Imprisoned Spirits III
Author: George Maciver (GMac)
Download: Here
Story:
It would appear that all is not well in the netherworld of the Imprisoned Spirits. The High Council of Representatives of the Wise One has conferred and have sent an ambassador to meet with Miss Croft to quietly enlist her help. The High Council's seat of power, Dragon Castle,has become infested with Thlymedykth and they want rid of them. If Lara is successful, the High Council has kindly arranged to overlook her earlier misdemeanors and return her to her own world.
But returning won't be easy. The Imprisoned Spirits are nervous. The only gate back to Lara's world is through their inner sanctum deep beneath Dragon Castle and they know that if Lara enters their holy place their future will be eternal death.
But first Lara has to find the keys to Dragon Castle . . .
Level 1 - A Time to be Born.
"There’s a time for all things…"
This level picks up where you left off in Return to the Imprisoned Spirits
with all the Spirits disappearing in the Blue sphere at the large statues.
After the flyby ends you can go get some Flares if you like, you’ll
find them on the ledge under the gate SW (behind the gate you can see a Red
Gem). Turn back and head through the passage N, over a bridge to a closed
gate, on a ledge R of that gate is a switch you’ll have to get to. Stand at
the R hand corner of the gate and turn W, then backflip onto the narrow ledge
(or stand against the R hand side of the gate, face E and standjump up along
the wall, holding the forward key), grab the monkeyswing ceiling and go around
the corner to the switch to open the gate with it. Jump back and enter to
drop down into the Cave corridor (you’ll return here). Follow
all the way down to the NW and notice a closed Face door to the R near the
end, continue W and you’ll come into a familiar place (if you played the previous
levels that is).
The Big Tar Pit, the 1st Spirit Key.
To the L when you come in is a Lava pool with a Gem on a pedestal, (this one
is for later) go straight W over the wooden bridge and after the crossing
you’ll notice the blocks L (SW) of the bridge runjump to the first, then SW
to the second and finally a runjump onto the ledge in front of the gate in
the wall, the gate will open for you, follow through to a room with a pool,
go look for a passage NW, follow up till you meet a Mutant, shoot him
and wait up till you can pick up the Spirit Key he will leave behind
(if he starts pounding his chest
you can’t harm him, put the guns away for a moment and immediately start shooting
again).
Now you can follow this NW passage up to a ledge (don’t slide down yet) at
the Tar Pit where you can go for some Ammo around the L corners, standjump
L around the corner and go jump N over the dark hole to a door to the next
corner ledge where you can standjump L around the corner again for the Revolver
Ammo there, now slide down and jump to the bridge. Go E over the Bridge
and back into the Cave corridor E, when you just go straight E you’ll end
up at the Face door, open it with the Spirit Key and carefully walk in to
a dark green room.
The Guide.
Go through the automatic gate E into an Arena where another Mutant
will attack, while he starts pounding his chest, put the guns away, take some
distance and start shooting again when he comes for you. Go down the passage
E and come to a closed door, nothing to open it with. So head back up to the
Arena and find another Mutant coming down the steps, shoot it while hopping
backwards into the Arena and when it’s gone you can step up to the closed
gate W and 2 blocks lower in the corners of the room (could be they are already
open after shooting the Mutant), get the Flares and Shotgun Ammo
NW and then use the switch SW to open the door for your Guide, he will
light his Torch and walks through a Lava room with a Blue key hole, he will
wait for you at the now open door at the end of the passage E, so head down
and meet your Guide.
The Shotgun.
He will check something above the entrance and you can go L to that Blue Key
hole (remember this place as you have to return here later to get the Key
in the Lava pool), the Guide will activate something in the lava and heads
for the passage S, before you follow you can runjump to a ledge along the
W wall to get the Shotgun there.
*note by Author* the guide won’t move
from where the blue key hole is until you jump over to the shotgun. I did
this to make sure everyone gets the shotgun and doesn’t miss it.
The Gold Crystal.
