Lara Downtown
Levels by Harry OK
Walkthrough by DJ Full
NOTE:
For some of these levels, I made two versions of the walkthru:
for those who use DOZY and for those who don't.
The Grand Cinema
No DOZY version:
Run straight on, pass the cinema entrance and a 3-click high portal in a
wafer-thin wall. Turn left and find two more portals in SE corner of the room.
It doesn't matter which one you choose first. Both of them lead you to the
cinema rooms, differing only in the picture shown on the screen, and you have
to do the same things after passing in both of these places, so I'm gonna describe only one of them. Enter any of the portals,
get to the cinema and then behind the screen by climbing the block on the left
side of it. Pass some projector apparatus and pull a lever switch.
DOZY version:
MichaelP wrote in his review:
"A lot has been said about the bugs in this game, but this first part can
actually be played to the end if you use dozy in two places where an invisible
wall seems to prevent progression." Thank you Michael
for this clue. Indeed, there is one more portal in the main room, in its
SW corner. Behind it, there is one more identical set of screen and projector
rooms, with a lever switch inside the latter room. Throw all of three switches
in all of three projector rooms to open a door located in the NW corner of the
entrance hall. Now go through it and find four portals on your right. Behind
the first two doors leading you to the same place there is a spiky ball
supposed to roll down on Lara, but it does not activate. Behind the third
portal you can find a series of slopes you are supposed to slide, but most of
them are too high for Lara to be able to get on the top of them, so you can
just run to the end of the room, climb a block and get a key from it. In the
last portal you should beware of a ninja (you can kill him by targetting manually from the distance) and of some spikes
you need to time. When you grab the third key, go back to any of the projector
rooms, place the item in one of the keyholes you probably already know, open a
door behind it and throw one more switch. Repeat this sequence in both of the
remaining projector rooms. Finishing this operation opens a door in the green
passage where you started the quest for keys from. Enter it and after running
for a while see three portals, again on your right. As you probably expect,
each of them contains one of three green keys needed to open that door at the
beginning of the level. Do some simple platforming to
get the item hidden behind the first portal. DON'T SAVE if you fall from a
platform - there's no way up!!! Behind the second portal, a set of more
advanced platforming awaits you. Temporarily burning
squares mark your path through this place. WARNING! Stepping
onto any other platform sets Lara in fire immediately. And again, DON'T
SAVE if you fall from a platform. The best way to time the burning path is to
do two standing jumps and then perform the running jump with grabbing the ledge
of the opposite platform where you can pick up the next key from. The fire extinguishes when you collect the item, so return safely to
the main corridor and see through the last portal, making sure you KNOW where
the last key is placed. Aim for it and sprint to the other side of the room as
fast as possible, while being stabbed with some suddenly emerging spikes
attached to nothing. Sprint back. You don't have to use any medikit
now. Go back to where you started the game from, find a shelf above you, pull
up onto it and insert all three keys into their slots to open the closest of the two doors which you can see in this place.
Tomb of the Pharoahs
No DOZY version:
Sprint into a green room and pull a statue closest to you onto a marked square
to fill a pool with water. Jump into it, swim ahead and resurface in a nearest
place you can. Kill a ninja and pick up Cartouche Piece from a pedestal. Return
to he water, swim farther
and resurface again, this time in a room with two raised blocks. Climb the
closer one and grab an unmarked monkey swing. Proceed to the top of the other
block and collect Cartouche Piece from there. Combine both pieces and return to
the beginning of the level to insert Ba Cartouche
into its slot on the top of another block. Doing so opens the door and you can
slide down the slope to explore next area. Now you have to push the statue W
once and then S, as far as possible. TIP: Put something heavy on the Action
key, leave lara for a while
and make yourself something warm and refreshing to drink. I did so. When she
finishes pushing the statue, the door opens and you need to go around the whole
room to be able to go through the portal. There is a lever switch opening
another door in the previous room. Enter it. In a place where the path splits
in three, you can find some normal and wideshot
shotgun shells in the side corridors. Then, proceed through the main corridor,
ignore the next junction and turn right when you approach the third one. Watch
out for the mummies, and avoid a spiky ball falling down as soon as you climb
up to the top of a ramp. CAUTION: The ball remains deadly even if it seems not
to move anymore. Now you can pick up some secret items from in front of the
ball: Uzi and all three kinds of Grenade Gun ammo. Go back, cross the main
corridor avoiding the mummies again, find a marked square and stand on it to
open a door on the other side of the room the camera showed you. Go back to the
main corridor again and finally find yourself in front of that room, which - as
you can see - is full of raised squares. If you fall from any of them, the door
will shut, so repeat jumping from one square to another as long as it is
necessary to get you to the other side. Behind the door, turn left and pick up
Eye Of Horus from the pedestal. Collecting the item
should open the exit door again... but your adventure ends here, as eRic wrote:
"There is also no way to complete the 2nd level because the author has
forgotten to add 64 in the OCB setting of the first half of the eye of
Horus".
