Egypt and Beyond

An adventure by QRS (Anders Svensson)

Authorized walkthrough by Sutekh

CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G = Running Jump + Grab
Enemies - Pick-ups - Secrets - Traps - Timed-Sequences

Jump to 1: The Quest for the Sacred Birds | 2: The Hidden Tinnos Temple | 3: Ye Obelisk Sequence | 4: The Torch Challenge | 5: Gauntlet

-- GENERAL NOTES --

* Items in Bold are necessary to complete the levels or get the secrets, either by using them, picking them up or both.
* You'll find a Combat Strategies Section and a Spoiler Section at the end of this walkthrough as well as a summary at the end of each level.

Story

Lara travels back to Karnak in search for 4 sacred bird artifacts. The legend has that they open a portal to a secret temple in another dimension, which serves as a gate to treasures and artifacts beyond imagination. During her travel, Lara soon discovers that the people of Egypt and Tinnos lived and prospered together in ancient times...

Tightrope

At one point, you'll have to deal with a tightrope. Since this is a non-TR4 move, here's how to proceed:

Hit Action to step on the tightrope and keep it pressed until you reach solid ground. Press Forward to walk. You will probably lose your balance from time to time. In this case, hit the direction key opposite the one you lean to compensate, or you'll fall. Press Backward to turn around. Note that you can remain still and safe by holding Action without walking and that you can jump from the tightrope to solid ground by hitting Jump.

A good method to deal with the tightrope is to briefly hit Forward then immediately release it. Lara will make a few steps then stop to stabilize. Hit Forward again and repeat until you're close enough to the safe ground at the other end to reach it with a jump. Hit Jump then to land there.

Known Bugs

* The scale puzzle (with ahmet):
When you pour the correct amount of water, the ahmet should not get out of the cage. There is a way of making him do that though, and the result is that you will be stuck and have to reload. This happens ONLY if you jump or hop back DIRECTLY after you have poured the water into the scale. Just wait one second and everything will be bug free. There is no way to fix this as it is a bug and probably due to bad code. My advice is that you save BEFORE you enter the scale room or save in another slot. You have been warned!

* Level jumping with the torch:
This works most of the times but sometimes when you reload the torch is gone. It also happens that the torch disappears in the level where it is supposed to be used. Therefore, I have placed a lot of torches in one spot and it is really easy to get back and fetch a new one. So if you lose the torch don't be alarmed! The only scenario in where you would be toast is if you did the mistake over and over 8 times in a row without reloading, and you will not do that, right? ;)

Secrets

There are 5 levels and 16 secrets in total:

6 in The quest for the sacred birds
3 in The hidden Tinnos temple
4 in Ye obelisk sequence
1 in The torch challenge
2 in Gauntlet


== Chapter 1: The Quest for the Sacred Birds ==

Level objective: Collect four sacred birds to open the way to what lies beyond Egypt...

Back to Egypt after 6 years, still in search of lost artefacts, here you are standing in the middle of the desert and the ruins of a long-forgotten place. Not much to see around save for some broken columns and walls lost in a sea of sand with the blowing wind for only company, whispering stories that nobody recall...

OK. Wait a minute. Right ahead of you is a ruined peristyle with four receptacles carved with a bird shape. Looks like you might have found that portal, after all... all you need now is to find the keys to open it.

-- The Way Down --

Objective: Reach the Sunken Tomb

Still facing S, look closely in the distance to the R, beyond the Birds receptacles and the columns behind... That tiny shiny thing lying on a sandy block is the Tomb Key and happens to be your immediate goal.

Run ahead to the receptacles then R (W) and climb on the block. There's a closed portcullis to your L in the corner but it will open much much later so ignore it for now. Run L around the column to face S again, walk to the L corner and turn L (SE) to face the Tomb Key. Hop back and do a RJ to land right on it and pick it up.

Now let's find the matching keyhole. Turn around (N), run off the ledge, go L (W) then R (N) to reach the far L corner of the area. The Tomb Keyhole is here indeed, so use the Tomb Key in it and... fall through the hole as the trapdoor you were standing on gives way under your feet.

Welcome to the Sunken Tomb.

-- Pyramidal Explorations --

Objective: Find the second Tomb Key (and use it)

Opening the Pyramid

Way to enter the place, isn't it? Don't waste time to pull yourself together, there's a nasty thing lurking around. Turn around, swim a bit then turn L to pull out of the water. Now draw your magnums (pistols) and shoot that anaconda from your safe dry location. Once it's gone for good, take a look.

You're now in what will be from now called "The Main Pool Room", standing on the lowest step of a big pyramid (now let's be creative and call it... "The Pyramid".). From where you stand (i.e. the NW corner of the Pyramid), you can see some balconies up along the walls. Run ahead (E) to the middle of the step and look L (N): there's an opening in the middle of the wall that currently gives onto a closed door flanked by a golden keyhole. That closed door is the Tomb Door, the opening of which being your current objective.

For now, we're heading up to the very top of the pyramid. Turn around (S) and climb on the next step (leave the vases alone, they're shatterable but very much empty) then continue climbing to the top. Once there, go into the hole and pick up the flares. Climb out of the hole from the L (E) edge.

Look down and L: there's a breach in the fence surrounding the lowest balcony. Go L to face it then run down the steps until you reach the third one from the bottom. Face the breach, do a RJ+G and pull up on the balcony. Look R to spot a switch on the opposite end. Run to it and flip it down: a camera shot shows you a door opening underwater. The Pyramid is indeed open, but let's first do a detour for a couple of secrets, as well as preparing the way for later.

Secrets, secrets...

Turn R and run off the balcony to land into the water. You should see a closed door ahead and to your L. Turn toward the center of the pool (W) and swim under the Pyramid. You'll pass the newly opened door to your R. Ignore it for now. Swim past the central structure it's on then R (N) around the corner. Swim up and look R (E) for an UW lever located below the arch. Pull it, opening a door in the NE corner of the pool. Preparations are over, secrets business starts now.

Go L (N) then R (E) once you're past the Pyramid. Swim ahead: the newly open door is over there. Surface for air then swim through the opening. Swim up as soon as you've passed the first plants hanging from the ceiling then turn around (W) to pull the UW lever. The door in the SE corner of the pool opens. Swim down then ahead to return to said pool.

Surface for air again then swim L (S) to the corner. Go through the open door to enter Secret #1. Swim to the end of the UW tunnel, pick up the large medipack and return to the pool then into the NE tunnel.

This time, swim to the very end, going over a hole on your way (it's currently closed by a trapdoor at the bottom). Swim down once there to pick up the flares hidden in the plants then all the way up and pull the UW Ceiling Switch (preparing the way for another secret). Watch the fly-by with attention: it not only shows you what you've just accomplished, but gives you a nice and informative tour of the Pyramid. We're done for now with detours so quickly return to the pool and surface before you run out of O².

Inside the Pyramid

Go L (S) then R (W) after the second UW pillar. Swim to the central structure then R (N) through the opening. Turn R (E) once you've passed it then swim up and exit the water. You're now inside the Pyramid.

This is quite a complicated place comprised of four floors, so we'll divide our visit in stages, for clarity's sake.

* Lower Floor, Take 1

Run along the passage, ignoring the upper one for now, until you're at a junction with a narrow arrow slit in the wall. Go R (S) and look down for a low CS to your R. Crawl through it, shoot the grey chest at the end and pick up the flares. Return to the passage via the CS.

Go R (S) again and around the dark corner. Push the skeleton lever there to open a door somewhere in the Pyramid (on the lower floor). Return to the junction past the CS.

Continue ahead (N) after the junction then L (W) around the corner until you reach another junction with an arrow slit to your R. Continue ahead into the dark passage and L (S) around the corner. The newly opened door is there before a low wall. Run through it and flip the switch down: this opens a door in the upper floor of the pyramid (one of a set of three).

Return to the previous junction then go R (S) toward to pool and light a flare to locate a passage to your L (E). Run into it and pick up the small medipack at the end. Leave the passage and go L (S) to the edge of the pool.

A door opens across the pool as you approach, ahead and to your R (SW). Go to it via the pool and run to the end of the passage beyond. Flip the switch there to open another door in the middle floor.

Return to the edge of the pool then through the opening to the R (E), where you first pulled out. There's a passage up and ahead, lit by a torch. Pull up in it.

* Middle Floor

More preparations for the next secret first.

Go L (N) and crawl through the CS, ignoring the alcove and continuing to the end, where you can stand up. That skeleton lever is the one shown in the fly-by you got when pulling that UW Ceiling Switch during your previous explorations of the Main Pool Room. Push it: a door opens in the upper level. That's it for now. Return to the hole giving onto the lower floor via the CS.

SJ over the hole to reach the other passage (S). Go L (E) and flip down the switch in the corner, opening the second of the three doors on the upper floor.

Leave the alcove and run down the passage (W) until you find a low CS to your R. Crawl through it to reach the central room (you can also go all around the passage, but it's longer) but don't enter it yet. Look L (N) as soon as you can stand up to locate a switch. Flip it down to open a door by the pool on the lower floor.

Go back down there via the CS, the corridor and the hole.

* Lower Floor, Take 2

Go L (W) to the edge of the pool then cross the latter diagonally R to run through the newly opened door (NW). Run into the passage then past the one to your L. Turn at the corner and flip the switch there on the L wall (N), opening the third and last door on the upper floor. Let's go there now.

Make your way to the middle floor via the pool, the E edge and the upper passage to the R (S). Reach the central room via the corridor and the CS and enter it this time. Go R (S) to the dark passage. Time to get that secret.

* Upper Floors

Turn L (E) and pull up into the room above. Pass the open door to enter Secret #2 and pick up the large medipack. Leave the room and SJ+G over the hole.

