you'll catch some Musket ammo in the NE
corner of this place, Light Potion somewhere along the N wall.
Go back to the broken bridge, stand on that hill under the bridge, facing
W; jump up and get onto the bridge. You’ll see a burning scone E. That will
be off when you use the timed lever.
Detour for a Secret:
Jump N, to the end of that ridge and then hop NW, go stand on the highest
tip of that ledge and look NW around the corner of the wall to spot a blue
tile. That’s where you have to go for the Secret. What I did was stand in
the corner as far as possible, aim just right of that pillar and hop back
once. Now jump straight up once and save. Do a run jump with a left curve
and hit Ctrl at the last moment to land on the corner of that tile and get
Secret #1(26),
Musket ammo if you climb down W
along the vines. Climb back over and drop
down to the ground. (Video)
The Timed Run.
Get back to the far SE corner of this place and into the crawlspace with
the Timed lever.
Hold “look” back flip/roll, turning left and duck into
the crawlspace, sprint back to that hill (first left along the building and
then right around the corner) and grab up to the bridge (facing W), side
flip right to the N end of the bridge. Do a roll and jump from the higher
part to grab that crawlspace W. Get in quick (Savegame.10).
Up in the Tower.
Lower down, shoot the spiders and use the floor lever that is hidden in
the plant (stand on the face tile in the pool), a gate opens. Climb up the
blocks in the corner and jump SW into the windowsill.
Look left (SE) and run-jump grab the slanted block, hang left and pull up
over, slide jump left to the next block.
Jump again and grab the wall in front, shimmy right to
the flat part and get up.
Jump N one more ledge and in the E wall is the gate you opened. In case
you want some more Musket ammo, jump the pillars
and walls to the NW (on a wall along the N side)
where you will find one box. Get back to the pillar at the open gate and
jump in there, just take a few steps, watch the flyby. It seems we need 2
Keys here.
The Bridge.
A Rope and Platforms.
Go forwards and open the tra}

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