Following the Guide will bring you to a set of steps full of Spike-traps,
the Guide will deactivate them for you, he will stay behind while you can
follow the passages behind the opened door on top of the steps, another Fire
dragon is waiting for you somewhere in the dark. In the end you will come
to that Gem you saw before, L at the lava pool. Get the Gold Crystal
and a block rises in the pool, runjump to it and jump to the other side, go
over the bridges to the crossing and head S to a wide entrance, L and R of
that entrance are rock ledges you can climb up to and collect a ½ MP
and Shotgun Ammo, then enter S and follow to a small cave with a door
to the L, open it with the Gold Crystal and roll, go to the N wall and you
can just standjump straight up onto the SE tip of the rocks to get to a crawlspace
in the W wall, crawl through and grab the monkeyswing ceiling to cross the
top of the cave to the entrance to a Secret room, go to the pedestal to pick
up Secret#1,
a Gold Skull. Go back to the entrance and safety drop down into the
cave, go W and L to enter the door you opened. Follow through to where the
level changes.
Level 2 - A Time to Kill (part 1)
Follow through and come to a shallow pool in a cave,
go SW and climb the face block, the wall will open up for you, go to a Garden
area where a flyby will show you around. Head W to the entrance between the
Garden walls and climb up both walls L and R between the fences for a ½
MP and Shotgun Ammo. Go to the pool W and dive in, get the Revolver
Ammo on the bottom E and swim up to climb out W, look SW and L of those
big doors to spot the brick ledge, climb that and drop/climb down into the
hole, come to a room with a Crowbar door, a trapdoor in the middle and a pedestal
with a Torch, leave it there for now and use the Jumpswitch on the E wall
next to the entrance.
The Crowbar.
A trapdoor in the garden opens up, so climb back up to the Garden and head
NE of the pool, go in and either use the climbable E wall of safety drop down
into the cave, look SE for the remains of a Mutant and pull it away from the
Crowbar by its head. Get the Crowbar and notice the closed door NW
while going back to the ladder to climb back up to the Garden, go back down
the opening SW and open the Crowbar door W, get the Torch and light it on
one of the wall torches.
Go into the open Crowbar door and set that mutilated corpse on fire to open
the trapdoor in the room behind you.
The Dragon Room for the Crystal of Light.
Drop the Torch, you don’t need it anymore and go down the trapdoor, follow
through to a room with Dragon statues spitting Fire, circle the room along
the wall to the S side (notice a gate SW) and get on the ledge with the pedestal
(close to the wall) and top up your health. Face N and get the Crystal
of Light. One time I got it
without getting torched, but if you happen to
catch fire, just sidejump L or R and the flames will extinguish. Head back
through the tunnel to where you can climb back up to the room with the Crowbar
door and get back up to the garden, go NE and back down into the opening to
the cave where you got the Crowbar, in the NW corner of that room is a door
you can open with the Crystal of Light, go in and through the next door to
end up in the next level.
Level 3 - A Time of Peace (part 1).
The Crystal of Water.
Just go on through the passage to a room with a wooden bridge, runjump to
the ledge L and get the Crystal of Water in the alcove L. Then cross
the bridge and just L at the other end is a switch to open the golden door
at the end of the passage E, a flyby will show the Guide which finally made
it to that Lava pool near the Big Tar pit.
Go out E and L at the room with the pool, up the passage NW and slide down
to the Tar Pit. Go over the bridge to the crossing ands look L of that central
block, a ledge below with Ammo, just run NE off the L side of the bridge (just
before the crossing) to land at the Ammo and runjump back up the bridge
in a SE direction with a R curve (this pickup proved to be more tricky the
second time I played the level, just stand
and run off with a bit of a R curve).
The 2nd Spirit Key.
Head E and R to the Lava pool, jump to the block and runjump to where the
Guide awaits, he will do something with the lava again and the whole place
shakes. Leave him there and head into the passage S, follow back over the
Spike steps to that room with the Lava where you got the Shotgun, on the ledge
W where the Shotgun was are now some Flares to be found. Then place
the Crystal of water in the receptacle E and the pool turns safe, hop in and
near the head of the corpse is the Spirit Key, a Spirit shows
up and now comes one of the famous GM Spirit-runs, because the place where
you can get rid of it is in the very first big room with the Statues.
Run back into the passage S and follow back to the pool where the Guide is
waiting, runjump to the block and hop over to the other side, go forward till
you can go R (E) and up through the Cave Corridor and follow the slanted corridor
to that opening you came from before, climb the blocks N to runjump and grab
over to that opening S and sprint over the bridge into the Spirit Room, stand
under the blue rays and after the Spirit is gone go to the cave-in S and R
a bit to pick up the Revolver Ammo lying in the water, then head into
the SW corner and crawl through the small opening to the Secret room where
Secret#2,
another Secret Skull is to be found.
