Head left through the tunnel until you drop into a pit. Climb out of the pit, then go right until you reach the canyon. You get a nice view of the area as well as two Imps who comes out to toss rocks at you. Do a running jump toward the rope, grab it then slide down to the end. Spin around to face the ledge with the torch, use the sprint key to start swinging then launch yourself toward the platform. Take the torch, then head back to the tunnel. Go right then make a left at the bottom to avoid some bats, light your torch with the one on the wall then turn around. Go left then drop your torch, take the small medkit and pick up your torch. Make your way back to the canyon and save your game. Walk to the left wall then turn right at the edge. Throw your torch at the Imps so it lands on the ledge and scares them away. Jump out and grab the rope, slide to the bottom then spin to the left to face the gate high above. Start swinging then jump to the gate, rip one of the bars off to make a crowbar. Drop to the ledge below where you threw the burning torch. Crawl into the Imp cave then follow the tunnel to get another Rose. Return to the ledge outside then turn left. Jump over to the next ledge then one more jump to the ledge above. Jump back to the rope then slide to the end. Swing toward the sloped pillar on the other side, then do a safety drop to the floor. Turn around then enter the tunnel and get a large medkit. Go right, then save your game. Go left to the wall with a small sloped ledge. Face the left pillar then jump up to grab it. Shimmy to the left end and pull up, backflip to the next pillar then jump to the next one. Grab it then pull up, jump to the next pillar then quickly jump again while leaning a bit to the left. Grab the edge of the crawlspace then pull up. Crawl through the low gap, then go around the corner to the left. When the path gets too narrow, back off the ledge then shimmy to the left. Pull up into the final crawlspace to continue. Tumble forward into the next room then get a large medkit on the floor and some Chalk that can be pried from the wall using your crowbar. Now retrace your path back to the beginning of the entire level, locate the smooth section of ground to the left. Use the Chalk to draw a symbol on the floor, this will trigger a very exciting cut-scene. Enter the nearby opening then slide down the slope to start another cut-scene, turn left then go toward the stream at the far left wall. Dive into the stream of water, then swim down the very long tunnel with the current pulling you. When you reach the waterwheel, climb up the ledge by the wall then go through the tunnel to the next area. Turn left, then crawl through the cave on the far right. Take the large medkit at the end of the passage. The passage ahead bursts into flames and you have no choice but to face the heat. Use a large medkit to get your health to full, then run through the fire and turn left. Drop into the water to put yourself out. Climb back out then collect another Rose. Drop back into the water, then climb the next ledge and drop into the next water. Leave the cave, then drop into the water to the left near the Mill. Swim down toward the gold light then turn right. Watch the red water demon swimming around and learn his pattern. When he swims off to the right you can dash forward and get the coin. Go up through the small opening in the wall, then quickly swim toward the cage to the right with the demon in hot pursuit. Use the coin on the cage to trigger a cut-scene where the Imps get their revenge on the demon. Return to where you found the coin then locate the underwater entrance to the right. Once inside the Mill, go up the ramp then pull the wheel four times to open a door. Now side-flip to the left, then do a running jump and grab the bar. Swing around, then release to launch yourself to the other side. Roll, then do a running jump to the next platform on the left. Quickly go to the door and crawl through the gap before it shuts. Dodge more bats then face the slope, but don't slide down. Jump to grab the ledge above and pull up, turn around to face the switch on the wall. Jump over and pull the switch to shutdown the windmill. Retrace your path back to the Horseman's house, then go to the red water that brought you to the wheel. Jump in then swim into the tunnel that goes around to the back of the house. You should spot a small hole on the left, swim through to get another Rose. Return to the water, then swim right until you see a ledge above to your right. Climb up then crawl through the long passage until you can stand. Pull up to the ledge on the right, then turn left to face the buildings. Turn left again then do a running jump to the stone ledge. Do a running jump to the first window on the roof of the Horseman's house. Jump to the flat area above the door, followed by a running jump to land near the next window. Now comes a very tricky jump to the high ledge on the next building. You need to make a running jump while leaning to the right and grab the edge of the roof. Pull up, then back off the ledge through the window to land in a room below. Turn the wheel on the wall to start the final cut-scene and end your adventures on the haunted island.