Pull up in the upper passage and run R (N) along the dimly-lit corridor to the very end. The three open doors are there and the skeleton lever beyond is now accessible. There's also an alcove on your R (W) with a closed trapdoor at the top. Push the lever to open the trapdoor and go pull up into the room above.

You're now just under the top of the Pyramid and very close to fulfill your current objective. Crouch and shoot the grey chest ahead then go pick up the Tomb Key it contained. Don't stop the breaking party yet and shoot the other grey chest as well: it contains a precious revolver.

* To the Tomb Door

You're done with the Pyramid so time to head back to the Main Pool Room. Proceed via the nearby hole, the dim-lit corridor, the middle floor and the pool on the lower one. Once there, swim down and L (S) and pass the doorway.

Swim L (E) then L (N) again until you've cleared the Pyramid bottom. Swim L and up and pull up onto the Tomb doorway. Put the Tomb Key in the Tomb Keyhole and pass the door to enter (guess what) the Tomb... Pool Room.

-- Dashing for One Little Bird --

Objective: Find the First Sacred Bird

Underwater Rushes

You're now in the Tomb Pool Room and apart from the pool ahead the only noticeable things here are the closed door to your R (E) and the high ledge above, running around the walls. Both will only be available later, so let's concentrate on the pool.

Dive and swim down and R (E). Enter the tunnel ahead, stopping right after the second hanging plant and turn L (N): there's an UW lever here that happens to be not only well hidden but also very much timed. So save and prepare to swim fast.

Pull the lever and immediately swim R and slightly up. Once you're in the flooded room, stay close to the R wall, at mid-height to avoid being blocked by the various objects littering the floor. Take a tight curve around the corner and keep swimming with a slight L diagonal so you find yourself in the middle of the room when reaching the end. Swim down once you've passed the last column and hurry through the door.

Swim L (E) down the tunnel and surface for air at the end. Don't pull out yet. Turn R (S) instead and take a look. The "pillar" in front of you is in fact a movable block currently perched on a raised one and quite inaccessible. Let's remedy that.

Swim back into the tunnel, go L (S) at the end and up. Pull the UW Ceiling Switch there to lower the block (and the movable one as well). Return to the Movable Block Room and this time, pull up in it.

What we have here is simple: a closed trapdoor on the floor and a block to move in a given way to open it. You'll find the solution of this puzzle in the Spoilers Section at the end of this walkthrough. Once solved, the trapdoor will be opened (simple, told ya). Make sure the block is in the corner opposite the entrance before proceeding further.

Go through the trapdoor and turn around. You're now in a brightly lit beige corridor. There's a ladder behind you, a closed trapdoor on the floor ahead, a switch to the R and if you run to the end, you'll see a passage up to the L. Let's take care of the switch first: go to it and save (indeed, it's timed).

Flip the switch and hit "0" to cut off the camera (showing you a door opening in the flooded rooms). Quickly run R to the ladder. Jump up, grab and immediately back-flip with a roll in mid-air so you land facing the room. Run/sprint R through the entrance and off into the water. Swim down the tunnel then R through the open door. Swim through the first flooded room staying close to the L wall then up a bit once you've passed the corner (to avoid bumping on the raising floor and the columns). Turn L before the entrance and swim through the door there before it closes.

A very tiny task to accomplish for an upcoming secret before going further. After the door, swim ahead to the wall then turn L (E) and swim up. There's an UW lever here (not timed, I swear): pull it.

Now return to the flooded room: you need to take a good breath of fresh air. There's a narrow air-pocket just under the grates on the ceiling. Swim up to it and breathe (if you can't surface, try turning around. You'll eventually "pierce" the surface.

Once your O² is replenished, swim back past the timed door and turn R (W) and up at the corner. There's a hole in the middle of the passage you're in. Swim down, turn around and slightly R (SE) and go to the opposite corner to pick up the laser-sight. You now have all you need to carry on to the first bird (and beyond).

Shoot. Up. Slide. Down.

Return to the flooded room and surface for air once more before going back to the Movable Block Room and the Beige Corridor below. The trapdoor there is now open: it's secret time.

Run through the open trapdoor into Secret #3: a corridor which floor is covered with a luxuriant red carpet (proof if needed that those Egyptians fancied their comfort after all). Go R (N) and pass the first two corners. Your reward (revolver ammo) is lying there near the middle of the W wall. Pick it up and return to the corridor.

Run to the shadowy end and turn L (S). There's a passage above so pull up in it and resume running along the corridor then up the ramp to the top. There's a switch there. Combine your revolver and the laser-sight and save. It's timed alright and pretty tightly at that.

Flip the switch and quickly turn R and run, sprinting briefly before reaching the corner and drawing your revolver on the way. Turn R, run, turn L and sprint into the small room ahead, staying close to the L wall and stopping in the middle of the last tile. If you think you've done well, save again in a different slot: the tricky part is now. Turn L and aim up. There's a Demon Head there beyond a (timed) door. Shoot the Gem in its mouth before the door closes again.

As you do so, the floor under your feet starts to lift you up to the sweet sound of a soothing music (not elevator music, mind you). When the elevator stops, go into the corridor (you'll see two closed doors there which will open later) and slide down the ramp.

There are two trapped holes on your way down. SJ over both of them to avoid being torched by the lava at the bottom. You'll land on one of the balconies running around the Main Pool Room.

There's a closed door ahead and an opening a bit further. Go to the latter and run up the stairway: the First Sacred Bird is waiting for you there on a pedestal. Pick it up. Objective fulfilled.

-- Two Little Birds In Dangerous Places --

Objective: Collect the Second and Third Sacred Birds and don't forget the Water Passage Key.

Lava, Fragile Floors and... Hurry!

Return to the balcony and go L (E). The door there is now opened. Enter the dimly lit corridor and turn R at the end to pull up in a short passage above. Turn R again, pull up then L and climb into the corridor. Finally turn R at the end to pull up into a last passage.

Walk to the edge and take a look: you're in an opening overlooking a room bathed in lava. Looking down, you can spot an emerged platform in the center and another near the opposite wall, by a closed door. Both happen to be collapsible (lucky you). In front of you is an opening topped by a ladder and a high ledge. There's another ladder below and a slope. Finally, proudly hanging from the ceiling, a rope waiting for you.

Don't let it wait too long, do a RJ+G to, swing and jump onto the high ledge. Hop back and drop down from the edge, grabbing the ladder. Climb down and stop as soon as Lara's legs are hanging then release Action and immediately hit it again to grab the edge of the lower ladder/opening. Pull up.

There's a switch to your R. Go to it and save: the next sequence is timed (which isn't your major problem here, mind you).

Flip the switch, turn R to face the room and hop back so Lara's back is against the wall. Hit forward once to run a bit, stop then hit forward again (see screenshot) you'll land near the bottom of the slope below. Jump and grab the edge of the collapsible platform in the center. Quickly pull up and roll to turn around (see screenshot). Take a run up with a slight L curve and jump to the collapsible platform near the door, immediately go R then rush L past the doorway (see screenshot).

Alternatively (quicker but requiring more accuracy and costing health): once you've flipped the timed switch, turn R to face the room and hop back then turn 45° R. Run off the switch alcove: you'll land on the collapsible tiles by the door, losing health upon landing. Roll to turn around and hurry through the door before the tiles give way.

Some Birds Are Easy...

Pat yourself on the back then run down the corridor to the end. As you approach the edge, a fly-by gives you a short tour of the next room and what awaits you there (pay a special attention to the low CS shown at the end).

OK... What we have here is a room bathed in lava, with a set of collapsible platforms and a gem to shoot at the bottom. Don't panic (yet). We'll take care of this later, as we'll do for the Sacred Bird and the blue key you can spot through the grates on your L and R. We're going for something else right now.

Apart from the aforementioned delights, the room also contains a chain (on a solid, safe platform) and two openings: one L, currently closed by a door, and another down and R. Let's head for the latter.

Walk to the edge, standing in the middle, do a SJ+G to the chain and slide down to the bottom. Turn 45° L (SE), walk to the corner ahead, turn slightly R and do a SJ+G to pull up through the opening. Run to the hole at the end of the short passage and fall through it.

After a rather long fall, crossing a room on your way down, you'll eventually safely land into the water, your momentum leading you right below an emerged ledge... So while you're here, a little thing for an upcoming secret.

Swim L and up: there's an UW Ceiling Switch near the E wall. Pull it to lower a block somewhere in the current pool, revealing a door. That's all for now. Go L (N) into the pool.

Surface for air then swim ahead between the columns until you find a wall right before you (i.e. in the middle). Go R (NE) then into the alcove and turn L to face the W wall. Pull the UW lever, opening a nearby door.

Leave the alcove, swim ahead (W) then R (N): the door in question is straight ahead, near the NE corner of the pool. Swim to it (if you look R just before entering, you'll see the block you lowered is there) then up to eventually exit the water and enter a small room. The Second Sacred Bird is there on a pedestal. Pick it up and return to the pool. Time to go up.

Swim all the way to the other side (S) then pull out of the water on the L low ledge. Turn to the nearby high block and pull up. There's an opening in the ceiling above, the side ahead of you being climbable. Side-step R to the corner, turn slightly R to face said side and do a SJ+G. Climb a bit and pull up.

You're now in the room you briefly glimpsed when falling a moment ago. Turn around then L toward the corner (E). You see that vase in the water? If you don't mind trading a revolver bullet for some flares, aim at it with the laser-sight and shoot it to get what it contains (the one in the SE corner is empty). Now go pull up on the block against the E wall.

