TEMPLARS SECRET (BETA RELEASE)
Levels by Feder
Walkthrough by José
[NOTE:]This walkthrough is dedicated and aims to be my modest and humble homage to Pat Chancey (mugs), friend, moderator and outstanding member of this Community since the year 2002 and deceased in summer of 2017. We all will never forget you. Rest in peace. [End note]
LEVEL 1 – MIDNIGHT IN PARIS
[b[The “Cafe de Flore”[/b]
Turn left and run through the narrow corridor. In the small courtyard, press the button to open the door and go up the stairs to a room where you’ll find the SHOTGUN near the window, but you’ll alert a guard too so go back outside, shoot him and pick up the small medipack he drops. Continue through the next corridor and notice a yellow keyhole to your right (for later) so go left, cross the next courtyard and continue to a larger courtyard where the “Cafe de Flore” is. Shoot a crow and go inside the cafe; press the button behind the counter, shoot the guard and go inside the WC to pick up desert eagle ammo. Go back outside.
The House Key
Now explore the street with the red car and Lara will look to a crawlspace; go there and in the next room notice a yellow keyhole for a card, pick up the flares and press the button to create a shortcut to go back to the street. But don’t go outside yet, go down the ramp to a basement, shoot a rat and move the crates to the other side of the room to clear the way and discover a small medipack and the HOUSE KEY. It’s for the keyhole you saw time ago near the first courtyard where you got the shotgun, so go back there but before, go to the opening near the corner at the end of the street, shoot a crow and pick up shotgun shells.
The Worker’s Card & the first Apartment Key
Use the key to open the door and go up the stairs to the top (notice the closed door at the bottom), turn left at the top, press the button and in the storeroom shoot the rat and pick up the WORKER’S CARD (I suppose you know where it goes). Now go back to the stairs and straight into the next room, shoot the white windows and jump to the opposite building, press another button and in the bathroom pick up the APARTMENT KEY. Go back to the broken windows, jump to the opposite building and left down the stairs to find the small door to use this new key (press “action” just in front of the door).
Go to your right and pick up shotgun shells near the window. In the adjacent room there are flares and a small medipack near the windows too. Opposite that windows there is a bookcase with a book-switch, pull it and quickly (it’s timed) run outside and sprint back up the stairs you came from; at the top turn left and left again to find the timed door before it closes and get SECRET #1: a large medipack, uzi clips and shotgun shells.
On the Roofs
Go back to the door you opened with the apartment key and this time go up the stairs to your left, continue through a balcony where the camera view changes and in the small room move the bookcase in the corner to reveal a crawlspace. Duck and crawl to a terrace with tables and umbrellas. Further on there is a closed door but you still haven’t the key to open it so remember where it is for later (a secret), shoot the crow and press the button in the wall near the tables to open a door somewhere.
Go back the way you came and soon you’ll find the open door to your left after the glazed balcony. Take a running jump to the red and white awning, slide/grab the edge, shimmy left, hoist up and do a backflip with twist to grab the edge of the sloped roof; shimmy to the very right corner and remember that in TR3 Lara can’t shimmy around corners so, hoist up and do a backflip with twist and a left curve to land onto a ledge at your back. Take a running jump to the next ledge and press the button to open the trapdoor as a shortcut so you don’t need to repeat all the tasks in case you missed the key you need in the next courtyard.
The Library Key
Now it’s time to use the card you still have in your backpack: once the trapdoor is open, shoot another crow, safety drop to ground floor and go through the opening in front of the red car where you found the first key a long time ago; use the card in the yellow machine at the back of the room to open the gray door; run down the ramp, shoot a couple of rats and pick up the LIBRARY KEY on the green block. There are shotgun shells in a crawlspace near the corner too. Go back outside and climb the ladder to go back up to the high ledge.
A second Apartment Key
Jump to grab the crack in the wall and shimmy right to the end, go inside the crawlspace, turn and drop onto the metal ledge. For a secret, take a running jump to the ledge with the barbed wire, hoist up and walk to the other side; from the corner take a standing jump to the balcony and pick up a second APARTMENT KEY. Take a running jump back to the ledge with the barbed wire (the area without wire is safe) and now you have two options: take a running jump back to the metal ledge losing some health in the process or safety drop to ground floor, climb the ladder and shimmy again.
