Level 10

Black Isle

Old Mill

Valley of the horseman:

A beautiful sunset, a summer thunderstorm, add Lara Croft, and you have trouble. If Lara passes the dark square on the path, a knight on his war-horse will try to slice off Lara's head. He picks Lara up and shakes her like a rag doll and throws her to the ground.

Since you cannot pass the dark square on the path, go into the cave on the left. Continue threw the cave until you reach a tee, then take a left. Bats! Run around to make them disappear, then pick up the small medi-pack on the right. Explore the left part of the cave and find a torch where the cave descends. Go back up the cave and find the entrance to the valley with the rope.

(NOTE: To stop the rope quicker, make Lara climb up it, then slide her down afterwards.)

Valley with rope swing:

A lovely peaceful valley, until those two nasty little Imps show up. They are throwing stones at you, making it a bit difficult to concentrate. Take a long running jump with grab to the rope. Slide down the rope and line up a swing to the grey ledge up on the right of the cave entrance you just entered from. Use the Jump key to jump from the rope to the ledge.

Rope swing:

Stand at the edge of the ledge and line up a jump to the rope swing. Use the look key without arrows to check the line up. The rope should be in line with the centre of Lara's head. Take a long running jump with grab to the rope. Hold down the Action key while on the rope. Use the down arrow to make Lara slide down to the bottom of the rope. Use the left or right arrow key to make Lara turn. Line up the jump, then use the Dash key to make Lara swing. When Lara is at the top of her swing (her legs are up), add the Jump key to swing off the rope and land safely on a ledge.

Pick up the Torch and slide down the hill back to the cave entrance. Run back into the cave and take a right. Find the lit wall torch at the bottom of the cave. Use the Action key to light your torch. Return to the valley with the rope and stand near the edge facing the nasty little Imps. Use the Weapons key to throw the torch at the little Imps. They immediately run around in circles with their hands in the air making funny noises.

High ledge to right of cave entrance:

Take another long running jump with grab to the rope swing. This time line up a swing to the grey ledge with a fence that is to the left of the cave entrance, as you enter. Aim for the right side of the grey ledge. Land on the ledge and use the Action key to break off the dark part of the fence.

You now have a crowbar! Take a running jump towards the ledge where you picked up the torch and let Lara slide down to the ground.

SAVE YOUR GAME.

You can now take the easy route to the crack in the wall, or if you want challenge, try the Expert's route.

Easy route to the crack in the wall:

From the cave entrance, take a long running jump with grab to the rope swing. Slide to the bottom of the rope and turn facing the left side of the crack in the wall. Wait until the rope stops swinging and line up the rope where the triangular gap  (The V above the crack) above the crack meets the wall. Swing and use the jump and grab keys to the crack.

Expert's route to the crack in the wall:

From the cave entrance, take a long running jump with grab to the rope swing. Line up a swing just to the right side of the crack on the opposite side of the valley from the cave entrance. Use the Jump key to land on a ledge. Explore and find a large medi-pack.

Little do you know what you have got yourself into, notice the numerous high sloped ramps. If you look, you can see with some expert jumping you can reach the crack.

Pillar #1: Forget about the front pillars, go to the very back on the left and find a tall pillar with a sloped ramp. If you go to the top part of the incline on the ground, you can do a jump grab to the pillar with the sloped ramp. Shimmy to the left side of the ramp and then shimmy once to the right. Climb up on the sloped ramp and immediately do a back flip to land on the pillar behind you.

Pillar #2: Immediately jump and grab the high part of the sloped ramp on the higher pillar (Pillar #3).

Pillar #3: You can hang on the high part of the sloped ramp. From the very right side of the pillar, shimmy once. (Note you can save your game here. When loading the game, hold down the Action key.) Climb up to the top of the ramp and slide down the ramp; near the bottom, do a standing jump with grab to the next pillar across from the crack.

Pillar #4: Slide down this ramp and jump with grab near the end of the ramp.  If you make it, you will be hanging from the crack.

(If you time it right, you can hold down the action and grab key on the pillar close to the crack to jump to the crack.)  

Crawl through the crack, then drop over the edge and shimmy to the left. Climb up into the crawlspace.

Crack in the wall:

Crawl down the crawlspace and lower yourself to the floor. Pick up the large medi-pack, then use the crowbar to pry the chalk out of the stone. Crawl out and drop to the ledge with the two little Imps.

Crawl under the ledge with the fence into the corner. (If Lara gets stuck, just keep trying to crawl to the left, it will eventually work.) Crawl down the little cave and find Secret #1 - a gold rose. Crawl out and take a long running jump to the low ledge below the cave entrance. Do a jump grab and climb back up to the cave entrance.

Return through the cave back to the valley of the horseman. Take a left in the cave, through, the deep pit.

Valley of the horseman:

Stand on the dark square on the path, and use the Action key to use the Chalk.

Cut scene:

Lara draws a pentagram on the dark square to ward off the horseman, but she does not complete it in time. The horseman leaps off his war-horse and trying to slice Lara with his sword. Father Dunstan appears beside Lara and tries to save Lara, but the horseman knocks the Father out with the handle of his sword. He throws the father across his saddle and wheels his horse, riding off into the sunset.

Enter the cave at the end of the valley. Slide down the ramp and enter...

