Catacombs at the Coast
Level by Nils Bengfort.
Walkthrough by Dutchy and Gerty.
First room.
There are 2 pools with
trapdoors, both closed, look for the crawlspace in the NE corner and get the shotgun
ammo from it, you can see the Shotgun behind the window. Go back out and to
the NW corner passage, R at the crossing and come to a crossing, go L and down
into the room there, look up in the S wall to spot the opening to the Guardian
room (later) go into the NW corner to come to the Spike room.
Spike room.
Careful, you can
easily walk off that ledges, jump to the ledge in front and then runjump to the
dark NE corner to get Secret #1, ammo. Runjump back to the centre ledge
and turn around, runjump and grab the ladder L of the secret alcove go L and up
a bit, backflip with a roll and grab the ladder behind you. Go R around the
corner and to the R ladder, backflip to a sloped ledge, keep jumping till you
hear the boulder coming, relax it ill not hurt you. Grab up to the spiked wall
in front and shimmy R a bit before you go up and over the wall into the water,
find the opening in the N wall Crocs here so keep on swimming, follow
the caved in tunnels to a wider room where you can climb up the W side at the
palm trees. Get the Crowbar and hop back in the water after you checked if you
can shoot some Crocs. Swim into the E sloped tunnel to a trigger tile that will
open the trapdoor ahead.
First room. (2nd time)
Go into the NW passage
again and R at the crossing, shoot the Wild Boars and open the R hand
gate with the Crowbar. Go in and up the crawlspace up in the L back corner,
follow to a dark pit with skeletons waking up on the centre pillar,
runjump and grab to that pillar, shimmy R around 2 corners till you are in
front of the ammo and with your back to the gate in the N side, pull up and
quickly get the ammo as the skeletons jumped to the side ledges, hop back and
grab the edge again, on the E ledge is a ½ MP, you can go get it and
then run jump to the gate N. Open it and go in, go up the L block and into the
N passage to slide to the...
Hathor Effigy room.
A flyby will show the
room and the Hathor Effigy on the burner block in the centre. The block is too
high to climb, we have to do something about that. Run jump and grab to a ledge
in the dark SE corner. Go in R and step on the trigger tile, go out and to the
N side of the ledge, run jump to the sloped ledge you see to the N and up the
next higher ledge, look for the sloped pillar next to the burner block and
runjump there with a L curve so you’ll slide down backwards, garb the edge and
pull up, backflip with a roll and a grab into the opening in the E wall, follow
through to the other corner of the room.
Runjump to the first
ledge with the darts and then a runjump with a grab to the next, hop back and
grab fast from this one as a boulder will come out of the R hand passage, pull
back up and have a look to the NW corner. Runjump to the Flares there.
Turn around, look SE to spot the sloped pillar next to the burner block. A
runjump with a curve L in the end and slide down backwards, grab and go R as
far as possible, pull up and backflip with a roll and a sharp L curve to land
on the ledge on the W wall, go into the passage to a spike room with a sloped
trigger tile, runjmp to the tile from the entrance. (The slope to the Heathor
Effigy is up now.) Slide backflip to a safe ledge behind, then jump back onto the
exit with a grab, go back out to the big room and R, runjmp to the sloped ledge
on the wall with a R curve and be sure to slide of backwards, grab the edge and
shimmy L to the corner where you can climb up.
From this triangular
ledge you have to do a run jump to the ledge in the SW corner, go run jump with
a grab to the E to get back to the entrance of the room, go up the slope to the
burner block and get the Hathor Effigy. Go back to that SW ledge and
after you grabbed the edge drop to the red pillar below, turn R and jump to the
one N, then into the opening in W wall where a trapdoor opened when you picked
up the Effigy.
Go in and find a room
with 2 high pillars, go up the ladder on the back of the L pillar and from the
top jump onto the blue (color of water) trigger tile. Just slide off and land
in the water below, swim SE and down to get back to the big room. L and to the
far SE corner at the bottom to find a minuscule crack to swim in, follow the
tunnel straight to the wider room where you can go up to get the Gate Key.