DOZY version:
Unfortunately, using DOZY doesn't help passing the portal at all.
Mummification Chambers
CHAIN EXPLANATION: A chain mentioned in MichaelP's
review was probably intended to be disabled unless you hit the trigger
activating it. Actually, some trigger misplacement conditions caused it to work
in two ways. That's why I wrote "pull it TWICE" in one fragment of
the walkthru, and "pull it THREE times" in
another part of the text.
No DOZY version:
Before you finish sliding down, you can jump onto some platforms on your left
or right, but be careful not to fall into any of the pits behind you, as there
is no way out of there. Enter a rope room in front of you. In the corners of
this huge place, there are four triggers for four doors located in the right
eastern corridor. But you can't open them all. If you wanna know why, swing a rope to get onto a closest northern
block. There is an unmarked monkey swing above you. You can use it to
get onto another block, but nothing awaits you there. I think there should be a
rope placed above the flames... but it is not, so the trigger opening the last
door is inaccessible the normal way. All you can do now is to find a pit in the
same room and a raised block at its bottom. From the top of it, do the running
jump with grabbing a ledge in the alcove. Pull up and do another running jump
to land on the closest block. Then, climb up to a place with a chain in the
middle of the room. Pull the chain THREE times to bypass the intended way and
go through the left door. Jump over the flames and land in front of the right
door. It opens, as well as the last door located in a room you started the game
from. But there is no way to get up there without cheating.
DOZY version - SPEEDRUN
Before you finish sliding down, you can jump onto some platforms on your left
or right, but be careful not to fall into any of the pits behind you, as there
is no way out of there. Enter a rope room in front of you. Find a pit and a
raised block at its bottom. From the top of it, do the running jump with
grabbing a ledge in the alcove. Pull up and do another running jump to land on
the closest block. Then, climb up to a place with a chain in the middle of the
room. Pull the chain THREE times to bypass the intended way and go through the
left door. Jump over the flames and land in front of the right door. It opens,
as well as the last door located in a room you started the game from. You need
to DOZY to get up there. Proceed through the door and to the other side of this
room to end the level.
DOZY version - NORMAL WAY AND ANOTHER SHORTCUT
Before you finish sliding down, you can jump onto some platforms on your left
or right, but be careful not to fall into any of the pits behind you, as there
is no way out of there. Enter a rope room in front of you. In the corners of
this huge place, there are four triggers for four doors located in the right
eastern corridor. You can activate three of them from the floor level. For the
fourth one, you have to swing a rope to get onto a closest northern block, use
an unmarked monkey swing above you to get onto another block and DOZY above the
flames to land on the platform in the corner. This opens all the doors in the
eastern corridor on the floor level, but don't go there yet. First, follow the
corridor behind the platform you landed on to find a junction. Turn right to
find yourself in platforming zone. Jump onto the E
platform and find a switch behind a portal. It opens a door on the other side
of the abyss. Go back to the central platform and now jump W to land on the top
of another high ledge. Proceed through the open door to get to burning pillars
area. Grab the ledge of the first one and shimmy around it to get to its
opposite corner. Pull up and, still keeping yourself
in the corner, face the next pillar and grab its ledge. Repeat these moves
until you can stand on the opposite side of the room. Pull a lever located
there and backtrack through the pillars, passing them the same way as you
previously did. Now get back to the central platform, PRECISELY performing the
running jump with grabbing its ledge. Now proceed to the eastern platform and
enter another open door, which hides the last switch in this location. Pull it.
For the last time, get to the other side of the abyss by jumping over all of
the gaps and pick up Ba Cartouche from behind the
last door. NOTE: There is one more portal in this place, but a door blocks the
way out. Fexinspect shows a trigger opening it placed
exactly on a square Lara can't stand on, because this piece of floor is blocked
by the door object, obviously placed the wrong way. So you have to get back to
the rope room and from here you have two options: either to keep the intended
way by going through the set of four doors you have once opened, or to DOZY
inside the middle hole in the eastern wall (a portal closest to the one you
previously entered).
If you choose the normal way:
Watch out for the burning floor between the doors and in a place where the
corridor splits in two. Now turn N and then W, into the first corridor you can
see. Time the spikes and pull up onto the top of a slope. Sliding down
activates a door in a section you've just left, so you have no other choice
than to open all four doors guarding the eastern corridor once again and jump
over the burning squares one more time. After doing so, turn S.