Get out and L around the corner to the W wall, use the Spirit Key there
and enter the open gate to grab the Crystal of Fire, drop back out
and leave N and make your way back down the Cave Corridor to the Big Tar Pit.
Go over the bridge and turn N at the crossing. Place the Crystal of Fire
in the receptacle at the door, enter and go straight to the next closed door
to enter the next level.
Level 4 - A Time of War (part 1).
Follow through and as the gate opens you are in a huge
lava room.
The Huge Lava Room..
Runjump to an iron walkway on the pillar NW, and runjump/grab N to another
iron walkway on the R hand side of the bluish pillar. Walk onto the ledge
and look N where you have to go next to see a platform hanging down, you can
raise it by climbing onto the trigger tile on the block on that ledge and
the platform goes up, it is timed. So face W and stand L on the block, run
off and curve R to runjump to that timed platform, quickly run onto the safe
part N of it. Have a look N again and spot an opening in the N wall, below
and R. Runjump/grab to the break ledge N and hang L, pull up and run curving
R to jump down to the break ledge in front of the opening, landing close to
the opening, sidejump L and inside (could be you get bitten by one of the
Fire-dragons running around in the Lava, check these guys out). Follow
through to another part of the lava room.
Runjump out straight with a wide R curve to land on that break ledge
so you have room to do a running jump to the next one L, jump to the two connected
ledges L and run over the corner to the second, doing a running jump with
a R curve into the opening in the wall. Look R around the corner
and run onto that ledge just R of the opening, runjump/grab to the brick ledge
W, turn S and runjump to the L side of the break ledge, turn L a bit and standjump
to the next, run over the corner to the one after that and runjump to the
one on the S wall, turn L and standjump jump to the ledge in front of the
opening in the E wall and quickly pull up.
Walk into the next room and look up, there’s a ledge up in the ceiling, grab up there and get the ½ MP and Shotgun Ammo.
Drop down again and go up the steps L and to the first
floor landing to get another Revolver from the alcove SW there. Face
the pillar E and runjump to it. runjump/grab to catch the next slanted pillar,
hang one step from the L and pull up over, slide/jump and immediately jump
so you’ll land on the break ledge with room to do a running jump with a L
curve to the platform on the S wall, turn and stand on the NE corner facing
N. Hop back and runjump/grab to the next slanted pillar, hang most R and pull
up over, slide and jump R, then again a slide jump curved R to the break ledge,
hop to the ledge E and a Demigod will open fire from down in the lava
pit (you have to shoot him to be able to open the next gate, if he walks to
the other side of the room, go down the N end of the ledge and wait for him
at the closed gate) and head for the trigger tile S on the ledge, just run
N off the end of the ledge to land in front of the gate.
Skull Key.
Follow through into a lower room where another Fire dragon awaits,
shoot it and look for the ladder on the E wall, over the opening with the
red light. Climb to the Burner tile and backflip/roll/grab to the ledge behind
you. Notice the keyhole on the pillar there and also a tree with blue rays
on top, then head to the pool W and dive in to find openings in the central
structure are with 4 Face tiles, you have to swim over all 4 (the central
part of the tunnels has a strong current) and then climb up at the structure,
go in to step on a face tile and get a cut scene of the Skull Key in the tunnel
below, carefully drop into the opening next to the Face tile and swim straight
down to the Skull Key (if you go to the side too much the current will
move you out and you have to climb up again).
3 Spirits come for you, so quickly swim up in the E side and climb
out E, run to that tree with the blue rays and the Sprits will die one by
one, Then use the Skull Key in the lock on the pillar and the Burner tile
in the opening E will extinguish, runjump/grab (or runjump straight in) over
there and go over the now safe tile to the R (S) around the corner, a block
will rise and you can use that to jump/grab up to the next level. Go L into
the opening and face a Burner pillar, runjump N and up to the trigger tile
on the ledge SW and roll, runjump back and while turning R another roll, now
runjump/grab to the Burner pillar and pull up, runjump to the ledge W (it
is possible to runjump/grab to the pillar, shimmy around and pull up to quickly
backflip to the W ledge). Go to the NW corner and runjump to the roof N, grab
the edge and shimmy L, around the second corner the camera will change and
it is time to pull up and backflip/roll/grab to the ledge with the torches.