Anyway, from the metal ledge take a running jump to the wall with the closed doors, shoot the guard and pick up the large medipack; drop from the other side and press the button to open the doors; pick up the uzi clips the guard dropped and more uzi clips in the small pool outside. Use the key to open the door of the museum.
Enter and shoot a couple of guards; in the second area another guard appears, this one will drop shotgun shells. In this second area there is another movable bookcase near the entrance; pull it three times and then push it four times towards the first area placing it onto the red carpet, near the table: a door opens in the nearby wall and you can get SECRET #2: desert eagle ammo and a small medipack. There is a tile with a flower high up in the ceiling, pointing the exact position where the bookcase must be placed.
Into the Library
Go back to the second area and press the button to open a door somewhere; go back to the first area and notice that the bookcases are climbable; climb to the top of the highest one to pick up flares, from here jump to the second floor, pick up the shotgun shells near the window and locate the door you opened moments ago. Shoot a guard in the next room and pick up his small medipack, press the button near the windows to open a door in the courtyard where the “Cafe de Flore” is, so go all the way back there.
Now it’s time to get the last secret of this level if you want; for that, you need to go all the way back to the door you opened with the apartment key (remember, the first yellow keyhole near the beginning of the level, up the first stairs); enter and go up the stairs to your left, and back to the terrace with tables and white and blue umbrellas. Open the door with the second apartment key you have, follow the passage, shoot the window and take a running jump to the awning, at the end take a running jump over the yellow balustrade to get SECRET #3: the UZIS and uzi clips.
Exiting the Level
Jump to ground floor and locate the door you opened with the button in the library; enter, climb the wooden crate, pick up the flares and from here jump to grab the edge of the small roof in the wall, hoist up and jump to the opening in the corner, grab the monkeyswing and drop/grab the edge of the crawlspace at the end. Continue to a room where you’ll drop into a pool, the current will take you directly to the fan, but you can fight against the current swimming to the underwater passage to your right; do the same in the next room with the second fan. Finally find a junction and swim to your right to use an underwater lever; swim back to the junction and through the other passage to find the open trapdoors. Shoot the guard, pick up the shotgun shells and press the button to release a couple of rats. In the next room use the monkeyswing near the corner to cross to the other side, continue through a crawlspace to finish the level.
LEVEL 2 – THE MUSEUM
Advance through the ducts and shoot the grate at the end. Continue to a room with wide stairs and spot a guard at the top. If you want the first secret of this level, draw the shotgun and run and jump like fool up the stairs while shooting the guard, otherwise he will close the nearby door with SECRET #4: 2 X shotgun shells. Press a button near the exit of this secret room, pick up the small medipack the guard dropped and continue up the next stairs.
Press the button to open the next door and in this room beware with the laser traps; take a running jump over the first lasers, duck and crawl under the second ones and climb the showcase with the cat to avoid the last ones. Press the next button and draw a heavy weapon to kill the next guard before he opens a door at the back of the room alerting another guard. Climb the central showcase, take a standing jump to grab the edge of the protruding ledge, hoist up, jump to the lamp and take a long running jump to the balcony; pick up the large medipack near the corner and go through the crawlspace in the opposite side to finally land in a room with a closed door the guard should open if you didn’t kill him.
The Security Pass A
In the next room climb the ledge with the statue, grab the crack and shimmy right to save the laser traps. There are more laser traps in the next hall; first shoot the guard at the back of the room, crawl under the first lasers and take a running jump over the lasers in the right side, press the button in the pillar to open the door near the entrance and go back there the way you came avoiding the lasers the same way. Shoot another guard and pick up the SECURITY PASS A he was carrying. Go outside and pick up desert eagle ammo near the last window. Back inside, avoid the lasers again and use the card to open the “Egyptian Adventure” door.
The Egyptian Adventure Area
Looking from the entrance, locate the movable block (light a flare if necessary) to your right and move it near the entrance so you can climb to the high ledge in the corner. Don’t climb yet, but climb the rocky steps at the back of the room and the ledge in the corner where the switch is; pull it to open a trapdoor at the other side of the room. Now climb the block and to the high ledge with the open trapdoor, jump back and forth onto the slope to grab the edge of the ledge above and climb even higher. Grab the monkeyswing and move yourself to the small ledge with the railing at the back of the room, pull the switch there to open the other trapdoor, drop to ground floor and climb again to the monkeyswing. This time swing to the left and drop through the hole with the open trapdoor; in the crawlspace pick up flares and shotgun shells; go back up and shoot the grate near the corner.