If you choose the DOZY path:
Watch out for the spikes when you approach a place where the corridor splits in
two. Turn right, jump over the invisible burning floor and don't mind a
corridor on the right of it (this is the intended way into this place and you
have just skipped it).
Now collect Ba Cartouche (it's probably a quest item
for this level, as it differs from the other Cartouches you can find here and
there is no puzzle hole for it) and some Uzi ammo from two pedestals hidden on
the other side of another huge room. Go back, jump over the burning square one
more time and go N until you reach a room with two more Ba
Cartouches lying on the floor. The slots for them are located in the same room,
but as soon as you begin running towards them, the air will fill with flying
darts, so be careful not to lose too much health. Put the Cartouches in their
puzzle holes to raise a door guarding another long room. Pull the switch at the
end of it and remain still for a while to watch the camera showing you certain
place. You know where this pit is, don't you? So get back to the chain room
through it. Pull the chain TWICE and go through the left door. Jump over the
flames and land in front of the right door. It opens, as well as the last door
located in a room you started the game from. You need to DOZY to get up there.
Proceed through the door and to the other side of this room to end the level.
Cleopatra's Closet
No DOZY version:
1. AVOIDING THE BACKTRACK (will be explained in THE THIRD KNOT chapter)
Turn around and find a green passage. Time some spikes and pull a jumpswitch to open a door behind you.
2. GETTING PORTAL GUARDIAN
Time the spikes again and enter the portal to find another two jumpswitches (pull them) and some blocks (ignore them). A
door opens and after you go through it you can see two sets of cutting blades.
Pass through both of the traps to collect two pieces of a puzzle from behind
them. You need to combine Ornate Handle with Hathor
Effigy to construct Portal Guardian. Now get back to the room which you entered
the first opened door from and notice another door with a pedestal for the
item. You can use the Portal Guardian there, but DON'T GO THROUGH THE DOOR YET.
3. THE FIRST KNOT
Go back to the square you started the game from. Enter a portal on the N and do
three standing jumps over a set of flames, quickly enough to reach a
sarcophagus before the timed door shuts. If the door traps you making you
unable to run, it's game over. Find Pharos Knot
inside the sarcophagus. Use a pit behind you and a block at the bottom of it to
get back to the starting room.
4. THE SECOND KNOT
Now go E and find a portal in the NE corner. Climb some blocks and find
yourself in a long and wide corridor. It splits in two paths. Ignore the right
one and pull a jumpswitch at the very end of the left
one. It raises some blocks in the previous area. Do some jumps to reach the
portal in the SW corner of the room. There's another
sarcophagus, and second Pharos Knot in it. With the
item collected, climb the platform above you to notice two more portals.
5. WARNING INTERMEZZO
At first, I must warn you: entering the eastern portal
is completely useless. There is a long corridor behind it, and the next thing
awaiting you is a set of eight running jumps with grabbing the ledge. None of
these jumps from one shelf to another is necessary as you can simply descend to
the lower room and get to the water. If you then resurface in another large
room and leave it through the only one exit, you gonna
find yourself again in the place you started the game from and realize that
everything you did in the recent part of the game was completely useless. I
think Harry OK wanted to put something in that sector, but he changed his mind
and left this part as a jumping intermezzo. One player may like it, but another
might get annoyed, so I warned you just in case.
6. THE THIRD KNOT
Enter the northern corridor. There is a pit full of death (jump over it) and a
closed door, but there is also a dark place hiding the crawlspace above you, so
locate it, enter it and find a jumpswitch to open a
door, what makes you able to go around the upper part of that room containing
the slot for Portal Guardian. Don't fall - it's too high to survive it. Exit by
going through a portal on the other side of the room and appear on a roof to
get the final Pharos Knot.
EXPLANATION OF THE FIRST CHAPTER: If you didn't open the door leading to this
room yet, you have to backtrack through the whole recent set of corridors now.
What is more, if you descend from the roof you are standing on and save down
there, you won't be able to finish the level, as in this case there will be
neither way up, nor through the locked door.
7. PLACING THE KEYS
Now use the blocks you previously ignored to descend
and return to Portal Guardian area. Now use the key (if you didn't do it yet).
Get to the next area, climb some platforms and watch out not to fall into one
pit with no way out. Descend on the other side of the green structure and
insert all Pharos Knots in their slots. The last door
opens, and the finish trigger is on located on the last square in a corridor
you enter.
DOZY version:
Not necessary, as this level can be completed without cheating.