Mystic Room, the 3rd Spirit Key.
In the entrance is a receptacle for a Spirit Key, follow the passage up to
a room with a cage like passage, you can jump up through the ceiling, through
the walls and fall through the floor, and swim with a Fire dragon,
on top of the cage is the Spirit Key you’re after (best is to just
standjump through the ceiling of the cage and pick up the Key). The only way
to get out is through the bottom of the cage, so swim under the cage and up
at the entrance to get back to safety and follow the passage back down to
use the Key in the entrance.
The Crossbow and the 4th Spirit Key.
A cut scene will show another Burner ledge extinguish. Runjump/grab back to
that roof you shimmied along and go R around corners till you are next to
the wall below, pull up and backflip/roll/grab the central ledge again, go
S and runjump/grab to the ledge next to a block with Crossbow and Ammo.
Follow the ledge to the W, runjump to the Burner ledge N and then W again
to a ledge with a closed gate SW, walk out to the N and standjump/grab to
a ledge with a Flame N, shimmy R around the corners and pull up on
the N side, immediately backflip/roll and grab the ledge N. More Flames.
But you don’t have to get over them, just look SE and spot the opening in
the black structure, a well aimed straight runjump will get you inside, but
you can also sidejump onto the slanted block from facing N and grab the edge,
shimmy R to the last square of the block and backflip/roll/grab to the opening
where you’ll find another receptacle for a Spirit Key. Climb the ladder on
the S wall inside and find yourself in a small room with a huge Mutant,
I just ran into a corner and turned around shooting it and didn’t get hurt
too much. Get the 4th Spirit Key it will leave behind and go down the
ladder to use the Key, the gate in the SW corner of the room opens up, so
runjump/grab back to the ledge N and shimmy L, the ledge with the Flame is
safe too. So just get back to the SW ledge and enter the gate.
Top of the Huge Lava Room.
Walk up to the edge and hop back to runjump around the R hand corner to that
bridge, walk to the W and stand R at that pillar blocking the way. On the
N wall is a pointy ledge with a flat part L, runjump/grab over there and pull
up on the flat part (or runjump straight onto it), turn around and look down
under the bridge to spot a ledge, just standjump straight S and grab to land
on it. Throw the switch and get an Eerie flyby of the Guide waiting for you
and blocks rising throughout the room. Drop/grab from the W side of the ledge
and climb R around the corner, up to the bridge and L around the corner to
get onto the bridge again.
Climb the new green block NW and do a runjump/grab over to the high ledge
on the N wall, walk L and from there a runjump (no grab) to the opening between
the chain fences on the SW part of the bridge (if you look to the far SW you
can spot the anxious Guide on a ledge). Go to the NW corner where you can
runjump to the L side of another ledge N, turn S and standjump/grab straight
back to the bridge and throw the switch located there, it will raise 2 platforms
throughout the Huge Lava Room
(you’ll hear them go up)
Now you have to get back to the E end of the bridge,
so jump back to the N ledge, get to the R hand side and standjump back to
the bridge, walk SE to the opening in the fence and spot one of those platforms
on the green pillar SE.
A Secret.
Runjump over to the platform and then NE to the next part of the bridge, shimmy
along the S side past the pillar with the ladder (or jump over the ledges
N) and go E to where you entered the room, look S for the next platform on
the green pillar S and then standjump/grab up SE to a stone ledge on the pillar,
From there a long runjump to the other bridge S, go W to the pillar and look
down S. there are some green ledges (one with a Face (trigger) tile) to the
R of a Burner pillar, save and runjump down to that green ledge with a grab
in the end, turn L and jump/grab the ladder on the Burner pillar, go down
and drop/grab into the opening in the pillar, drop down from the E side and
get Secret#3,
a Secret Skull.