Cut scene:

The horseman with the unconscious Father gallops out of the building. The horseman complains of being locked up for 700 years on this island and by being trapped here by ancient holy men. The Father awakes, and we learn that the horseman is trapped by running water. Demons cannot cross flowing water. He takes Father Dunstan as hostage back into the building threatening to gut him like livestock if Lara does not find a way to stop the water and save Father Dunstan.

Valley with building and waterwheel:

Explore the valley and find the waterwheel, not much to do here because of the fast flowing water. Enter the opening on the right between the waterwheel and the building. Jump across the stream. Go through the cave and come out in the area with the windmill.

Windmill:

Look to the left and see two holes in the wall. You are supposed to enter via the right one, but I found that you can enter via the left one which is actually the exit. Jump into the water and again in to next pool and if you are pressing action as Lara touches the wall she climbs out, even though the wall is to high, this of course misses out the fires, if Lara does not grab first time KEEP trying.

If this fails, enter the cave via the right entrance. Crawl through the crawlspace. Pick up the large medi-pack and look for a gold rose beyond the fires. Run through the fire and drop into the water. Climb back out to pick up Secret #2 - a gold rose. Drop back into the water and climb out on the other side; return to the valley with the windmill.

Lake around the windmill:

Jump into the lake surrounding the windmill. Swim down to the lowest underwater cavern that is guarded by the sea hag (Swampie). On the gold square is a Coin you need to pick up. 

If Swampie is on the left or over the gold square, Lara and Swampie get into a fight. Lara whacks Swampie, and Swampie knocks the wind out of Lara, but Lara does get the parting shot by giving Swampie a good swift kick. After the encounter with Swampie, quickly swim to the surface and get some air.

This time, swim down and wait until the Swampie swims to the right, then swim in and pick up the Coin. Swim to the surface for some air. Swampie is after you! Quickly swim to the front of the windmill and place the Coin into the wooden cage using the Action key.

Cut scene:

Swampie swims into the cage after her coin. Lara kicks the door shut, and the nasty little Imps crank the cage up above the water. The little Imps haven't been fed in a while and with a gnashing of teeth quickly polish off Swampie.

Get some air, then swim to the place where you picked up the coin (the lair of Swampie). Swim down the underwater tunnel and surface inside the windmill.

The windmill:

Go up the ramp and find the rotating lever.  The idea is to rotate the lever to open a timed door in front of you on the other platform that you cannot see. Save your game. Pull the lever down 4 times.  Go to the left of the rotating lever. Take a long running jump with grab to the bar over the water. Lara will swing around, hit the Jump key to make her let go of the bar and land on the platform. Turn around and take a simple jump (or a long running jump) to the ledge with the door. Crawl under the door and get met by bats.

Do not go down the ramp just yet! Face the ramp and do a jump grab to the overhead ledge. Climb up and face the way you climbed up. Do a standing jump with grab to the high switch on the wall.

Cut scene:

The windmill stops, the underwater door beneath the windmill opens and the camera goes down the stream ending at the water wheel.

Slide down the ramp and jump into the water. Swim out the underwater tunnel and swim to where you can get out of the water. Return to the water wheel valley through the cave and jump over the stream to the front of the buildings.

Water wheel valley:

Run over to the channel of water on the left side of the building. The flow of water has stopped. Swim down the channel and do not climb out. Continue swimming until you find a small underwater tunnel on the left side. Swim through it and pick up Secret #3 - a gold rose.

(You can also try to get the rose before turning off the water current; it is a bit of a challenge.)

Swim out and down the rest of the tunnel and come up by the waterwheel.

Return to the water channel of the left side of the building. Jump in the water and climb out on the ledge on the left side. Do a jump grab to the overhead crawlspace. Crawl through and drop down on the other side. Continue through the crawlspace until you reach light. Do a jump grab to the overhead ledge and climb up. You are on the hillside overlooking the valley.

Rooftops:

From the ledge by the cave, take a long running jump to the grey ledge on the left. Then take a long running jump with the light square on the roof.  Walk backwards as far as possible and take a long running jump to the centre front part of the roof. Take another long running jump to the light square on the roof. Finally, take a diagonal long running jump to the corner of the rooftop of the nearby building.  Crawl backwards into the grey crawlspace and then use the Action key to lower yourself down.

Turn the wheel on the wall to stop the waterwheel.

Cut scene:

The water has stopped flowing and the demon horseman is released from his prison. The horseman gallops out with Father Dunstan draped over his saddle. "Freedom at last!" He taunts Father Dunstan about sparing his life or killing him now that Father Dunstan has served his purpose as the bait to make Lara stop the waters. Then he sees Lara. He walks over to kill Lara - snuffing her out like a candle. But Father Dunstan tells Lara to read the names from the book she found. Lara begins to read the names, and the horseman attacks, but Father Dunstan leaps on his back allowing Lara to pick up the book and finish reading the horseman's name. The horseman is frozen with his sword raised to strike at Lara. Father Dunstan explains that if you name a demon you have control over him. Meanwhile, the horseman continues speaking of the evil things he will do to Lara and Father Dunstan. Lara bids him to be quiet and his mouth is stilled. Father Dunstan tells Lara to get rid of the demon, so they can go back and have a cup of tea with some whiskey. Lara tells the demon to go back where it belongs, and Lara and Father Dunstan stride off into the sunset.

End of level

Secrets: 3 of 3 (27 out of 36 total Secrets)