There's a switch ahead and, if you turn around (W) and look up, a ladder leading up to the hole whence you fall. Before heading for there, let's go for the switch: it's secret time. Oh, and save, because this time the secret time is timed.

Flip the switch and immediately back-flip: you'll go through the hole and down in the water. Quickly turn L - OR (slightly faster but harder to tweak) - Flip the switch and – while the camera shows you what happens - hit Left for one second then side-jump L, going through the hole.

Swim N between the columns. Go L at the wall in the middle (as to head for the Sacred Bird Room) then R around the corners. Finally go L past the timed door.

Swim up the tunnel and surface at the end but do not pull out of the water. Take a look around first. The room is indeed dark, but you can still spot a red line running on the floor behind you. This line is a life-saver: as long as you're in this room, follow it. Even if it seems to lead nowhere. If you step elsewhere, you'll be fried by the burning floor.

Now that you're informed on the situation, turn around (S) and exit the water. Light a flare to keep seeing the line and follow it. You'll find a grey chest at the end: shoot it and pick up the small medipack it contained. Still no secret yet, though.

Look down at the line and see how it runs into the wall. Crouch, follow it and... crawl through the wall into Secret #4. Go pick up the flares on the pedestal then return to the previous room and follow the line again to the water hole. Swim back into the pool then to its S side. Pull up on the low ledge then the high block and use the ladder to reach the room above. Once there, pull up on the timed-switch block.

Roll to turn around (W) and side-step so Lara's back directly against the wall (and not against the switch). Do a RJ+G to the ladder and climb up all the way to the top. Once there, shimmy R as far as you can and let go: you're back in the short passage giving onto the Chain Room. Do a SJ+G to the chain and slide down to the platform below.

Now would be a nice time to save: if you thought you had tough moments so far... well you ain't seen nothing yet.

...Some Birds Are Not

And now begins one of the most hellacious (and funniest) sequences of the whole game (although there are some ahead that... but let's not spoil the fun). Remember that fly-by you saw when approaching the room? What you need to do is shoot that gem in the demon mouth below. You won't do this from the collapsible tiles, though, but from a CS located at the bottom of the room. Which you now have to reach.

There are several ways to proceed, but the following one is the easiest and - above all - won't cost you any health. As a general hint, try saving in different slots as you proceed down so you won't have to restart from scratch. Ready? Let's go!

- Turn R to face the W wall, walk to the edge and the L corner and turn a bit more than 45° R (NW – see screenshot).
- Run off the platform to land on the first collapsible tile.
- Immediately back-flip to the far corner of the second collapsible tile (see screenshot).
- SJ with a slight R mid-air curve to the third collapsible tile and roll as soon as you hit it (see screenshot).
- Run with a L curve and off to the fourth (and last) collapsible tile and immediately roll (see screenshot).
- Now run with a L curve and jump to the CS, grabbing the edge (see screenshot). Congratulations, you've done it!

Slip into the CS then turn to face the demon head and its gem. Draw your revolver, aim and shoot. You don't know it yet, but it has raised a block in the room beyond the CS. Crawl there.

Shoot the grey chest ahead of the entrance and go pick up the revolver ammo it contained. Leave the other chest alone (it's empty) and climb on the newly raised block, facing the entrance wall (E).

There's a closed door on your L and a jump-switch right in front of you. SJ+G to the latter to open the former and go run through it into an upward passage. You'll find a ladder at the end but first turn around (N) and look up: another jump-switch is up there. Go under it, jump up and flip it down to open a trapdoor at the top of the ladder. Now go climb that ladder to the top and pull up. The trapdoor will close behind you.

Pull up onto the block that's directly to your L (E) and pick up the Third Sacred Bird on the pedestal: you'll see the door opening up in the Chain Room, meaning the way out is now open.

You're not quite done yet though. Hop back from the alcove you're in and go R (S) to the end of the short passage. Climb into the alcove there to your L and pick up the Water Passage Key. Back to the passage then in the CS at the start.

Crawl R, stand up, turn around then pull up into the passage above. Run a bit further: a door will open as you approach. Pass it and turn L (E): you're back at the entrance of the Chain Room. Time to leave the place.

RJ+G to the chain, slide down a bit until the top of Lara's head is aligned with the top of the grate ahead, turn 90° L and back-flip into the opening behind. Turn around and run a bit to find yourself on one of the balconies in the Main Pool Room.

Three found, one to go.

-- One Little Bird Beyond the Water --

Objectives: Get the fourth Sacred Bird

80% N² + 20% O²... or lack thereof

Run L (W) and go use the key you just found on the Water Passage Keyhole at the end of the balcony. Pass the door then dive into the pool in the next room. Surface for air before swimming into the UW tunnel ahead and save.

What follows isn't exactly a timed-swim, but you might consider it as such: When you enter the tunnel, a strong stream carries you ahead, preventing you to return to the pool and the surface. The only way out is on the very other end of the room but it's currently cut off by a closed trapdoor, requiring three UW levers to be opened. To spice things a bit, two of them are currently locked behind closed doors. It is possible to do the whole sequence without losing health from lack of air, but it's a tight one so make it quick.

Map of the room

* First UW lever:
Swim into the tunnel then L at the closed door and L again at the junction. Go ahead past the next junction (which is to your R). Turn R at the wall then R again to face the 1st UW lever and pull it to open the door near the entrance.

* Second UW lever:
Quickly swim R then L at the corner. Ahead past the junction (which is now to your L), diagonally L then L past the door. The 2nd UW lever is right in front of you. Pull it to open the door at the other end of the room.

* Third UW lever:
Roll to turn around, go R then L, ahead past the junction then R. Go L after the 1st lever, L at the corner then immediately R. Swim L through the door just before the skeleton then turn L again and go up to face the 3rd UW lever, opening the trapdoor.

* To the open trapdoor:
Go L and down past the door. Swim L then R through the tunnel. Immediately go up to slip through the opening then up again to surface. Take a deep breath: you've made it.

Dashing and Pushing

Pull up into the passage then run ahead (E) through the two opened doors (you're back at the top of the ramp that led to the 1st Bird but do not slide down, you'd be stuck on the balcony). Run up the ramp and stop at the corner.

There's a switch on the wall to your L (N). Save before pulling it: timed-run ahead.

This one's simple, really. Flip the switch, roll to turn around then start sprinting up the ramp, staying on the R to avoid the skeleton on your way. Stop at the end, turn R, and go to the wall: it's climbable. Jump up and grab to quickly climb to the top and pull up before the trapdoor there closes again.

Run ahead (W) then slide down the slope and run through the dimly-lit corridor. A door will open as you approach: run through it and enter the next room.

Quite a big one indeed and a good number of tasks ahead here too. Apart from the one you just came from, there are three other openings giving onto this room, up in each wall (N, E and S). Each is currently closed by a door, which you have to open. From where you stand, you can also see a central structure with a ladder to the R, as well as some vases on the floor.

If you take a tour of the room, you'll also see a closed trapdoor in the far R corner (SE) as well as a movable block near the central structure, to the E. Return toward the entrance and face E.

Leave the vases here alone: the white one and the decorated one on your L are empty, and the one on the R hides an anaconda. Run toward the ladder instead and look up and L: there's a jump-switch in front of it. Go to the ladder standing in the middle, jump up and grab. Don't climb up but immediately back-flip with a roll in mid-air and hit Action to grab the switch and flip it down, opening the trapdoor in the SE corner.

Now before going through the now opened hole in the floor, run to the eastern side of the room and shoot the vase in the corner opposite the hole to pick up some flares. Now go to the movable block and push it toward the central structure on the closest beige tile.

Go to the open trapdoor (the nearby vase is empty) and run through the hole in the floor to find yourself in a dark, low-ceilinged passage (The Lower Passage). Crawl a bit ahead (N) then R (E) at the junction. You'll find a switch there, at the end of the short passage: flip it down. You'll see beige blocks rising in the room above (with the movable one on) and a brown higher one lowering. Return there.

Push the movable block in the hole left by the lowered brown block: you just opened the door of the S opening.

Said opening is high in the middle of the S wall, hidden in the dark. Pull up in it, run to the end and pick up the revolver ammo on the pedestal. Now turn around and look up: there's a jump-switch up there. Flip it down to lower the second brown block by the movable one.

Well, I suppose you know what to do now: return to the movable block and move it into the new hole, opening the door of the N opening.

Bounce, bounce, bounce!

Go there and pull up into the short passage. It gives onto a small but high-ceilinged room full of slopes and cracks. You goal here is to get to the very top, where a jump-switch awaits to be flipped. It's a tough way up there, so let's go.

Turn around (S) to face the entrance, standing one tile away from it then side-step R so Lara's right shoulder is against the green pillar (see screenshot). Back-flip on the slope behind than immediately jump with a hard R curve to hit the tip of the highest one on the R. Jump to the next one then again to the third one in the corner (see screenshot).

Slide a bit then jump to the next one (see screenshot). Immediately jump holding Action to grab the crack ahead (see screenshot). Shimmy L until you can pull up on another slope. Do so, back-flip to the one behind then jump and grab the higher crack ahead (see screenshot). Shimmy al the way R to pull up on a flat ledge.

Your ascension is over. Time to get to that jump-switch now. Walk to the edge then side-step R if needed to stop one step away from the wall. Turn 45° R (NE) to face the jump-switch (see screenshot). Hop back and do a RJ with a R mid-air curve. Hit Action at the last moment to grab the switch and flip it down (see screenshot).

Slide on the slope while holding Action to grab the lower crack then let go on a block that just rose, losing a bit of health upon landing. The door in the E side of the nearby room is now open.

Go there, climb through the opening then go fetch the 4th Sacred Bird on the pedestal. You'll get a camera shot of the door by the pool in the Tomb Pool Room opening. Let's get back there.