Climb back up W and standjump/grab up to the green ledge, walk onto the trigger
tile (to stop the Burner on the pillar) and runjump/ grab up to the ladder,
climb up and from the pillar you can runjump/grab back to the bridge, now
you have to get to the Guide waiting on the ledge W. So… walk NW and runjump
to a triangular ledge N. Standjump/grab back to the bridge and get onto the
green block, runjump/grab into the alcove N and runjump to the next part of
the bridge, then look for a brownish ledge on the S wall of the room and runjump/grab
over, standjump/grab up W and runjump NW to the tip of the bridge, just L
of that small fence,
The Torch for a Timed Gate.
Runjump to the W and go past the Guide, the gate is closed so look over the
S side of the bridge ands spot the small water hole below, line up and standjump
straight down into that hole, climb out and head NE from the hole, around
the pillar with the burning wall torch and find Flares and 2 Torches,
hidden in the plant. Pick up one of the Torches and light it on the S side
of the pillar, then light the one on the N side of the same pillar and the
room shakes because a pillar rises SW next to the water hole. Dump the Torch
and climb that pillar on the N face, don’t pull up on the pillar but just
backflip to the bridge where the Guide is waiting, look on the E side of the
bridge where a set of Face trigger tiles appeared, they will open the gate,
but it is timed. So stand far back and save, then sprint to the gate hitting
"jump" to dive/roll through the closing gate.
Castle Key and Crystal of Souls.
Follow the passage S to the different rooms and in each room you can pick
up something on the brown ledges to the L, a ½ MP, Flares, another
Revolver and a Shotgun. In the last room is the Castle Key
on a pedestal. A big trapdoor opens in the room S, go to that big opening
in the floor and hop in. Swim through the tunnel and climb out S to get the
Crystal of Souls. Leave through the open gate and slide down the slope.
Back in Level 3 - A Time of Peace
(part 2).
Drop out of the passage, get onto the bride in the Big
Tar Pit and head to the crossing, then go W and open the door with the Crystal
of Souls. Enter and go up to the next door.
Level 5 – A Time to Heal.
Step out onto the bridge and walk up to the Fire spitting
Statues, stand close and aim for the block beyond and a bit L, then time the
run through the Flames and jump/grab to that block, runjump/grab W, then standjump
S and a runjump SW, a runjump/grab S and then runjump over the green block
E (just came up from the Tar Pit) to that bridge going S to the Receptacle
Tower (called like this from now on) with 4 receptacles on the pillars,
take notice of the E Tower (called like this from now on) from standing
on the NE corner and then walk just S through the structure. Turn R (W) just
before the next bridge, runjump/grab to the W Tower (called like this
from now on), walk straight through to the opening W and 2 blocks will rise
from the Tar Pit, these are not timed so take your time to jump across to
a ledge with a switch.
Timed Run for the 1st Jade Crystal.
You’ll get a cut scene of the E Tower of the Receptacle Tower and especially
that corner I showed you, the switch on this ledge will lower a block in that
E Tower so you can jump/grab over to it, but the block is Timed. First climb
the wall behind the switch and get the ½ MP from the top, go down and
save in front of the switch. Pull and turn R, from the switch a runjump to
the first block so you are able to do a running jump to the second one and
a running jump with a R curve to jump back up in the W Tower, run L around
the corner of the pillar and then R (E) so you can runjump/grab (you can save
when Lara is pulling up) over to the Receptacle Tower and run straight to
the E to runjump/grab over to the Timed opening in the E tower.
Go R around the corner and get the 1st Jade Crystal, if you want the
Secret, go to the S end and drop/grab from the ledge, shimmy just L around
the corner onto the slanted block and pull up over the top, and immediately
jump sharp R from the top of the ledge around the corner onto the ledge with
Secret#4,
a Secret Skull. A block lowers allowing you to jump over the sloped
ledge and return to the NW corner of the Tower. Runjump/grab back to the Receptacle
Tower.
Jump Puzzle for the 2nd Jade Crystal.
Go over the Bridge to the S and be careful as there’s a nasty gap in between
the stone ledges, from the last ledge a runjump up into the opening with the
door and go through to the opening just before the room with the grated floor,
the gate in the room beyond opens up because you are standing on the trigger
tile. But you have to do some fancy jumping to get to the opened gate, if
you jump wrong the gate will shut. Look down in the pit under the grated floor
and spot the blocks giving a hint as to which parts of the grated floor are
safe.
