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      Ice Palace

Despite the name the designers gave this mission, you can think of it as Catacombs of
Talion, Part II. This alternative moniker is deserved for at least two reasons: You must
double back over terrain seen in the previous adventure and the action culminates in a
battle to the death over the Talion Key. This is not to say action here is a redundant
extension of the preceding mission. Between the start of this segment of the adventure and
the Talion Key, expect to ring a few Yeti bells, tag packs of four legged cats, and
execute some daring jumps - the likes of which you won't believe.
You Might As Well Jump
Shoot the bell and go in - the door's open. Explore the main floor, wary of the
off-color floor squares. Those innocent looking squares are, in reality, springboards. You
typically get two successive bounces on a single springboard before Lara meets an untimely
demise. More, in the same way Lara can only jump one direction off of a slide or ledge,
she can only jump one direction off of a springboard. That is to say, making the
springboards work for you is all about knowing where you're going before you hop aboard.
After you're done exploring, head for the far-right corner of the room.
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You can ring
my bell. Draw your guns before stepping onto this springboard. |
Run right at the springboard, guns drawn, and shoot the bell. The forward momentum
should bring you to the slide. Holster your weapons midair, and grab any ledges to slow
your fall (if necessary). Be forewarned that without any forward momentum, you will most
likely endure an excruciating demise via that springboard. When you ring the bell, the
first set of bars beyond the set of double springboards opens. We suggest you practice
with this springboard a little more if you need it - this is the most forgiving one of the
lot. When you're ready, approach the double springboards to the left (in the center of the
room). It's time to silence the yowling Yeti.
Ice Palace, continued...
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