Outside Area with the Dome
At the end of the duct situate Lara facing the slope opposite the grate, jump/grab the edge, hoist up and take a couple of jumps to grab the high ladder, climb to the top and shoot the next grate.
In this courtyard, climb the central structure, go right till the end and look up to discover a high crack; jump, grab it and shimmy left. From the niche in the corner take a running jump to the gray block, use the monkeyswing to cross to the other side of the room and shoot a guard there; pick up the small medipack he dropped and jump over the slope to climb to the top of the metal structure. Cross to the other side of the room, pick up the uzi clips, jump to grab the edge of the roof and shimmy all the way to the left.
In the place where the camera view changes, drop/grab the edge and drop/grab the edge of the window below; go inside and shoot all the guards, around the corner there is an open door and inside that room a button to press near the entrance. Go back to the windows and go through the crawlspace behind the plant, pick up the flares and drop through that hole, slide and jump in last moment to grab the ladder, shimmy all the way to the left and jump back at the end to a safe ledge.
For a secret: situate Lara next to the wall and slide backwards, grab the edge and safety drop to the bottom of the pit (sometimes you can die when grabbing the edge; in that case reload and try again) to discover SECRET #5: 2 X uzi ammo and a small medipack (duck to pick them up). Above the small medipack there is a hole in the ceiling, climb several times to finally reach the place where you dropped into the pit. Continue through the ducts until you find a trapdoor in the floor; jump over the trapdoor to get the shotgun shells and drop to the room below.
The Security Pass B
Go inside the control room with the guard and kill him to get his SECURITY PASS B. Before leaving don’t forget the DESERT EAGLE in the glass cabinet. Now go to the end of the corridor, press the button to open the door, kill the guard and pick up shotgun shells. You are in a familiar room; use your card in the nearby receptacle. Near the entrance, behind a plant there is a wall switch, use it to open a picture in the wall and get SECRET #6: a large medipack and shotgun shells.
The Templar’s Scepter
Continue down the stairs and in the room with green lasers and the machine gun, light a flare and look for a dark crawlspace in a corner behind a plant; go there to find a control room with a button to deactivate the lasers. Now cross to the other side of the room, open the door and don’t try to pick up the relic, go inside the control room, pick up the small medipack and press the button to deactivate the laser; now you can climb the block and pick up the TEMPLAR’S SCEPTER (you’ll use it at the very end of the adventure). Several guards are alerted and in the adjacent room the green lasers are active again.
Exiting the Museum
I couldn’t find a way to deactivate that lasers again so I sprinted through them and quickly run to the new open door near the corner. In the next corridor jump over the first laser, cross under the next one and jump again over the last one, shoot the guard and pick up his desert eagle ammo. There is another laser trap on the stairs; I couldn’t jump over it so what I did was approach to the left wall (on the floor) and, from the bottom, take a standing jump directly to the landing of the stairs. Once up press a last button to go outside to the terrace and finish the level.
LEVEL 3 – INDUSTRIAL ZONE
The Factory Key
Pick up the flares on the wooden crate and from here take an angled standing jump to grab the edge of the upper ledge; now use the monkeyswing to cross to the other side, drop/grab the edge of the crawlspace and from the corner of the ledge jump to the next one; from here, take a running jump to the central pillar with the smoke and pick up the FACTORY KEY. Safety drop to ground floor.
Deactivating the Big Fan
Go to the next room, shoot a guard and pick up his small medipack; there is another guard in a high balcony to your left you can kill from here or you can take the corridor left from the entrance, climb the ladder and dispatch him on the ledge where it stands. There is a switch in this ledge to open the small door below. Do it so and find a keyhole for your key; use it and in the small room pick up the shotgun shells and press the button to slow down the big fan in the pool. Swim there and just after the fan notice a grated door to your right (a secret for later).
First Electric Generator
In the room with the electric moving machine your goal is that the machine smashes a fuse box at the other side of the room so, don’t touch the switch yet, go to the other side of the room and move the wooden crate three times to the corner to place it out of the way; now you can use the switch to open that door and time the machine to pull once a second crate near the entrance so the machine goes through the open door; now pull the switch again when you saw the machine is in the corridor behind the door to close it and open a second door at the other side (the switch controls both doors) so the machine goes to the end of the path with the fuse box. This opens a grated door near the entrance.
But don’t go there yet; the fuse box opened the underwater door you saw near the big fan too, so swim back there and get SECRET #7: a large medipack and uzi clips. Swim back to the previous room and go through the passage right from the entrance.
