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.