Level 16 - Catacombs

Go along the corridor to the room with broken pillars and head through the doorway on the right leading to the room with the sinking floor. This time the floor is supported by the pillar you moved in the last level and you will be able to pull and push the large carved pillar out of this room, along the corridor and through the broken pillar room to cover a tile on the floor with a painted face. This releases a white fire elemental and opens a door to Lara's right.

Hightail it through that open door, avoiding the hole in the floor of the next room and bear right into a room with loads of small ceramic jars. Head to the right in this room and wait by the odd looking bird statue, as the fire elemental will extinguish itself on this. Some of the jars in this room can be broken by stooping and using pistols but there's nothing inside them.

Return to the room with the hole in the floor, noting the closed door with carved writing that's nearby. Slide down the pole and continue to the end of the hall with the lever. A door closes behind you and the room shakes as it moves you somewhere else. When it stops, use the lever to raise the walls and stand back in amazement as you find yourself in a huge room, rather high up. Approach the edge of the ledge facing the closest dangling rope to receive a panoramic view of the room.

The following sequence is quite tricky! Take a running jump to the closest rope, grab it and slide down to the bottom. Adjust LAra's angle so that she's facing the second rope and do a couple of test swings to check (the camera is unhelpful!). Swing, jump and grab the second rope. Now adjust Lara's angle to face the wide crawlspace in the wall opposite. Swing towards it, jump and grab the edge. Haul up, crawl through and drop over the other side to find Secret #1 - shells, flares and a large medikit.

Turn and safety drop to the hallway below. Stairs lead up to the right and the doorway ahead leads back to the previous room. You can go either way. If you take the doorway click here, but it's not a short cut! Go up the stairs and follow the corridor to a hole in the floor. Do a jump/grab to get past the hole and break the jars on the other side to find a box of shells. Drop through the hole and slide down the ramp into water. Swim ahead and climb out on the bottom step of a staircase. Climb the stairs to the top and take a standing jump to the ledge jutting out into the room.

A skeleton will emerge from the centre platform but is easily dealt with. Look directly across the room to the corner where there's a lever on a ledge. Far below that (and underwater) is a passage - make a note of that and then take a running jump/grab to the platform between you and the lever and repeat to reach the platform the lever is on. Push it.

Block ledges extend out of the wall just ahead. Use running jumps from the lever ledge to each of these and from the second one shoot the jar on the slightly higher ledge ahead. Take a standing jump to that ledge and pick up the wideshot shells. Walk to the other side of this ledge and deal with the skeleton that appears in the middle of the room. Jump up to grab the ceiling grates and money swing across the room towards the alcove with the carved face.



As you approach it, a white fire elemental emerges. Drop into the water, roll and head for the underwater passage that you noted earlier. Inside here is one of the bird statue that extinguishes these elementals. When the coast is clear swim back to the big room and climb out at the stairs. This time, you can cross the room quickly by taking a running jump from the ledge near the top of the stairs to the central platform, and from there take another to the second block ledge that you extended. Climb back to the higher ledge and grab the ceiling grates again.

Monkey swing to the alcove ahead. Drop down and use the lever here. Block ledges extend out of the wall at the end of the room. Take a running jump to the central platform and another to the small platform on the left supported by a single column. Take another running jump to grab the edge of the first block you extended and then turn right and take a running jump to grab the second block and a final running jump to land on the last ledge. Cross this ledge and step off it at the left hand corner to land in a small alcove.

Drop back and grab the edge. Shimmy to the right and around the corner. When you reach the end, drop to the floor and follow the hallway. Drop onto the ledge in the next room and take out the two skeletons that appear. When the coast is clear, break the nearby jar to retrieve some wideshot shells. Line up a running jump to grab the rope and adjust Lara's angle on it to make it swing towards the pedestal on her left. Don't jump off the rope - just let go when the swing is high enough and Lara will drop near the pedestal. Take the Trident.

The skeleton on the nearby ledge wakes up at this point and is best dealt with using the shotgun. The jars on the ledge nehind where it was lying are empty. Take a standing jump from the pedestal platform to the ledge opposite the one the skeleton came from. The jars here are also empty but you can jump for and pull up onto a ledge above for a large medikit. When you do this three skeletons emerge on the ledges below you, so get out the laser sighted crossbow and take them out! You may find the third is below you, so you will have to deal with it at close quarters...

When the dust has settled, drop off your ledge (if you haven't already) and go around to the corner of the room and climb the ladder to the room above. Blast the skeleton that hops across in front of you and take the Trident from the pedestal. Climb the pole to the next level. Backflip off the pole to one of the ledges and break the jar to find explosive arrows. Take a standing jump back to the pole and continue climbing. Backflipping onto the next ledge is a little tricky - the top of Lara's head should be just below the seam in the middle of the yellow stripe that runs around the wall when you jump.

The ledge is actually the start of a hallway. Follow it to a door that opens as you approach and lets you back into the room with the hole in the floor and the pole. A skeleton comes up from just ahead and is tricky to knock into the pit, so consider using a grenade...

Slide down the pole and follow the hallway to emerge on a high ledge in the huge room you went through earlier. As you approach the ledge, deal with a skeleton that appears in front of you. Take a running jump from the right of the ledge to a ladder on the wall. Climb down to the ground but avoid the skeletal reception committee by backflipping over their heads, pulling out an explosive weapon as you do so. Once on the ground let fly and you'll probably get both with one shot.