First is a standjump SE, one more standjump SE, then SW and the last standjump/grab
straight S into the opening (you can use the brownish textures up on the walls
to line up for jumps, but if you stand too
close to an unsafe tile before jumping the gate
will close,
save after each successful jump) Go into the room with floating Corpses and
get the 2nd Jade Crystal.
Swimming for the 3rd Jade Crystal.
Go back out to the N and hop down to the bridge, go N to the stone ledge and
look down to spot an opening in the bottom of the Tar Pit, jump over the gap
and drop/ grab backwards to drop into the safe spot, swim down S and look
in the SE and SW corners for Flares and a MP.
Go back up for some air at the surface and Save facing N, dive down and swim
all the way N through bursts of Flames (those can really hurt) and first go
up for air just before the last room, climb out N and get Shotgun Ammo
and Arrows in the NW and NE corners, jump over the water to the S
and get a MP SE and another Revolver SW. There’s an opening
up S but it’s too high up for now, save at the waterhole facing S and dive
in, swim S and L in the second room, swim straight to the end and just R around
the corner is the 3rd Jade Crystal on the bottom.
The 4th Jade Crystal.
Swim back to the W and R to get back to the air pocket and climb out S, now
a block raised at that opening up S, climb up and you’re back in the entrance
room of the level. Go S and back to the wooden bridge, runjump/grab to the
block S past the extinguished Statues and jump W, then S to the low block
and runjump/grab up E to that platform with the Totem figures, get the 4th
Jade Crystal from the pedestal SE and go to the SW corner, there’s a pointy
rock down in the Tar Pit W, runjump over the fence, land on the block and
slide/jump to get to that green block S, runjump/grab to the bridge E and
go to the Receptacle Tower to place the 4 Crystals, raising platforms and
a block with them.
Going Up.
Runjump/grab over to the E Tower from the NE corner and go R around the corners
to find a block near where you got the Secret before, climb up and into the
opening N, run L around the corner and runjump/grab to the platform on the
Receptacle Tower. Standjump to the next and a runjump/grab to the one on the
W Tower. Climb up W and look up R. Standjump/grab to the ledge there and turn
around to climb the E wall to the top of the Tower, walk to the E and runjump/grab
to the top of the Receptacle Tower, walk E and runjump to the E Tower, slide
off grabbing the edge of the roof and shimmy R till you can hoist yourself
up onto the top of the roof, walk around the red column to the trigger tile
on the protruding ledge and a platform rises under the slanted ledge N, slide
down and runjump NW to land on the L hand corner of the second platform from
the top of the N Tower.
The Gold Crystal.
Walk to the E side and drop down one level through the opening in the floor,
go to the switch on the S side of the pillar and throw it to open a hatch
all the way in the W. Climb back up (face the N side) where you just dropped
down and runjump from platform to platform to the very W end, looking up you’ll
see the open hatch. Climb up from facing S and go L to runjump to the ledge
in front of that Tower E with the Gold Crystal on top.
A 2nd Castle Key.
Just run onto the slanted E side and slide/jump curving R or L and a grab
at the last moment to land on the lower platform of the E tower, run around
to the E side and drop down the hole again, on the N side of the ledge are
blue rays and in them you’ll find a 2nd Castle Key. A block rises at
the entrance of the place N. Runjump down to that platform W where you got
the Crystal before and jump over the blocks to the Fire Statues N, from the
bridge you can standjump (straight) to the new block NW and runjump up W,
then face the slanted ledge SW and do a standjump/roll to it to jump/grab
the climbwall N, go up and R. Hoist yourself up and slide down the tunnel
back to the other level.
Back in Level 3 - A Time of Peace
(part 3).
Drop out at the end of the tunnel and go over the bridge to the crossing,
head S and follow to that door in the end L, open it with the Crystal and
follow through to
Level 6 - A Time to Kill (part
2).
Follow the passage, wade L through the water and climb
up at that face block SW again, the blocks lower and you can go straight through
the garden to the big Caste doors W, to the R and L are corpses with holes
in their bellies, place the 2 Castle Keys and the doors open up.
We’re aware you can play this next
part in a different order, but this is how it worked for us…
Go into the downstairs Hall and open the doors in the SW corner. Runjump to
one of the slanted sides of the Lava pit and keep jumping to the other side,
land on a ledge up on the side and run off into the opening S, the door will
open and close behind you as you pass through.
