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Ice Palace
Items: 33
Kills: 22
The Ice Palace is not terribly large, considering that you will revisit places that you had been before. There are a few new twists here, so here are some tips to get you through.
Ring Any Bells?
This first puzzle is something that the next several minutes of running around will revolve around... giant golden bells. What do people usually do with bells? That's right. Ring them. So you're not carrying around anything you can use to sound one of them? Think again. You can use something that you have an abundance of to sound the bell.
Eat Your Heart Out Mario!
Watch your step in the next room. Those funny platforms on the ground are spring boards. Step onto one, and you will be launched to lofty heights. If you don't look where you leap, you will find yourself falling great distances to a horrid demise. So what's the point of all this leaping around? They clearly bring you to new heights. There are two closed gates that can be opened in a similar way to the first door you encountered. Look at each spring board and examine the surroundings for why you would want to be propelled to such heights.
Hopping Mad
After raising the two gates, Lara will find yet another springboard, but no clear purpose for it. It can lauch her up to extreme heights, but there's no flat ground to stand on up there. And even if there were, there's just a closed gate. This is a particularly sadistic puzzle. Go ahead and lauch Lara up to the highest sloping ledge. In order to obtain the correct trajectory Lara will need to run onto the springboard from a specific distance. Once she grabs the upper ledge, there's the problem of opening the gate. There is a bell that is situated in a recess on the right. Now it's a matter of ringing it. That's not too hard to do with these convenient oppositely inclined slopes at your disposal. Once the gate is open there's a matter of getting back to the flat ledge on the opposite side of the room. Here's an interesting thought for you: Did you know that Lara can change direction slightly in the middle of a jump?
Masquerade
When Lara finally reaches solid ground, there's another Tibetan mask to be had. Watch out for the numerous enemies. Obtaining the mask will open a door. The location of that door is in the darkness near where you first entered this rocky cave. Just light a flare and look around. If you don't you'll find yourself wandering around aimlessly for hours.
Dropping In
In the dark room with all the holes, it is clear that to continue, you must drop in, but by now you should know better than to drop into a dark pit without first examining what's inside. Only one place is safe to drop in. You can drop flares in from the right side into each of the holes to check out your options. Hope you have enough flares. Oh, did we mention, there's a yeti down there? You'd do well to take care of it first from above.
Familiar Places
There's a place for that mask down there, which opens a door to a familiar place, only this time you get to travel to all the places you were formerly only allowed to look at. Don't bother dropping to the ground to look around. There's nothing of interest down there. There's some flares just to the left as you exit the building, but that's it. Don't waste your time running around because there's bigger fish to fry
Oil Spill
Find that switch yet? Pull it and it tips the giant brazier. You knew that thing was important when you first saw it, didn't you? So what happens? Hot flaming oil spills down from the brazier onto the frozen pond below. Hey... it's not so frozen anymore is it? Be careful when you drop down to investigate. There's some furry trouble waiting for you on the ground.
Hammer Time
Inside the pool is a hammer. Grabbing the hammer will release a couple of mean fish. If you think the fish are bad, swim through the underwater tunnel into the next room, and you'll be in for a big surprise. If you've been listening carefully, it shouldn't be such a surprise. Being in a room with lots of angry yeti isn't what we call a good time. There's little room to run and the room is full of icicles. Keep in mind that yeti are afraid of getting more than their feet wet. If you need to scare them off with a few rounds of ammunition, remember that there is one gun that you can wield while in the water.
Avalanche
You can set off three boulders first, but you'll have to deal with the rest of the avalanche at once. No trick here. You just need to know where you're going. The exit is all the way at the bottom. It's in the farthest corner. If you have trouble making it in time, try running jumps. They speed up travel a lot.
Free Fall
If you don't watch your step you may find yourself free-falling down an extremely deep crevice. Examine your plight before continuing. You cannot reach the far slope by merely running and jumping, but you should know how to cross narrow ravines lined with slopes by now. It's a simple matter of which way to face when sliding down. The entire next wall is scalable. In the tunnel beyond, you will be faced with another slope. This time there's no avoiding a nasty fall. Just remember these two important words: "Safety Drop".
Bong!
Here's an enormous gong. You are carrying a gong hammer. You know what to do. Take a good hard look at the nasty beast on the face of the gong. It's not just decorative. It's a warning. The gong opens a door in the side of the Ice Palace. Facing the palace, a jump will get you onto the left corner of the palace, and just beyond is the entrance.
Mall Security
They wouldn't keep something so valuable as the Talion in such an easy to access location if they didn't have some security, right? Exitting the palace and sliding to the floor will alert the guardian. He's a big nasty fellow, but can be easily felled with just pistols if you know where to shoot at him from. With running jumps you should be able to run circles around him.