Try to shoot as many Crocs
as possible and dive back in, going L at the crossing, you will find ammo
in the end, go back, straight at the crossing and follow to a next crossing
(straight is a small crevice with a ½ MP, we couldn’t get) go L and L
again, follow to another crossing, out of air go R first, to trigger the
trapdoor to open and get some air, swim back to the crossing and R, up in the
small triangular hole to get that Shotgun from behind the window. Then
go back to the trapdoor and up to the First room (3rd time).
The Gem Square.
Go NW and into that
passage, R and to the L gate, open it and go in, follow the small passage L
around the gate and come to the Gem square. A flyby will show the handle, 2
receptacles for Gems and the exit gate that has to be opened. Go R and find the
crawlspace in the W wall near the gem receptacles. Go through to come to an
area with a bridge like structure, in the S is a ½ MP. Go into the
opening in the W wall and get the Crossbow from the ledge, a skeleton
wakes up, run out and shoot him into the water, back in for the ammo and shoot
the next skeleton into the water, go back through the crawlspace E.
On the other side R,
to the back of that pillar in the SW corner, climb the ladder and turn S, jump
to the ledge in the corner to get the Flares there. Jump back to the
pillar and to the W gate, open it and go in to reach the...
Top of the bridge.
Stay where you are and
shoot the wild boars running around the trees in the N. Go there and
take a running jump with grab and open the door with the crowbar. Slide down to
the beach and draw your guns as crocs are attacking.
In the NE corner
underwater is a small crawlspace you can swim through, go immediately to the
right and at the end climb out into a passage.
Skeletons roam around, go
straight to a room with more Skeletons and a pit.
Go into one of the W
passages and step on a trigger tile in the back.
Go into a SE passage
and you are on top of the square. Grab the crack in the in R hand pillar,
shimmy around to the other side to get the Ornate Handle.
Do a safety jump down
and run to the SE corner, go back to the gate. Go S and climb down (remember
that opening in the S wall) Climb the pillar opposite that opening and back
flip into it, combine the Ornate Handle with the Hathor Effigy
and place the Portal Guardian in its slot. The trapdoor opens, jump in and run
through the door (bug) get some nice arrows at the crossing there.
Spike rooms.
Go left and better
save at the entrance of the room. Do a running jump with roll, immediately jump
again and grab the ladder, shimmy all the way to the left. Go up a bit and a
back flip, immediately a side flip left (boulder), slide and jump to the next
block, immediately do a standing jump (boulder) into the opening right in front
of you. Follow to the next opening.
A standing jump
forwards, slide and jump, slide and jump again and immediately back flip
(because a boulder drops) slide and jump back, just over the boulder. Turn
around and hop once back onto the ramp (to trigger the next boulder) and run
jump to the opposite slope again and slide a bit and back flip over that second
boulder.
Go up where that boulder came from and to the left. In the opening there
you can see a jump switch. Take a running jump and grab the switch. This
de-activates the spikes. Now go W, over the boulders and get the First Gem
in the NW corner. Go back to the beginning of this room, jumping over the
boulders.
Now you go to the
other spike room straight ahead (W) better save here as well. Take a running
jump to the slanted block straight ahead, jump and then jump to a ladder. Climb
the ladder shimmy all the way to the left (till you hang over the sloped block
below), let go, slide down and jump with a roll with a right curve to the next
ladder. Shimmy to the right, climb almost to the top and back flip with roll
and grab to yet another ladder.
Shimmy around the corner (left) and climb till Lara’s head is almost touching
the ceiling and stay as close to the right as possible. Back flip and roll
jump, jump with a curve to the left, immediately jump with roll and grab the
ladder. Go up a bit, back flip and roll to yet another ladder, shimmy left
around the corner. Place Lara’s feet two steps from the bottom and back flip with
roll and grab into the opening. Crawl through and get out, keep her hands on
that ledge and take another backflip to a pillar with a crack. Shimmy right
around the corner and climb up the ladder.
Now grab the monkey
climb and climb it all the way to the other side of this room. Drop into the
passage and you can get the Second Gem from a pedestal.
A standing jump with a
right curve out of this passage will get you to the entrance of this room.
Go E down the
corridor, climb back up and at the end climb down. Go NE and find that
climbable wall to get back to the gates. Take the left opening and follow
through and place the gems at Gem Square. You have some explosives arrows now
so use them.
Turn around, the gate
there is open and slide down to the end trigger of this level.
22/12/2004