You don't know it yet, but picking up the Bird has also opened a door in the Lower Passage beyond the hole in the SE corner of the nearby room. Go there and this time crawl ahead (N) past the junction then around the corner until you can stand up. You'll see a Demon Head, but its mouth is closed already: this is the very first one you shot in a hurry a while ago.

Walk toward the door – which opens as you approach - and run off into the room, finding yourself below the elevator. Run through the passage in the far R corner (NE), then down the ramp (you should recognize the place, you've been here before). Run into the lower passage then grab the ladder and back-flip to re-enter the Movable Block Room. Dive in the water in the far R corner, then through the UW tunnel to eventually reach the Flooded Rooms. Continue until you pass the opening at the end and find yourself back in the pool in the Tomb Pool Room. Surface, turn around and exit the water by the eastern edge, on either side of the opening (but not right above it or you'll fall back into the water).

-- Escaping to the Surface --

Objective: Find your way up to the surface

You've got them birds alright, but you're still underground with no apparent way to return to the surface and the Bird Receptacles. Obviously, you're not done yet.

Pass the doorway: you'll enter a large room with a high pillar in the opposite side (E), a jump-switch in the far L corner (NE) and a switch directly to your L (N). Take also good note of the floor and especially the darker tiles. Let's take care of the switch first.

Go there and flip it down (nope, not timed). A block will rise near the NE corner, giving you access to a movable block. Go to it and move it on each darker tile on the floor (there are 4 of them. The one closest to the high pillar doesn't count). Once you've placed it on the last one, a block will rise against the high pillar.

Pull up on it then on the now accessible high pillar and do a RJ+G to the jump-switch to flip it down. The high pillar will lower, revealing a pedestal on which lies the Escape Key. Pick up the latter: a camera shot shows you a trapdoor opening in a hole somewhere underwater.

Remember that UW lever you pulled when you first explored the Main Pool Room? It opened a door in the NE corner, giving you access to an UW tunnel there (see "Secrets Secret" above, near the beginning of this walkthrough). That's where you're going now.

The Corridor of Death

Leave the room then the Tomb Pool Room to find yourself back in the Main Pool Room. Jump in the water and swim L (E). Surface for air when you reach the wall then dive again and swim through the opening and down the UW tunnel. You'll see a hole in the floor near the end: swim down then through the newly opened trapdoor.

Swim through the tunnel but don't waste any time: there's a pesky anaconda lurking around. Continue down the tunnel until you find an upward shaft then swim up, surface, turn R and pull out of the water.

Saving here would be a good idea, as the next sequence is... how may I put this... a bit tough. You're at the start of a dark passage bathed in lava. There's a set of slopes leading to the other end and the flame you can see intermittently rising from the floor is the only obstacle. So far.

As soon as you approach the edge, a couple of squishy walls start sliding in front of you, which, needless to say, is going to complicate things a lot. But you do have to reach that other end no matter what, so let's start.

Walk to the edge standing on either side then hop back. Wait for the flame to start turning off then do a RJ to the first slope, clearing the squishy wall if you're lucky (if not, reload). Don't grab the edge, you need momentum for your next move. Slide as long as you can before jumping then grab the edge of the second slope at the last moment. Save again.

Wait for the flame to start turning off, pull up, slide and jump to the last slope. Slide again and jump to the collapsible tile ahead and hurry until you're on safe, solid ground.

You're now standing near an opening giving onto one of the high balconies in the Main Pool Room. This being said, you've got a secret to find before going on.

Turn around (E), walk to the edge and look down in the scalding water and L: that's an opening indeed. And yes, you'll have to dive to reach it. In fact, the patch of water that's right next to it is safe. To make sure you land there without accidentally swimming too far to the next scalding one, turn 90° L when standing on the edge then side-jump L and swim ahead as soon as you hit the water.

You'll find yourself in a partially flooded passage. Swim to the end then turn L (W) and climb out of the water to enter Secret #5. Shoot the vase and pick up the large medipack it contained. Now run ahead then up the flight of stairs around the corner: a door will open as you approach. Pass it to find yourself back at the end of the Corridor of Death.

Some Reading and a (very handy) Secret

Run to the balcony. A trapdoor will open to your R (it's there to allow you to backtrack in case you've missed something or to get back up on the balcony if you accidentally fall in the pool below). From where you stand, you can clearly see an opening in the middle of the R wall (N) with a golden keyhole (The Escape Keyhole), and another next to it above a ladder, currently closed. There's also a scroll on the floor to your R. Pick it up and examine it in your inventory. It reads:

Three bones you must shatter but do not fear,
shoot them all and the path back will be clear.

What this means is that you now have to find and shoot three piles of bones in order to be able to leave this place alive. But the first thing you'll shoot, though, won't be any of them.

Look up at the very center of the ceiling, where you can see a beam of light pouring in. There's a round thingie up there that happens to be a shootable ball. Aim and shoot to open a door at the top of the ladder on the northern wall.

Now go there, running R along the balcony and SJing over the open trapdoor. Climb, pull up and run ahead into the next room. You'll see a pile of bones on the floor ahead by the scalding water pool, but leave it alone for now. We're going for the last secret of the level, which will allow you to save some precious revolver ammo.

In front of you are a chain, a collapsible platform floating over an emerged one and a closed door beyond. Plus, if you look down in the scalding water and R, you'll see a hole in the floor in the far R corner (NE) and a (hard to spot) Demon Head.

First aim at the gem in its mouth and shoot it: the door opens. Now go face the chain and do a SJ+G to it from the edge of the pool. Climb up until the top of Lara's head is aligned with the top of the lighter part of the chain and turn around (see screenshot). Back-flip with a roll in mid-air to land on the collapsible platform then run ahead and jump into the doorway, holding Action to avoid hitting the wall. Push the skeleton lever at the end of the passage. You'll hear the reassuring sound of the nearby pool filling up with fresh water.

Return to the entrance of the passage and jump in the safe pool. Swim L (E) then down the hole in the corner past the Demon Head. Turn around (W) and swim to enter Secret #6. Pick up the crossbow and some crossbow explosive ammo. Return to the pool then swim L (S) to pull up on the edge.

Shooting Bones

Combine the laser-sight with the crossbow (that's where we save that precious revolver ammo) but don't load the explosive. Those will be very useful in the last level of the game so make sure you keep at least four of five (we'll get back to that in due time). Shoot the pile of bones in the middle of the edge then return to the balcony in the Main Pool Room.

You still have two piles of bones to find before proceeding to the exit. Run along the balcony to its very other end (western side of the room). You'll see a closed door there – which we'll mind about later) and the second pile of bones. Shoot the latter then return to the lower opening by the ladder to use the Escape Key in the Escape Keyhole.

Pass the doorway. You're now on the high ledges that surround the Tomb Pool Room below and can see Secret #6 room through the window ahead. Go R (E) and run up the passage which will turn from beige to grey after the corner. Run ahead (N) and stop before the next corner. The third pile of bones is in the dark recess ahead. Shoot it to open a portcullis at the end of the passage. The exit is near.

Reaching the Surface

Continue along the passage, crawling under the low ceiling when needed, pass the newly raised portcullis and turn L (S).

There's a ramp going up with a red line drawn on it. You may have seen this before in a previous part of the level (or not. In which case you missed a secret). The key here is to follow the line exactly or you'll be torched on the burning parts of the ramp. However, this isn't the only danger you'll have to face.

Start running up the ramp following the red line. You'll take a first turn L (E) then a second R (S) to face the top of the ramp again. Continue as long as the line goes straight then turn R (W) to follow it and L (S) at the wall. Run up a bit further: you'll soon hear a grumbling sound as a big stone rolls from the top to smash you flat. Immediately back-flip then side-jump L to avoid it then resume your way up.

When you reach the top of the straight line, just before it turns L, stop. Side-jump L then immediately R to avoid a second big stone. When it's gone, resume running up, lighting a flare is needed to make sure you see that red line and follow it until it ends at a ladder.

Climb up a bit then shimmy L to the last ladder above an opening (with the exception of the tile at the opening, the floor of the room is very much fire trapped) and let go.

The passage ahead is trapped as well with a nice mix of intermittent flames and lava floor. Look up: above you is a MS that will help you reaching the other end, but you'll still have to be very cautious.

SJ holding Action to grab the MS and start swinging ahead, stopping as close to the flame as possible without being burned. Wait for it to be fully off before swinging ahead again. Repeat with the two other flames until you reach the very end of the passage. Let go once there and immediately hit Action again to grab the edge of the CS below. Slip into it. You're almost there.

Crawl L (E) a bit then stand up and run through the sandy passage. Stop at the next corner, turn L (N) and look up. There's a ladder up there. Jump up, grab, climb and pull up: you're back to the surface.

-- Reaching Beyond... --

Objective: Use the Sacred Birds then deal with the consequences and open the portal

You're in fact beyond the portcullis that's in the SW corner of the starting area, in a small and dark room. First go R (E) and pick up the large medipack next to the hole you just came from. You'll also see other things of interest here: a switch on the wall opposite the exit (S) and a closed door flanked by a gem receptacle.

Flipping the switch will open a trapdoor in the passage below, allowing you to easily come back to the surface in case you've missed something in the Sunken Tomb underground. So, if you don't have the crossbow yet, now would be a good time to go and get it (see the green § in "Some Reading and a (very handy) Secret" above). To get there, read the following paragraph. If you don't need to return underground, resume at "Using the Birds and Consequences Thereof" below.

* To return to the Sunken Tomb:

Flip the switch then drop down into the lower passage. Run along the corridor past the ladder (N) and turn L (W) when it gets dark. Turn around at the end and drop into the hole there, grabbing the edge. You'll find yourself on a long downward ladder. Climb down to the bottom then let go. Run ahead toward the door which will open as you approach and pass it to be back on one of the high balcony in the Main Pool Room.