Top of the Room with a Deep Pit
Slide down the short slope and quickly grab the monkeyswing above, advance and release when you’re above the next slope, jump to the breakable tile and run to the ledge with the barbed wire trying to land onto the closest side, walk and when you’re on the next breakable tile, run and jump to the opening in the corner. Time the fire emitter and drop into the hole, but don’t slide backwards; once you touch the slope slide a bit and immediately jump to grab the ledge with the large medipack. Save your game.
Room with Toxic Pool
Slide and jump in last moment to the first slope, don’t slide again but immediately jump to grab the edge of the second slope, shimmy to the very right, hoist up and jump with a right curve to grab the edge of the third slope; again shimmy to the very right and time the fire emitter to jump to the crawlspace (start to hoist up when the fire starts); quickly go inside and drop from the other side, this time try to not slide and jump soon to land in the border of the ledge with the medipack (another fire emitter). If you’re in the corners here you’re safe. Duck to grab the small medipack.
Time the fire emitter and take a running jump to grab the edge of the next slope, hoist up/slide and jump to a safe ledge; from here a long running jump to the flat ledge with the fire sign in the corner, climb the ledge with the fence and monkeyswing to the opposite side of the room. At the end of the path drop/grab the ladder, shimmy right and climb higher; do a backflip with twist to grab the ladder at your back, climb to the top, shimmy to the right and drop onto a safe ledge. Time the fire emitter and take a running jump to avoid both the swinging blade and the fire; to cross the next bridge you can drop/grab the edge and shimmy to the side where the switch is. Pull it to open the exit door.
Thumpers and Swinging Machinery
In the next room shoot a couple of guards and pull out a metallic crate; you can move it so you can climb to the place where the guards came from and pick up flares. Go through the opening where the crate was and be prepared for a tricky task. In the next corridor there is a combination of thumpers and swinging machinery; the problem here is that there are not safe tiles in between. I discovered that there’s not a safe place in all the corridor, but in the tiles with the swinging blades if Lara is in the very corner the pieces will hurt her but not enough to kill her. So this is what I did: with Lara at full health time the first thumper and stop a bit in the corner with the swinging blade losing some health (if necessary, press the “Esc” key and use a medipack), quickly time the next thumper when the blade goes out of the way and stop a bit in the corner with the next swinging blade losing more health (if necessary, press the “Esc” key and use a medipack again), quickly time the last thumper when the second blade goes out of the way. When you get it, climb up the ladder and see the chopper waiting for you, but for some reason the pilot can’t land on the terrace where you are so we need to look for an alternative way to go there.
Grab the zip line and slide, but try to land onto the first part of the slope when entering into the building and quickly jump to grab the ladder; climb to the top and get SECRET #8: flares and uzi clips. Climb down the ladder and slide to the end.
Room with Yellow Structure
Shoot a dog and a guard, pick up the uzi clips the guard dropped and try to kill another guard shooting at you from a high ledge; move the wooden crate in the corner so you can climb it and jump to the higher one in the other corner, turn around and jump inside the yellow structure, press the button to raise a trapdoor outside, jump back to the top of the wooden crate in the corner and this time you can monkeyswing to the far ledge; from here climb the small box and climb even higher to the ledge where the dead guard is, take a curved running jump to the raised trapdoor and from here another running jump (no grab) to the top of the yellow structure. From here you can take a standing jump to the metal catwalk where the shotgun shells and the flares are, jump back to the top of the yellow structure and now to the opening near the corner.
Second Electric Generator
Slide down the short slope to see how an electric machine approaches, wait until it’s enough close and jump back onto the sloped ledge and forth while the danger goes away; quickly turn left and run to the back of the room where the machine came from, there are safe ledges there and a crawlspace leading you to SECRET #9: a small medipack and shotgun shells. Crawl back outside, wait for the machine goes inside the niche and run to the other side of the room, drop into the hole and shoot a couple of dogs.
Roofs with the Zip Line
Notice the closed door and continue to a balcony where you’ll shoot a guard in the distance; there is another guard on a far roof but he’s still out of reach. From the edge of the opening you can take a long running jump to grab the edge of the roof in front of you, shimmy left to the metal ledge and from here you can shoot the other guard. Jump to the top of the roof where the first guard was and pull the timed switch; quickly roll and take a running jump to grab the edge of the trapdoor and reach the ledge where the second guard was; now take a curved running jump around the roof to grab the crack to the right of the high opening, shimmy left, hoist up and look for the HAMMER in that small area. Finally take a last running jump to the ledge with the zip line, use it to return to the entrance balcony and go back to the room with the dead dogs. Use the hammer to open the door, break the tile and fall into a pool; press the button near the table to open the exit door and finish the level.