Cross the floor of the huge room towards the pool in the far corner. If you have all four Tridents you can exit up the nearby stairs, otherwise you need to climb into the passage to the right of the pool and follow the steps down to a hallway. Ignore the door on the left and go around the column to find another doorway on the right, a pit and a small room under a high barred window. Don't enter the small room yet - go through the square doorway near the pit instead.

Head right and then down the steps on the left. At the bottom a skeleton materialises and can either be blown away or (much more fun) lured up the steps and out into the hallway where you can turn right and jump the pit in the floor before rolling and blowing the skeleton into the pit with the shotgun to finish it off.

Return to the small room that the skeleton came from and break the jars to find some Uzi clips. Exit to the hallway again and check out the door you passed ealier. A second skeleton materialises in the entrance and needs to be dealt with before you can explore properly. The passageway in the room is a square shape and round the back is an alcove with several ceramic jars (all empty). And a third skeleton. When the coast is clear, head back to that alcove and climb up the rocky wall at th rear.

Pick up the wideshot shells at the top of the ladder and walk to the edge of the ledge ahead. A skeleton comes up out of the ledge ahead and can easily be taken out with the shotgun. Take a running jump to the ledge that it came from and head to the right. Take a running jump into the alcove against the wall for a large medikit. Jump back. Now take a running jump to the next ledge across the room. Two more skeletons emerge from the ledge ahead and make more interesting targets. When they're dealt with, jump to the ledge they came from.

Look ahead and up to see the glittering prize we're heading for in a high alcove - then head right and take a running jump/grab to the ledge in the corner where there's regular and wideshot shells. Jump back to the previous ledge and go to the opposite end of it to take another running jump/grab to the ledge in the left hand corner. Here there's a ladder up the wall and an alcove that leads down to one of the lower level rooms. Climb the ladder to the ledge above.

Pick up some shells in the passage opposite the ladder. Continue on a take the Trident from the pedestal. While you're here look out over the room and marvel at the size of it. The ornate ceiling above is gorgeous and you're actually at the top level of three (the lowest being the passageway with the square doors where we started his section from. Stop dawdling and return to the entrance of this passage. Make your way across the high level ledge to the dangling rope at the opposite right corner of the room.

Along the way you'll need to deal with a skeleton that comes up from the long ledge along the left hand wall of the room. Take a running jump from the ledge near the rope to the rope itself. Now swing to the next ledge ahead and take out another skeleton when you land. Then take a slightly angled running jump from this ledge to the alcove in the huge column nearby (use [action] to lower Lara's arc a little. There's a pole in here, so climb up it.

There's a ledge halfway up with a sleeping skeleton. Lob a grenade at it to avoid trouble later but there's nothing in the jars nearby. Climb the ladder in the wall to the corridor above and head for the room at then end. There are more sleeping skeletons around th pedestal and it's best to take them out now as they wake up when you take the Trident.

With the Trident safely tucked away you can make an optional excursion to the Coastal Ruins level up the ladder in the alcove behind the pedestal. There's a skeleton near a wrought iron gate that needs blasting into a nearby pit before you can use your crowbar on the gate. Go through and use the crowbar again on the second gate. The path beyond leads to the top of the paved ramp on the far side of the tidal pools. No point going further, so return through the gates to the Catacombs, mindful of a second skeleton that will jump you near where you dealt with the last one.

Back in the pedestal room you ned to shoot the various piles of bones you've seen lying on the floor. Do this with the shotgun by standing near the pile, looking down and firing. The best position seems to be a backwards jump away from the piles. When they've all been blown up (and one is by the hole you climbed up earlier) you can return to the pedestal end of the corridor to find that a trapdoor has opened up in a corner of the room. Drop into the hole, light a flare and drop again to find Secret #2 - explosive arrows. This also causes a door to open back in the huge room with the ornate ceiling.

Climb out of the pit and head down the corridor to the hole. Safety drop to the ledge below and slide down the pole (this is also the best thing to do if you didn't kill the skeleton that was sleeping here and is now awake!). At the bottom of the pole, take a slightly diagonal running jump to the ledge. Turn left and make your way across the room using a series of running jumps. When you reach the far corner you'll find the door that you just opened. Inside is Secret #3 - explosive arrows, wideshot and standard shells and a large medikit.

Exit the alcove and take a running jump back to the ledge between the wall and the large pillar. Safety drop off the right hand side of this to the pink tiled walkway below. Run forwards to the lower section of walkway in the corner and safety drop to the ground below. You're now in one of the rooms off the corridor where we first entered this area. Run around the passageway until you reach the square door and go through into the hallway. Turn left and head to the small room at the end.

When you enter the room the door closes and the elevator ascends. Follow the passage to Secret #4 - a large medikit, wideshot shells and explosive arrows inside a breakable urn. Go up the short ramp to the opening and safety drop to the ledge below. Go left and safety drop again to get back to the hallway between the lower level rooms. Go to the end of the hall opposite the high barred window, climb the stairs and emerge into the huge room with the small pool. If you only have two Tridents, you need to head across the room to the dirt pile and climb into the passage above: click here to continue. If you have all four Tridents you can climb the nearby steps and exit to the Temple of Poseidon.


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