Using the Birds and Consequences Thereof

Pass the open portcullis to be back in the Starting Area then run ahead (N) a bit and climb on the block to your R (E) to reach the center. The Birds Receptacles are here to your R (S). Go put the Birds in them, but save before inserting the fourth and last one (better safe than sorry).

As you do so, you'll get a fly-by showing you the immediate result of your last action: all exits close and it appears you've just summoned a guardian. So draw your weapon of choice and turn around as soon as the fly-by ends to retaliate. Make sure you move a lot and try not to be hit too often by his deadly rays.

He will drop a Guardian Key upon dying, but don't rejoice yet: his twin brother is now after you with a revenge. Deal with him as well and pick up the Sanctuary Gem he leaves behind. Go get the Guardian Key too if you haven't done so already.

Trespassing the Threshold

The portcullis giving onto the room where the Sanctuary Gem Receptacles awaits you is still as closed as can be. Go to the southern part of the Starting Area, in the alley between the central peristyle and the sandy slopes: you'll find the Guardian Key Receptacle there, in the middle of the low wall to the N. Put the Guardian Key in it to reopen the portcullis in the SW corner of the Area (i.e. to your L).

Go there and enter the little room. Put the Gem in the Sanctuary Gem Receptacle to open the nearby door. Run down the passage beyond to enter a small square room.

There's a shiny spiral spinning on a raised part of the floor here. It's a teleporter and you'll see others during your upcoming travels. For now, simply walk in it to be transported way beyond Egypt.

==== In this level, you should have found...
Enemies: Anacondas, Guardians
Items of note: 1st Tomb Key, 2nd Tomb Key, Revolver, Laser-Sight, First Sacred Bird, Second Sacred Bird, Third Sacred Bird, Water Passage Key, 4th Sacred Bird, Escape Key, Bone Scroll, Guardian Key, Sanctuary Gem
6 Secrets
some Traps - 6 Timed-Sequences (including one for a secret)
XHC stats: kills 4 (out of 5 enemies) – pick-ups 19 (including the revolver, the crossbow and the laser-sight)

== Chapter 2: The Hidden Tinnos Temple ==

Level objectives: Find 6 Cogs and 4 Holy Gems to open the way to the next level

First, take a look around. The decor has slightly changed... you're not in Egypt anymore. Definitely. As a matter of fact it looks a bit like... Tinnos. And indeed that's where the teleporter has led you: in a hidden and remote Tinnos Temple which – as far as you know – could as well be on another planet.

Run ahead (W) into the passage. You'll soon find yourself standing at the edge of a huge pool ("The Huge Pool", because, well, it is huge). There's a big pyramid-shaped building in the center (The Central Pyramid) and three other, smaller ones (S, W and N). Most of the business here will take place inside, below and above the Central Pyramid and the Western Building.

For now, dive and swim straight ahead to the Central Pyramid. Pull out of the water on one of the lower ledges at the entrance and enter.

There are many things of note in this room, including (but not limited to) ladders, balconies, spikes, a golden keyhole to your L (S), raised blocks, lowered platforms and closed high doors. If you look at the floor between the two last columns on your R, you'll see it's decorated with a Tinnos Head (we'll get to that later). There are also three openings (apart from the one you came from), leading to the other buildings and – last but not least – a structure in the center of the room and a jump-switch on one of its inner sides, up and slightly L. Flipping it is your next goal.

To do so, you need to access the roof of the central structure, so let's find a way up. Run ahead toward the W opening but don't go through it. Go L (S) instead. There's a switch ahead against the E wall to your L. Go flip it, lowering a block on the higher ledge near the SE corner and the golden keyhole.

Go there: the block has revealed an upward ladder. Pull up on the higher ledge, go to the ladder, jump up, grab and immediately back-flip to land on the SE Balcony.

You'll see other ladders up there but ignore them for now. Go L (E) instead and around the corner. There's a switch here but ignore it too to focus on the breach in the balcony fence. Walk to it and turn slightly R (NWW) to face the roof of the central structure, hop back and do a RJ to the roof. Run ahead along the hole in the center then go R at the corner, and drop down into the hole, grabbing the edge. The jump-switch is there. Let go and immediately hit Action again to grab it and flip it down.

A fly-by shows you a door opening in the Huge Pool on the Central Pyramid. That's where your Tinnos adventures will start for good.

-- Flooded Places Below the Pyramid --

Objective: Open the way to the Dungeons

Water

Turn around (E) and run to the pool through the entrance of the room. Dive and swim R (S) then R (W) again around the base of the Pyramid. Swim ahead along the wall: the newly opened door is there near the corner. Surface for air (I mean it), dive and swim through the door.

You're now in an UW maze, so, in case you really get lost, here's a map of the place. Your goal is to open the trapdoor in the NW to access the upper floor. So, to make a long story short...

Swim ahead (N) past the first junction then R (E) at the next. Continue along the tunnel and pass another junction, staying close to the L wall. Turn R (N) before the closed trapdoor then keep N past the alcove. Continue until you enter a square room. Go L (W) then L (S) again and pull the UW lever to open the nearby trapdoor (see path).

Pass the entrance and swim back into the tunnel (S). Swim past the alcove and surface at the open trapdoor. Pull up into the room above, run ahead (W) then L (S) in the recess. Flip down the switch there to open the door in the western part of the maze (see path).

Return into the water. You won't have enough air to perform all the tasks so first return to the entrance of the maze and the Huge Pool by swimming ahead (E) then R (S) at the wall and along the tunnel past the first junction and eventually L (S) at the next. Exit the maze and surface for air. Go back into the maze, swim ahead (N) past the first two junctions then L (W) at the next and L (S) again through the open door. Pull the UW lever at the end of the tunnel to open the door in the NW part of the maze (see path).

Turn around (N), swim ahead then diagonally L (NE) past the door. Continue along the tunnel and through the newly opened door. Pass the closed trapdoor, swim to the end then L (N) in the recess and pull the UW lever to open said trapdoor (see path).

Finally, turn around then swim down the tunnel (W) to surface through the open trapdoor to your R (W) after the corner (see path).

Pull out of the water from the edge to your R (N) as the trapdoor closes behind you. You've made it through the maze!

More Water

You're now in the Dark Labyrinth. Not a maze per se, but looking much like it. First, pick up the large medipack at your feet, take good note of that lit lamp ahead then turn around (S). Run along the corridor until you reach a junction. There's a low CS ahead and to your R but ignore it for now and go L (E) instead.

Run past the next junction then the two closed golden doors. Pick up another large medipack in the dark recess after the second door then go L (N) and run to the end of the corridor. Go L (W) again once there to enter a small room with a hole in the center, giving onto a ladder (you might need to light a flare at this point). The room below being currently flooded, simply jump into the hole.

Swim down then ahead under the ladder. There's a hole in the ceiling on your L. Swim up then turn around (E) and pull the UW lever here. Now swim down and go R (S) to enter a large flooded room with many noticeable things including another ladder on the opposite wall (S), a couple of unlit lamps, a block that very much looks movable against the N wall and two openings: One in the far R corner (SW) and one in the S ladder.

What you need right now is a good breath of fresh air, though. Swim S to the ladder then up: you'll reach the surface there and will be able to replenish your O². Don't pull up yet into the dark corridor above, but take a look ahead (S): that closed golden door you can see at the end of the corridor is the one you're working on. It still needs two more UW levers, so let's find the next one.

Swim down and enter the room beyond the opening in the wall. Another lamp here, as well as movable blocks in the nearby rooms, all those hinting at a possible need for draining the place. Go L (E) through the opening then the doorway into the next room and enter a small alcove beyond another opening to your L (N). Swim L (W), up then turn around (E) to pull a second UW lever.

Return to the Main Flooded Room and go take a breath at the top of the ladder. You're now heading for the third UW lever. Swim down then R (W) and through the opening in the corner. Go R (N) until you see a hole in the ceiling. Swim up then turn around (S) and pull the third UW lever. Time to see the result of this pulling work.

Return to the ladder in the Main Flooded Room then up to the surface. Pull up into the dry corridor from the ladder side: the door is now open.

Run ahead to the junction: too long corridors stretch on both sides. The L one (E) leads to a couple of closed doors. If you look to your R (W) you'll see a switch shining in the distance. Run to it and save: timed-run ahead.

This one will essentially rely on your sprinting skills and ability to negotiate turns while doing so. Flip down the switch and quickly turn R. Start sprinting along the corridor and past the junction to the next corner. Release sprint, turn L then sprint again with a slight L diagonal before the corner to quickly pass the door before it closes again.

There's a skeleton lever here and would you turn around, you'd see another door, currently closed. Push the lever to open it then run through the doorway to enter a small, brightly lit room. Locate the switch to your R in the middle of the W wall and go flip it. You'll hear a characteristic watery sound: The flooded rooms are now drained.

Moving Blocks

Return to the hole above the ladder via the long corridors (the door to said corridors will shut down behind you). Drop down from the ladder side, briefly grab the edge then let go to safely fall into the only remaining water of the place: a small hole.

Pull out in the room (now the "Main Drained Room"). Time to move those blocks where they belong. Look down at the floor in the corner L of the ladder (SE): yep, that Tinnos Tile is where you have to place the closest movable block which is against the opposite wall (N), L of the entrance.

Go there and start pulling/pushing, dealing with the various obstacles on your way (mainly blocks and columns) to place the movable block on the Tinnos Tile. Once you're done, you'll get a camera shot of a golden door which is located in the Dark Labyrinth above. This block was the first of a series of five, by the way so let's keep moving.