LEVEL 4 – ABANDONED CATHEDRAL
From the starting point, turn left and explore the left side of this cathedral; you’ll alert some bats and going towards the campfire a couple of damned guys too. In the area where the guys were, look behind one of the benches to find the CROWBAR and some flares in the side with the debris. Go back the way you came and notice that you can trespass the purple curtains; one of them hides a small medipack, and the other one a ladder; climb it almost to the top and jump back to find yourself on the high balconies.
First go to the left to pull a switch (1/2) and light a candle in the altar below; now go to the other side to find nothing, but it’s possible to take a running jump with a hard left curve to land onto the ledge with the stained glass windows. It’s a very tricky jump; try not approach too much to the railing and curve in last moment when you’re at the highest point. Once on that ledge it’s easier take another running jump over the railing in the opposite balcony, do it so to get SECRET #10: desert eagle ammo. If you don’t want to repeat the tricky jump, simply take a standing jump over the railing and fall to ground floor losing some health.
Opening the Trapdoor in the Altar
Now explore the right side of the cathedral to find the door you can open with the crowbar, open it, pick up the crowbar again and beware with the falling rubble when you enter. Pick up the uzi clips in the window sill and move the wooden crate to the other corner and a couple of times against the ledge with the broken ladder, take a standing jump to grab the edge of the crawlspace, go inside, turn left, drop from the side where the ladder is and jump back to the flatter ledge; take a running jump to the wooden ledges at the other side without stop (more falling debris), pick up the small medipack and from the opposite corner take a running jump to the rocky ledge, go inside the crawlspace and continue to the other balcony where you’ll find a second switch to light the other candle: a trapdoor opens. Jump over the railing and drop through the hole.
Collapsible Tiles & Spiked Pit
Pick up the flares and shoot a damned which will drop a small medipack, notice that you need a couple of keys to open the door at the back of the room and there are a couple of openings left and right. Lets explore the left one first. Run over the left side tiles to break them, once on the safe wooden ledge in front of the closed door you can drop/grab the left edge, shimmy to the very left and safety drop without being impaled to pick up the uzi clips; climb from the same position you dropped but if Lara refuses to grab the edge take a sidestep to your right. Use the crowbar to open the door, recover it again and pull the switch to open a door in the main room. Take a running jump with grab to the entrance and run diagonally to your left.
Climb down the stairs and time the swinging brazier; in this cemetery there’s an opening in the left side (closed door inside and three pillars with movable blocks in the middle) and a hole in the floor in the right side. Go to the hole first, climb down the long ladder to find a multiple buttons/doors puzzle. In the starting corridor there are two doors and two buttons, further on there will be more buttons and more doors; each button opens some doors but also can close another doors. This puzzle is very complex. Without a compass, I’ll try to guide the players the best I can. Your goal here is to find in this maze three wall switches to move the blocks in the pillars located in the other room at the other side of the graveyard and open the door there. Sure that there are another ways to solve this puzzle, but this is what I did:
Multiple Buttons/Doors Puzzle
From the entrance (the ladder) you see a corridor with two closed doors, left and right, and two buttons: a button to your left and another button at the end of the corridor. I’ll call the button to your left “button #1” and the button at the end of the corridor “button #2”. Starting...
Press only “button #1” and both doors open; ignore the door to your left and go through the door to your right and continue turning always to your right when possible until you find another button (“button #3”); press this button and go back to the entrance (ladder). Again, go through the same open door to your right (yes, I know there’s a bit of backtracking) and go always to the left ignoring all the buttons you see until you find the first wall switch (1/3), pull it to get a screenshot of a rotating block, turn around and go always to your right to return to the ladder picking up flares on your way.
From the ladder, go now straight ahead to the end of the corridor and press “button #2”. Go back to the ladder and again, go through the same open door to your right and go always to your right to press again “button #3”. After that, roll and advance turning always right when possible to find the second wall switch (2/3), pull it to get a screenshot of another rotating block, turn around and go always to your left to return to the ladder.