The Torch/Switches Puzzle.
Around the pillar is a pedestal with 2 Torches (one spare), leave them
there for now and go into the passage W, in the room at the end you can climb
up through the hole in the ceiling and hop over the hole to go and find the
E switch in the end of the passage E to lower a pillar behind you,
drop through that hole and land in the room with the Torches, pick one up
and turn around, take 2 steps in the direction of the lowered pillar and throw
the Torch on the pillar, go back up through the hole W and use the same E
switch again.
Go get one Torch from the pillar behind you and go W, then L into the room
S and look for the similar (like the other raising pillar) pillar L along
the S wall SE, throw the Torch on a safe place and go into the N room over
the hole to the N switch, throw it and return S to where you left the
Torch, pick it up and throw it on the lowered pillar
, return into the N room to throw the N switch again and the Torch will go
up to the upper level. Go back into the S room and L around corners into the
NE corner and step onto a ledge next to that Totem pillar, face S and stand
on the SW corner of the ledge to grab up to the walkway above and go to the
block W on that same walkway, grab up to the crack and shimmy R around the
corner, drop/grab to the Jumpswitch and activate it to light a Fire next to
your Torch.
Climb back up to the walkway and jump S to the raising pillar with your Torch
to carefully light it on the Fire, jump to the walkway and go W to the block
with the Jumpswitch. Look NW and spot a slanted pillar you can runjump to,
from the pillar a backflip to the W side of the walkway (this is actually
a shortcut, the way it was intended was to throw the Torch down to the ground
floor and use the 2nd raising pillar SW and the N switch to bring
it up to the W side and you could shimmy around the block with the Jumpswitch
to get there). Jump with the Torch over to a single ledge in the SW corner,
that ledge is another raising pillar and will raise
the Torch up one more level, jump to the ledge
and hit the "1" key to draw pistols and Lara will drop the Torch where she
stands.
Safety drop to the ground floor and go into the N room
to throw the N switch again, climb back up to the walkway from the NE corner
and go to the W end past the block with the Jumpswitch, there’s a ledge on
the walkway and from facing W you can grab up to a thin ledge above, jump
to the Torch and get it. Hop back to the thin ledge and stand on the NE corner,
face E and standjump onto the R hand side of the 1st slanted pillar, slide
and jump R to land on the next, slide and jump L and one more tome to the
R to land on a slanted ledge and slide to the ledge in the E side of the room.
The 1st Dragon’s Head.
Light the wall torch on the E wall and get a cut scene of a room with Dragon
statues of which one will stop spitting Fire, a gate also opened and that’s
N of where you stand, drop your Torch (as you don’t need it here anymore)
and runjump/grab over into the open gate N to get the 1st Dragon’s Head,
a door opens in front of you. Follow the passage and just run off the end
to land on a slanted ledge in the hallway below. Go to the doors N and open
them to get back to the Castle Hall.
The 2nd Dragon’s Head.
Go out R onto the landing in the Castle Hall, open the next set of blue doors
and enter, there’s a gap in the grated floor (if you fall in, go out N and
back up the stairs to return here). In the S end the door will open up for
you, follow the passage to a small room with some alcoves in the corners,
a Mutant will show up. Shoot it and look up in the SE corner of the
small room to find an opening up in the ceiling. Step on the ledge, turn around
and climb up into a room with a Jumpswitch. Throw the switch to see the 2nd
Dragon extinguished and drop down from the room into the small room below,
careful you don’t run into the Fire in the alcove NE (which also appeared
when using the Jumpswitch above).
Yet Another Torch..
Follow the E passage all the way up to a balcony looking out over the garden,
go L and find the 2 wall torches. A closed door is located between them in
the W wall. You’ll have to light the wall torches to open it. So first go
on to the N and L into the next passage, follow the passage down to a small
hall and in an alcove around the L corner (SE) are some Flares. In
the other corner (NE) is another opening in the ceiling, turn around to climb
up to a room with a Torch, take it down with you (better save before
you decide to throw it down as it can easily disappear in a wall below). Go
back up E to the balcony, past the closed door to the S and down the passage
to the room where the Fire is, carefully light the Torch and return to the
balcony to open the door by lighting the 2 wall torches, jump up into the
opening and get the 2nd Dragon’s Head (another door opens). You can
leave the Torch behind.