Climb up the nearby ladder on its R side to pull up into the lowest opening (i.e. not up to the hole at the top). There are 3 blocks to move in these rooms. Run off the opening then go R (W) into the room there. The block is in the corner ahead (NW) and the Tinnos Tile in the opposite one (SE), L of the entrance. Place the block where it belongs.

Leave the room then run ahead (E) to enter the last one there. The block is L of the entrance and the Tinnos Tile against the middle of the opposite wall. Place the blocks then pull up into the opening in the L (N) wall.

The block is to your L and the Tinnos Tile to your R but due to the smallness of the place, it will be a bit more complicated. Pull the block once then climb the nearby ladder and shimmy around the corner to let go back into the opening. Turn 135° L to face the L side of the block and run off from the opening. Push the block on the Tile. You're done in these rooms, now let's find the last block.

To return to the Main Drained Room, first climb up into the opening, leave the next room through the doorway and go over the next block to find yourself back near the high entrance. Climb on the block to your L (S), hop back then turn around (N – the unlit lamp won't block you). Do a RJ+G to the high opening, pull up, turn around and drop down into the water hole below. Turn R (W) and pull out of the water.

Run to the opening in the corner ahead and pull up in it. Go R (N) through the next passage, pulling up or SJing on blocks when necessary until you reach a small room at the end to your R (E). Notice the unlit lamp on the opposite wall (for later), the movable block near the far R corner (SE) and the Tinnos Tile just after the entrance. Put the block on the Tile and watch the door opening in the Dark Labyrinth, revealing a couple of torches. Now move the block aside so it's not in the path from the entrance to the unlit lamp (again, for later).

Let's get those torches now (one of them, at least) and use them appropriately.

Lighting Lamps

Return to the Main Drained Room through the High Blocks Corridor, doing a SJ+G to the highest one on your way. Once there, run to the entrance in the opposite corner (NE), climb on the block to its L and do a slightly R diagonal SJ into the opening.

Go R beyond the L-shaped hole, notice the closed grate door ahead then turn around (W) to face the ladder that leads back into the Dark Labyrinth. Do a SJ+G to said ladder, climb to the top and pull up into the dark room above. Turn around (E) and run around the hole then into the corridor. Go R (S) to the still closed door then R (W) again and pass the open one to your L.

Pick up a torch (the other one is there in case you lose the first). As it is rather unlit right now and thus not very useful, let's light it.

Return into the corridor and go L (W), around the corner then L (W) again past the junction. Go R (N) in the next corridor and follow it to the end and past the closed trapdoor to light your torch on the Lit Lamp there. Now turn around and run along the corridor again stopping at the first junction. Remember that low CS there on your R? That's where we're going now to open the way to the first secret of the Tinnos Temple.

Go to the CS. You do have to bring the torch through it. To do so, you're going to use the "toss/pick-up" trick.

Facing the CS, hit Draw (generally Space) to toss the torch in it. Crawl into the CS, go to the torch and pick it up. You can't move with the torch in hand, but you can turn to change direction if needed. Toss the torch again so it lands a bit farther in the CS and repeat the pick up/toss process until it finally lands out of the CS.

Follow it there and stand up. Pick it up again and light the Unlit Lamp here. Proceed back along the CS using the same pick up/toss method to bring it back into the Dark Labyrinth.

With the torch in hand, go L once there then R at the junction, past the next one and along the corridor. The second door there is now open. Drop the torch (Hit a weapon shortcut, such as "1", so it falls at your feet and isn't thrown away) and pass through the doorway to enter Secret #7. Pick up the flares and the small medipack then go get your torch back.

OK. Time to shed some light in the situation down in the Drained Rooms. Go to the Dark Room at the end of the corridor and L and drop the torch in the hole first (to make sure it falls through it, stand at the very edge and hit a weapon shortcut to drop it). Drop down and grab from the ladder edge then climb down to the bottom and let go.

Get the torch back and go to the Main Drained Room, SJing on the higher blocks when needed. The first two Unlit Lamps (of a series of five) are there on the R wall (W). Go light them.

Next one is located in the small room at the end of the High Blocks Corridor beyond the opening in the corner on your L (SW). Go there, doing a series of SJs from block to block then light the Unlit Lamp on the wall opposite the entrance. Return to the corridor, SJ on the first two blocks then do a RJ to the highest one then a diagonal L SJ over the hole to get back into the opening giving onto the Main Drained Room.

The last lamps are in the rooms beyond the opening in the ladders (S). Go to the block that's L of the water hole and SJ on it. Walk to the edge and the R corner, turn slightly R to face the high opening and do a SJ to it.

Run off into the room below then SJ on the block ahead and light the Unlit Lamp there. You're almost done. Hop back from the block, turn L (E) and SJ into the opening. Run off into the small room. The last lamp is here to your R against the R wall. Light it: the grate door beyond the entrance of the Main Drained Room opens. You can now drop the torch, you won't need it anymore.

By the way, that grate door leads to the Dungeons, so you may consider your current objective fulfilled.

-- The Dungeons --

Objectives: Find two gems and two cogs then return to the Central Pyramid.

Return to the Main Drained Room then in the passage beyond the entrance and past the L-shaped hole. The newly opened door is there, so pass it and follow the passage to soon find yourself in a small room with a water hole in the center. Jump in the hole.

Swim through the tunnel, surface for air at the pool then swim again into the other tunnel ahead and to your L (SW). Swim up at the corner then turn around: there's an UW lever there. Save: you're going to need to hurry now.

Pull the lever then immediately swim down and R. Continue along the tunnel and after the corner. Swim up at the end while turning R and quickly pull out of the water. Sprint ahead then off into a lower passage and hurry through the door while it's still open. Welcome to the Dungeons!

Close Encounter of the Monstrous Kind

You're now standing in a wide and high-ceilinged hallway, bathed in shallow water. There's a closed golden door ahead and another (closed) metallic bars one in the corner on the L. Run ahead then R at the corner (you'll see another closed metallic bars door ahead). Continue down the hallway to its very end and enter the room to your R (N). You've reached the Jail.

Immediately draw your weapon of choice and start shooting the mutant who's watching over the place. Keep moving and by all means, don't let him hit you: he's venomous.

When he's dead, go to the last cell (from the entrance) which is the only one open for now. Notice the closed grate door on you L then push the skeleton lever there, turn around and draw: you've just alerted another of those charming jail-keepers.

Take him down as well then go into the first cell which is now open. Push the skeleton lever here to open the second one. No party-breaker this time so quietly head for said cell.

"Quietly" might have been an overstatement... As soon as you enter, another mutant is after you. Don't let him corner you in this small place and quickly return to the larger previous one so you have all the room needed to move around. Shoot him down and quickly. Now you can go push the skeleton lever in the second cell.

Putting Your Hands On Your First Prize

As you do so, the golden door in the Hallway opens. So leave the cell, the jail and run along the hallway to go to it. Pull up in the doorway, jump over the slope then a second one just before the lit lamp and continue up the passage until you find a ladder to your L.

Climb up as high as you can (Lara's hands should be on the next to last rung), shimmy either side as far as possible then back-flip with a roll in mid-air and holding Action to grab another ladder (if you back-flip while in the middle of the first ladder, Lara won't grab the second one). Climb again, stopping one tile away from the ceiling and back-flip to land in an opening.

Crawl under the low ceiling to enter the next passage. Run ahead (S) into the shadow and go R (W). Continue to the end and pull up into the higher passage there to your R.

Run to the end: there's a steep slope in front of you. Turn around, back-flip then jump while holding Action to grab the edge of an upper passage. Pull up, run ahead and R around the dark corner. Continue past the lit lamp and stop at the wall. There's a hard-to-spot low CS to your R. Light a flare and crawl through it. You'll find some flares beyond. Return to the previous passage.

Run ahead (W) after the CS and pull up in a higher room at the end to your L. You're in fact on one of the many terraces that hang over the Huge Pool. Go pick up the 1st Holy Gem on the pedestal to reward you of all your efforts. While doing so, you'll see that the grate door in the third cell in the Dungeons opens. Time to go back there.

A Little Dispute Over a Cog

Return to the two ladders via the numerous corridors you just came from. Once there, do a SJ+G to the first ladder then climb down until Lara's feet are on the very last rung above the slope. Back-flip, roll in mid-air and grab the lower ladder. Climb down this one as well and return to the Dungeons Hallway and the Jail at the end.

Once there, go to the third cell and pass the newly opened door. Run down the (rather dark) passage to the end and pick up the 1st Cog on the pedestal. As you take it, you see a door opening in a room elsewhere but we'll get to this only in a moment. For now, return to the Jail then the Hallway.

As soon as you set foot in the latter, a fly-by shows you the metallic bars doors opening and... 4 mutants running at you. You're indeed now in for one helluva battle where, once more, moving and dodging is of the essence. When they're all sent to oblivion return in the Hallway (if you're not there already).

Go to the first metallic bars door (the one closest from the entrance of the Hallway) and run to the end of the alcove beyond to pick up a small medipack. Now return to the very entrance, pass the doorway and climb the ladder. We're heading back to the Drained Rooms.

Some Errands

Swim through the tunnel, cross the pool then along the next tunnel and exit the water. Follow the passage back to the Main Drained Room, pulling up on blocks when needed and, once there, go to the ladder on the S wall.

Climb on the L part to the top, shimmy R above the lowest opening then up again to the top to pull up into the dark corridor. Turn 135° R (NW) and jump over the hole to reach the other (dark) corridor.

Run through it then go L (E) at the junction. The 2nd Holy Gem is here awaiting to be picked up. Do so then turn around and run ahead past the junction. You'll eventually see another one to your R (E). Run there (the door you opened when picking up the first cog is here) and pick up the 2nd Cog.