Now from the ladder, go again straight ahead to the end of the corridor and press again “button #2”. Go back to the ladder and this time go through the open door to your left, always to your left when possible until you find another button (“button #4”). Press that button and roll, go to the end of the corridor and always left to find the third wall switch (3/3), pull it to get a screenshot of a last rotating block and a door opening in that room. The exit is blocking at this moment so, go back to “button #4”, press it again to move some doors, roll and go always to your right when possible to finally find the ladder. Climb it and when you’re in the graveyard go to the opening in the opposite side, shoot a hound dog and pick up a small medipack behind one of the pillars; go through the open door and slide to a new room.
The First Silver Key
If you go to your right nothing happens, but if you go to your left moving spiked walls appear from the purple curtains; quickly pick up the uzi clips (if you are enough fast), pull the switch and turn right and run and jump to the exit door. Run over breakable tiles and jump to avoid the blade; now you’re safe. Climb the ledge to your right, slide and run to avoid more spiked walls, time the swinging brazier and climb the ladder; pick up the first SILVER KEY and a door opens; go back to the graveyard and shoot three damned guys; go back to the main room with the keyholes the way you came.
Cave with the Deep Pit
Now it’s time to explore the remaining opening. Run down the ramp and drop into the pit to get the large medipack, but beware with the falling debris; climb out and pull the wall switch to open a door in the main room. Once there slide down the ramp and shoot a hound dog; in the next room pick up the shotgun shells and approach to the pit with burning pillars. Drop/grab the edge from the left side, drop/grab the crack below, shimmy right and go through the crawlspace; in the next room press the button in the window sill to open the exit door and notice that the fires are off at the top of the pillars.
Jump to the first, to the second and take a long running jump to the slope to your right, grab the edge, hoist up and do a backflip with twist to grab the edge of the slope at your back, shimmy right to the very end, hoist up and take another backflip with twist but this time with a hard left curve to grab the edge of the flat ledge. Now monkeyswing to the slope in the corner, drop and slide forwards, jump to grab the edge of the next slope, hoist up, slide and jump in last moment to grab the edge of the flat ledge. Follow the passage to the next area.
Room with Big Chandelier Lamps
Beware at the entrance with the swinging brazier and once inside shoot a hound dog and a damned, cross the room and eventually Lara will look up. Go through the opening at the back of the room and go down the stairs, pull the block out of the wall to trigger an earthquake; go back to the large room to see what changed: the central structure collapsed and from one of the blocks to your left you can take a standing jump to the sloped ledge at the bottom of the ladder, turn left and jump to the flat ledge attached to the wall.
Turn around and take a running jump to grab the ladder, climb it to the top and take another running jump to the breakable tiles and to the ledge over the entrance; continue clockwise and pick up the flares and the large medipack. From this corner drop to the ledge below, turn left, jump to the small wooden ledge with the railing and to the niche with the first wall switch (1/2) getting a screenshot of a closed door. Go back to the rocky ledge you came from and approach to the window to alert the damned guy inside, he will open the door near the corner and let you a small medipack, but don’t go there yet.
From the right side of the ledge next to the window take a long running jump (no grab) to the crack in the broken pillar attached to the wall, another jump directly to the next ledge and take a hairpin turn to the left to find a movable wooden crate; pull it once. Now go back the way you came to the ledge where the dead damned is, this time go through the open door, continue through the passage and pick up the uzi clips at the end, push the crate once and go all the way back to the other side as you did before so you can now pull the crate outside, climb it and reach the higher ledge. Pick up the shotgun shells at the far end of the ledge and from its central part drop/grab de edge and drop/grab the edge of the niche below, hoist up and pull the second wall switch (2/2) to finally get a screenshot of the door opening. Safety drop to the floor losing some health and locate the open door in a lateral of the room.
The Second Silver Key
In the corridor with the blade prepare yourself for a timed run; save in front of the button, press it and quickly roll and sprint towards the open door keeping Lara’s right arm near the right wall. I did it so losing some health when touching the blade, but you can try it by timing the blade running and jumping from the right side. In the next room pick up the second SILVER KEY and exit through the corridor in the corner back to the main room with two keyholes.
Use your keys to open the door and fight with two Shivas; when calm is restored, pull the block in the alcove opposite the entrance to reveal a passage with a closed door; use the Templar’s Scepter to open it and pick up the ARTIFACT to finish this amazing adventure.
In memory of Pat Chancey.
August – 23 - 2017
pending walkthroughs/walkthrough small talk
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