Lara finds herself outside again. If she walks down the path past the dark tile, towards the door, a horseman comes out, chases Lara back to the start, holds her up by the shirt and throws her on the path (ok.. obviously not this way).
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To the left is an entrance to a tunnel. Walk down the tunnel, climb over the stone hole and up to the right. To the left is another set of ramps and tunnels, but there's nothing down there. Enter the big chasm at the upper ledge. There's a dangling rope in front of you. The action sequence shows some demon trolls coming out. They start to throw some sort of magic rocks at Lara, that damage her. Jump and grab the rope. First order of business is to grab the torch on the upper ledge.
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While dangling from the bottom of the rope, turn around on the rope and face the upper ledge. Using the [sprint R2] key and directional pad, rock the rope so Lara swings back and forth. At the very end of the swing, jump to the high ledge. Grab the torch. Slide back down the ramp, go into the tunnel and down the ramps to the torch. Light the torch and return to the chasm. Walk to the edge and throw the torch over to the ledge with the demon trolls. This will keep them occupied for awhile.
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Jump and grab the rope again. This time face the stone wall and ledge high above by the iron gate. Again swing back and forth and right at the very end, jump to the ledge. SAVE GAME (just in case). Pull the piece of iron that's sticking out from the iron gate. Lara can use this as a crowbar. Form here drop down to the ledge below and crawl in to the ledge for the 1ST SECRET ROSE. From here jump back (funny camera angle) to a ledge below the rope and pull up to the original ledge.
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Using the rope again, line up with the opening in the crevice just beneath the iron gate. Aim for the *V* in the sandy colored rock above. Do a huge swing then grab the ledge and crawl up. At the end, is a small room with a medpack on the floor and a white boulder. [Using] the crowbar, take a piece of chalk from the boulder. Climb out along the crawlway, drop down by the demon trolls, and then jump back to the ledge and up to the original ledge. Return to the level entrance path up top.
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Half way down the path is a patch of dark floor tile. [Using] the chalk, Lara draws an ancient pentagraph symbol. The movie sequence that follows explains what has happened with the demon horseman. He cannot cross the path where the symbol is. Out of rage, he bonks Father Patrick and takes him hostage on horseback. Lara follows the path down the tunnel to the area with a barn and a shallow pool. The demon explains his crusade and Lara is left unable to help Father Patrick.
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This is the barn area where the horseman took Father Patrick. Many of the little rivers around the perimeter are moving too fast and Lara can't swim too far in any direction. The doors to the barn are locked. We'll return. Next to the barn, there's a walkway crossing a fast-moving water canal to the windmill area. To the right is the big mill paddlewheel, generating the water current. Through the passage straight ahead, is the windmill area.
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Dead ahead, Lara can see the windmill working. To the right is a water passage to the lake. Don't go there just yet. To the left is another water-filled passage, but Lara can't climb out. Up on the left, there's a small cave in the rock. There's a crawlway to the left. As soon as Lara enters, flame pots ignite ahead. When Lara stands, she has to run through the flames catching fire, and immediately jump in the water. Turn around, pull-up and grab the 2ND SECRET ROSE. Return to the windmill.
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There's a deep lake that surrounds the windmill platform and a winch. At the end of the winch cable, is a cage lying suspended at the bottom of the lake (this is strange). As Lara is swimming in the deep lake, there are 2 tunnel passages. One leads back to the barn area and the other inside the windmill. Around the back of the windmill is an opening in the lake floor that's brightly lit with bubbles coming out. Time to meet the sea witch. She looks like a mermaid gone bad (probably a demon spirit).
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As Lara approaches the treasure heap on the floor, the sea witch attacks Lara in an action sequence. Lara is hurled back to the front of the windmill almost out of air. To get the Silver Coin on top of the heap, Laura has to approach from the left and wait behind the rocks until the circling sea witch goes down the tunnel to the right. As Lara picks up the coin, the sea witch attacks. Lara has to swim quickly to the cage and [use] the coin inside the cage. The sea witch follows into the cage.
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In the next action sequence, the sea witch is trapped in the cage. Up above, 3 demon trolls activate the winch and pull the cage above water. They turn the winch boom to the platform, lower the cage, and attack the sea witch. Bu Bye!!
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Lara can now swim without worry. At the back of the windmill, at the very bottom of the lake by the treasure heap, there's a long passageway leading into the windmill. Swim all the way down the tunnel and surface for air. Climb out and walk down the wooden hallway to the high room with the spinning gearshaft. SAVE GAME. The next set of moves is a timed sequence. Lara has to get to a metal door on the high ledge on the far side of the room.
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Position Lara behind the wheel crank. Turn the wheel crank at least 4 times. Immediately run to the left, and jump over the water pressing the action [X] key. Lara will swing around the pole and then jump to safety on a wooden platform on the other side. Turn to her right, and then do a standing jump to another ledge. Turn to her left, crouch down and immediately crawl through the doorway, that's probably starting to close. A flock of bats greets you. DON'T GO DOWN THE SLIDE RAMP. If you look up you'll see a wall switch. Position Lara in front of the slide ramp and jump up, grab the ledge and turn around. Jump and pull the switch. An action sequence shows a series of doors opening and the waterwheel slowing down. Now slide down the ramp, follow the water, and return to the barn area where the action sequence stopped.
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Before we go up to the water wheel, go to the far left side of the barn and go in the water canal. Swim down the passage letting the current take you. After you turn the corner, about half way down on the left, is a small opening. Swim through the opening and grab the 3RD SECRET ROSE. Return to the main passage and swim around to the opening by the water wheel. Climb up and return to the left water channel. Near the end of the water channel is a ledge where Lara can pull up.
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Climb the white and gray stone blocks and work through the crawlways until you make the top and emerge high above the barn on the cliff. Jump to the 2 stone blocks on the left. From there, jump to the vent indent in the barn roof. Jump to the roof over the barn doors, and then run jump to the second roof vent. From here, run jump to the wheel house. Lara's camera will go passive. Walk to the front by the opening. Crouch and holding the action [X] key, crawl backwards into the room.
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Once inside the room, turn the wheel on the far wall. The final action sequence begins. The horseman comes galloping out of the barn with Father Patrick still on the horse. Father Patrick is tossed aside. Lara has to use a name spell from the book to stop the demon as he walks towards her. At the last second, Lara stops the demon and he's left powerless. Seems Lara, has him under her voice command. Father Patrick is grateful. LEVEL ENDS, ADVENTURE ENDS.
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