Two things happen as you do so: first, the Drained Rooms are now Flooded again. Second, a door opens near the top of the ladder leading to the corridors you're in.

The Way Back

Return to the hole at the top of the ladder in question and look down and L: the newly opened door is there. Dive then swim L through the doorway. You're in fact now in the room in the center of the Flooded Maze, which couldn't be accessed from there.

Swim ahead and R: the door will open as you approach. Go L (W) after the door then L (S) again at the junction and swim straight ahead to eventually pass the Maze entrance and be back in the Huge Pool. Surface for air then swim L (E) then L again (N) to finally pull out of the water at the Pyramid Entrance. You're back.

-- West for a Key and a Cog --

Objectives: Find a Golden Key and the third Cog

It's now time to pay a visit to the Western Building. Run ahead (W) and cross the room then the bridge to enter the Building on its lower floor.

There are several things of interest here. Four closed doors, locked by a heavy wooden beam, a trapdoor on the floor, a closed golden door and its blue keyhole (which are for much much later) and a ladder to your R. Let's climb that one first to pull up on the second floor.

A Chained Timed-Sequence to the Terrace

Watch the fly-by with attention. It shows you the path you'll have to follow during your very next ordeal. Several switches, a raising block and a couple of trapdoors, all leading to a hole in the ceiling giving onto a terrace above.

Go to the first switch ahead and to your R (NE) and save. As you have probably guessed, the whole thing will be timed.

Flip the 1st switch, roll to turn around then run with a slight R curve to the edge of the hole. SJ diagonally R over the fence, run L then R at the corner and turn R once there to face the 2nd switch (see screenshot).

Flip it, immediately turn R and sprint with a slight L diagonal to the 3rd switch (see screenshot).

Flip the switch, back-flip with a roll in mid-air, run diagonally R toward the newly raised block then with a hard R curve when approaching it. SJ on it with a R mid-air curve. Keep running then jump to the lowered platform, grab the edge and pull up (see screenshot 1 and screenshot 2) – OR – Flip the switch and back-flip with a roll in mid-air. Sprint with a slight R diagonal to the wall then roll again and side-jump L to land on the block. Do a RJ+G to the platform and pull up (see screenshot 1 and screenshot 2). Immediately run ahead then R to the 4th switch.

Flip the switch then turn (roughly) 45° L. Hop back, turn R to face the platform and do a SJ to it with a R mid-air curve – OR – Flip the switch then hop back. Side-step R twice, turn R to the platform and do a SJ with a R mid-air curve (this being only possible if you've been fast enough on your way from the first switch). From there, run with a R curve then jump to the high pillar possibly aiming for its L corner and grab (see screenshot). Pull up, turn 45° R and SJ through the still open trapdoor through the hole to land on the terrace above. You've made it!

The Key on the Terrace

Turn R (E) and run to the skeleton lever ahead. Push it, opening a door at the end of a long grey bridge located below. But you'll only get there in a moment. For now, run diagonally L (NW) toward the closed golden door then climb on the high edge of the terrace to your R (N). You can see a Golden Key on a platform extending from the wall ahead.

Do a RJ to it and pick up the key. The golden door will open as you do so, opening a way back to the Western Building, but don't go there. Secret ahead (and quite literally, at that).

See that weird shadow on the wall to your L? Might be a clue that something is there that you isn't really visible. Not to the naked eye at least so use your binocs and takes a closer look: that's an invisible platform. Do a RJ+G ahead (N) to grab the edge, pull up and do another RJ to the grey platform extending from the terrace in the corner. Run ahead on said terrace, entering Secret #8. Go pick up the revolver ammo in the center then return to the platform extending from the edge, facing S.

Look up at the higher terrace right above the middle one. There's a jump-switch up there. Take good note of its location then return to the middle terrace via the three platforms (including the invisible one). We're now going back down.

The Bouncing Challenge

Pull up in the passage to your L (W) through the newly opened door then turn around, hop back and drop down into the hole, grabbing the edge. Climb down the ladder to eventually let go on the floor, before a door that opens as you do so. Pass the doorway: you're back on the second floor of the Western Building.

Look R (S). There's another open door over there. Go run through it and cross the long grey bridge beyond to enter a short passage giving onto a hole and a ladder. Said ladder being topped by a closed trapdoor, turn around, drop down into the hole holding Action to grab its edge and climb down the other ladder there to eventually land in the room below.

I'll be honest: you're now in for another chained timed-sequence, but, unlike the previous one, this one will be in three distinct parts (meaning you can pull yourself together between each part). Run to the far L corner of the room (SE) to find the 1st timed-switch and save. Let's go!

The key for this one is keeping a smooth R curved path. Flip the switch, roll then sprint with a R curve toward the newly raised block in the opposite corner. Release sprint when you approach it, keeping the curve, then SJ on it (R curved). Run with a R curve and do a straight RJ on the platform (don't grab). Continue running diagonally R into the fenced alcove (mind the spikes beyond the platform). Save (see screenshot).

See that slope against the wall on your L? That's your next goal.

Flip the switch, turn 45° R, hop back and do a RJ to the slope ahead. Slide a bit then hit jump to back-flip and land on another slope (see screenshot). Jump again with a L mid-air curve then hit Action at the last moment to grab the edge of the long slope. Shimmy L a bit, pull up, back-flip on a fourth slope and jump with a L mid-air curve to reach the long (timed) beige platform (see screenshot). Immediately roll, run and jump from the very edge to the slope in the corner with a slight L mid-air curve if needed to land sliding forward. Jump and grab the ladder ahead (see screenshot).

The next sequence isn't timed, which doesn't mean it will be any easier. Climb the ladder and pull up on the slope at the top. Back-flip on a high slope behind then immediately jump (don't slide) hitting Action to grab the edge of the slope ahead (see screenshot – notice the closed trapdoor above you). Shimmy R as far as you can, pull up, slide and jump to the next slope with a hard R mid-air curve (see screenshot). Slide again, jump with a hard R mid-air curve and hit Action at the very last moment to grab the (very thin) start of the crack (see screenshot). Shimmy R along the crack until you can pull up in a high alcove with a switch in front of you. Save.

You really really need to be quick here, because this one's quite tight. Flip the switch, hop back (see screenshot for position) and immediately back-flip with a roll in mid-air to land on the top of a high slope (see screenshot). Slide a bit, jump on the next slope then immediately jump again to the one below the open trapdoor in the ceiling. Jump again hitting Action to grab the edge of the hole (see screenshot). Quickly pull up in the room above and run forward before the trapdoor makes you fall back into the lower room when closing. Congrats! You've made it through the challenge!

Now pick up your hard earned prize: the 3rd Cog on the pedestal in the center of the room, getting a camera shot of a door opening at the top of a ramp somewhere and opening a trapdoor on the floor by a ladder ahead (N).

Said ladder being the one you saw when you first entered the bouncing room, go grab it, climb down then let go when you're just above the opening to immediately hit Action again. Climb, pull up and cross the long grey bridge back into the Western Building.

Once there, go to the ladder leading down to the first floor, climb down then cross the bridge to your R (E) to return into the Central Pyramid.

-- The Movable Block Ordeal --

Objective: Place the movable block in the Central Pyramid on the Tinnos Tile where it belongs to collect the fourth Cog.

Preparations

First go L as you enter the room: there's a switch there. Flip it down to raise a block near the ladder in the far R corner (SE – you'll see why a bit later). Now time to use that Golden Key you found a while ago.

Cross the room to the far R corner (SE – notice the Tinnos Tile on your way between two columns) and put the key in the Golden Keyhole there. As a result, a block lowers in the ladders on the SE Balcony above. Go there via the lowest ladder then climb the western one to pull up into the new opening.

That block ahead of you is indeed a movable one, and your current mission consists in placing it on the Tinnos Tile in the room below. Needless to say, that will require a series of tasks and explorations. Since the movable block won't budge at the moment, forget about it for now and turn around.

Look ahead and to your L (NE): there's a crack running along the wall which you have to reach now. Turn slightly L to face it, hop back then do a RJ with a slight R mid-air curve and hit Action at the last moment to grab it. Shimmy L until you can pull up.

Ignore the ladder to your L, it's quite inaccessible at the moment, and run through the opening ahead (E) to reach a balcony outside. The looooong ladder and the balconies running along the outer wall of the Huge Pool Room are inaccessible as well and will remain so for a long time, so forget about them.

To you R is another balcony beyond a lowered platform. Inaccessible indeed so go L (N) along the balcony and around the corner to the other end. You'll see a jump-switch there. Do a RJ+G to flip it and land on the northern bridge, losing a very tiny bit of health in the process. This has raised a platform near the formerly inaccessible ladder in the Central Pyramid, on the L of the E entrance, as well as a block under the opening in the ladders on the SE Balcony.

Return into the Central Pyramid and climb the lower ladder in the SE corner to get back on the SE Balcony. Climb the ladders on their R part and to the top then shimmy L above the opening and let go on the raised block. Turn around and do a RJ+G to the crack in the eastern wall.

This time, shimmy all the way to the L and around the corner to let go on the platform. Save here, there's a short bouncing challenge ahead and given the spikes on the floor, missing can prove quite deadly.

Bouncing Some More and a Timed-Sequence

Climb the ladder to the top but don't pull up yet. Shimmy L first as far as you can, pull up, slide a bit and jump with a hard L mid-air curve to the next slope. Slide a bit again and jump to the slope ahead. Slide and grab the edge (see screenshot).

Shimmy R as far as you can, pull up and back-flip on the previous slope. Slide a bit and jump with a R mid-air curve over the next slope and aiming directly at the opening. Hit Action at the last moment to grab the edge and pull up. That wasn't that hard, was it?