Go out and L to follow the passage all the way down to the door you opened
and head straight S to the doors and notice a part of the wall to the L is
lowering down, go through that passage and runjump/grab to the roof over the
pool. on the SE corner is a MP. Get that and runjump/grab back to the
balcony go back inside and after the wall lowered to the L and open the doors.
Target Shoot.
Head R (W) and open the NW doors, go through to a Deadly pool in the
next room, to the R are Revolver Ammo and a Lasersight, then
go to the W side of the ledge and pick up the Arrows (Note
by Author: these crossbow arrows will reappear if you run out which means
its impossible to not have enough ammo to shoot the target balls).
Put the sight on the Crossbow or the Revolver and look for the Target ball
in the opening of the N wall, NW corner, locate it with Binoc’s first, after
shooting the ball, a block goes up in the deadly pool. Runjump onto the block
and look W for a hole in the wall with the second Target ball, shoot
that and the next block goes up, standjump to it and look up in the higher
ceiling N for ball #3, turn around and look for the last Target
ball S. Now jump from block to block to the N side and throw the switch
in the NE corner, a cut scene shows the Dragon statues again (the 3rd Dragon
deactivated).
Jump back over the blocks to the 3rd and from there a runjump/grab to that gap in the W wall where you shot the target, climb in and go up the ladder to the L, at the crossing to the R and into the room with Secret#5, a Secret Skull. Return to the crossing and go R again, drop down on the ledge at the entrance and get back S to the Castle Hall.
The Stroboscope Room for the 3rd Dragon’s
Head.
Stay on this floor and head over to the SE doors, open them and run to that
hole in the floor, drop down and head S to the Stroboscope room. In this dark
room a flashing light will reveal 4 Face (trigger) tiles on the slanted sides
of the room (you can just spot them next to the pillars in the flashing light).
Jump on all 4 of them and the 3rd Dragon’s Head will appear
in the middle of the room, go pick it up and head N back through the watery
passage, open the doors and go straight across the Hall to the NE doors.
Timed Run for the Deactivating Switch.
Open the doors and that brown square you stand on is the trigger tile for
the door across the room and it’s a tight run. Save standing in the Hall,
about a hop back from the doors and a bit R of the middle (so you’ll run next
to the corpse in the water) and sprint over the trigger, the door still has
to open up while you are already on your way. Maybe you can hit "Alt" when
getting close to the door to roll through, but I didn’t need it.
Inside are 4 Demigods, one is already alive and kicking, shoot him
to activate the next and so on till they all are history. Go around the room
to pick up Shotgun and Revolver Ammo and a MP. Then approach
the door N and it will open, go into the room to the switch and throw it to
get another cut scene of the Dragon statues (the 4th Dragon deactivated),
roll and run back through the door.
Timed Run for the 4th Dragon’s Head.
Head back S to the Hall and R (W) to open the next set of doors NW, hop back
into the hall and stand a bit R facing the trigger tile, again sprint to the
end of the passage and jump up into the opening before the door closes. In
the Castle Bathroom is a Demigod in the water, you can shoot him from
standing a bit back from the edge of the pool, he can’t hurt you but you can
shoot him. Dive into the pool and get the 4th Dragon’s Head
from the middle of the bottom, you have to navigate a bit to get it
(the Dragon Head only appears once you’ve
killed the demigod and dived into the pool)
, climb out of the pool after taking it.
Back to the Garden Pool.
Look in the NW corner of the room for a Jumpswitch which just appeared there,
use it to open that UW door in the pool and dive back in, swim through the
tunnels and swim through the door and up in the pool in the Castle Garden.
Climb out and go down that opening in the brick ledge SW, drop into the open
trapdoor and follow through to that room with the Dragon statues.
Placing the Masks.
All the Dragon heads stopped spitting Fire, place the 4 Masks and look for
the newly opened gate in the corner of the room SE, go in and walk the Path
of Spirits to where the Guide is waiting for you, just go ahead and wait up
for him at the closed gate, he will activate the gate and blue rays fill the
next room, just run through them and the level ends.
Watch the nice end flyby and the
adventure ends… or doesn’t it…?
(Note by the Author: Yes it does,
the Imprisoned Spirit levels ended here)
10-05-2006.
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