There's a closed door on your L, a switch to your R and a lowered platform ahead on the W wall of the balcony, all being parts of an upcoming timed-sequence.

It comes in two flavors: the hard one, which must be done in one go and is necessary if you want to get the next secret, and the easier one which can be done in two parts. If you feel like playing tough and want that secret no matter what, follow the "Rushing the Hard Way" section below. If not, skip it and go directly to the "Rushing The (not that) Easy Way" section, after the second green line.

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* Rushing the Hard Way

Flip the switch and watch the fly-by that shows you the path to follow. Once it's over, immediately turn L and run to the edge of the passage with a L diagonal. Do a RJ with a slight L mid-air curve then hit Action at the last moment to grab the edge. Quickly pull up and run with a L curve. Jump to the edge of the second passage and pull up.

Sprint through the passage with a L diagonal then release sprint when approaching the edge and try to align Lara with said edge (i.e. facing the exact S as much as possible). Take off at the last moment to jump on the slope ahead, keeping Forward pressed to land a bit farther. Jump with a (very) hard R mid-air curve on the second platform then SJ+G to pull up into the third passage ahead.

Note: the switch will only act on the platforms once. If you miss the timed-run and don't want to do it all over again (or from your last savegame), you'll have to proceed the "easy" way and will miss the upcoming secret.

Run over the currently lowering block then through the other open door to your L to enter Secret #9 and pick up the large medipack before running down into the new hole. You can now resume this walkthrough at the "Placing the Block Where It Belongs" section below.

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* Rushing the (not that) Easy Way

Flip the switch (which is necessary to open the door at the end of the sequence) and run ahead to the edge of the passage. Drop down from it on a slightly raised part of the floor in the balcony: you'll hear the nearby door opening. Pull up back into the passage and run through the open door (R). The tile you're on is a Tinnos Tile and is indeed the starting point for the first part of the timed-sequence.

As you walk on the tile, the platform rises over the nearby balcony. Position Lara on the edge of the tile and turned diagonally R facing the edge of the passage and the platform. Save. Run into the passage to the edge and do a RJ with a L mid-air curve toward the platform. Hit Action at the last moment to grab the edge, pull up and quickly run with a L curve to jump to the second passage. Hit Action to grab the edge and pull up.

You're now in the second passage, with another closed door to your R, a slope beyond the other edge and a lowered platform. You first need to raise this one so run to the edge and drop down on the lower balcony. Run toward the lowered platform: you'll hear the nearby door in the second passage opening as you approach the platform. Return to the second passage by standing below the edge on the slightly raised floor and pulling up. Now go pass the newly opened door and stand on the Tinnos Tile there. Save.

Run into the passage, staying on the L and jump from the edge to the slope ahead. Immediately jump with a hard R mid-air curve to the timed platform then SJ+G to the open doorway ahead. Pull up into the third passage.

The door to your L is now closed and will (alas!) remain so, cutting off the way to the third secret of the level.

Placing the Block Where It Belongs

First things first, push the movable block once to open another door on your L then once again to place it on the raised block under the opening in the ladders on the SE Balcony.

Now go push the skeleton lever beyond the newly opened door to lower said block: the movable one is now on the SE Balcony. That's a nice progress.

Run to the opening giving onto the SE Balcony, turn around and drop down from the edge, grabbing it. In order to avoid being stuck by the movable block below, shimmy R on the ladders until you've cleared it then climb down (or let go) to the balcony.

The block needs to go further down. Turn around (E) and run to the end of the balcony, near the breach in the fence, to flip down the switch there, raising a block in the hole at the lower ladder. Move the block on it then go flip the switch back up to lower the block. Safely drop down to floor level through the breach in the fence.

If you've already flipped the switch near the far R corner (NW) of the room (R of the W entrance, on the E wall), a block should be raised on the R of the ladder ledge. If not, do so now and return to the movable block. Move the block on said raised block then return to the NW switch to flip it up again and lower the block. You're almost done.

Return to the movable block and place it where it belongs: the Tinnos Tile that's between the two last columns on the R (when facing the W entrance). That's it, you've done it! Now let's see what it has accomplished.

Go to the SW corner of the room (i.e. the L one when facing the W entrance): a block has lowered there in the floor. Run into the hole and pick up the 4th Cog.

-- High and Low --

Objective: Collect the two remaining Holy Gems and the two remaining Cogs.

To the Top of the Pyramid and Some Teleportation

When you picked up that last cog, the trapdoor near the outside balcony rose, granting access to the other part of said balcony. Return to it by climbing up to the SE Balcony again, then jumping to the crack from the opening in the ladders, shimmying L and pulling up at the middle.

Once you're on the balcony outside, go R (S) to the edge, hop back and do a RJ+G to the now raised platform. Pull up and run ahead along that part of the balcony and around the corner until you find a ladder at the other end to your R. Climb and pull up: the first step of the Pyramid is right in front of you. We're going up.

Pull up on the first three steps then SJ on the last two to reach the top of the Pyramid. Turn around (S), hop back while holding Action to grab the edge and shimmy L if needed to reach a ladder going down into a lower room. Climb down and let go on the floor.

If you turn L toward the far corner (NE), you'll see a golden keyhole there. But you don't have a Golden Key anymore and there's no way out of the room... don't panic. Turn around toward the SW corner: there's a movable block there hidden in the dark. Go to it and pull it aside to reveal the Golden Key.

Pick it up, go use it on the Golden Keyhole and turn around to face the center of the room. See that spinning shiny spiral? That's a teleporter alright. So run to it to be transported in another part of the Tinnos Temple.

You're now on the Upper SW Terrace. On your L is a closed trapdoor in the floor and on your R the 5th Cog on a pedestal. Go pick up the latter, which opens the former.

Visiting Terraces

Let's go down now. Go to the newly open hole. You can see a breach in the fence on your R, but it's for much later so ignore it and do a SJ+G to the ladder (the wall above it is climbable as well). Climb down to the lower terrace below.

Turn L (S). Ahead of you is a jump-switch, rather well hidden in the shadow. Go flip it down and look at the center of the terrace: the 3rd Holy Gem has just magically appeared. Go pick it up. A block lowers in the entrance of another terrace. That's where you're going right now.

Run to ledge running along the W wall (ahead and to your R) then ahead until you're back on the Middle Terrace (the one with the skeleton lever). Pull up in the opening in the far L corner but this time don't go down back into the Western Building but jump over the hole instead.

Continue up the corridor to the top and enter the next terrace.

It is indeed the highest one in the Temple, stretching along the W wall from N to S. If you turn around and look L, you'll see a Cog Mechanism (so that's where all those cogs go...), and a raised block near the opening you just came from. The Mechanism needs three cogs to function and there's a similar one on the other side of the Terrace which also needs three cogs... meaning you're lacking one. So no need to use them yet.

Go R (N) and run past the big column. There's another opening there to your L (and another raised block. The second Mechanism is just after). Run into it (the opening, not the block) to find yourself at the edge of a hole. Turn around and drop down from the edge, hitting Action to grab the ladder there. Climb down to the floor.

A door will open in front of you as you land on the floor but don't pass through it yet. Go L (N) instead and run down the passage to the end, eventually entering another terrace (here was the block you lowered when picking up the 3rd Gem).

Pick up the 4th Holy Gem on the pedestal there and return at the top of the passage.

A Little Detour Via The Pool

Go through the opened door this time (to your L) and run off the edge of the doorway to the terrace below (it's the Upper Middle Terrace, by the way). There's a breach in the fence on your L (N). Go there.

You could do a RJ to the terrace ahead, but you won't. You'd only find empty Star Receptacles for Stars you don't possess yet (and which you won't possess before a good while). Turn around and drop down from the edge, grabbing it.

The jump-switch you now see just below your hands is the one mentioned on your way back from the second secret (see above). Release Action then immediately hit it again to grab the switch and flip it down. You'll then experience a long fall to the Huge Pool below.

Swim ahead and to the R (W) to find a hole giving onto the bottom of the Western Building. Turn around (E), exit the water then run ahead and R (SE).

There are two pedestals here. One supporting some flares and another the coveted 6th Cog. Pick them up both (you'll hear a trapdoor opening nearby when getting the cog).

Go R (S) then R (W) again and around the pillar to find the climbable side of a ladder there. Climb and pull up through the newly opened trapdoor, finding yourself back in the Western Building first floor.

-- Leaving the Temple (For Now) --

Objective: Use the Cogs and the Gems then enter the next level.

Now you have all you need to proceed to the next level. Let's return to the Mechanisms Terrace...

Climb the ladder to the second floor then go L (W) through the door. Turn around at the hole above, jump up and grab the ladder. Climb up to the top but don't pull up. Back-flip instead to land in the passage leading from the Middle Terrace to the Mechanisms Terrace on the good side of the hole. Turn around and run up the passage to the top.

OK. Time to see the results of all your efforts.

Go R (S) then turn R again (W) to face the L Cog Mechanism and put three Cogs on it (look for empty sticks extending from the wall). As you put on the third one the nearby block lowers, revealing a switch. Flip down the latter and watch the fly-by showing the opening of two of the four doors in the Western Building first floor.

Now go R (N) and run past the big column, the opening and the raised block to find the R Cog Mechanism there. Use your three remaining cogs on it, obtaining the same result. Flip that second switch to get rid of the two remaining doors.

There are several ways to get back to the first floor, the quickest one being to turn around after having flipped the second switch, run ahead to the edge of the terrace and jump over the low chain to dive in the Huge Pool. Turn around and locate the hole giving onto the Western Building bottom (where you found the 6th cog). Exit the water from there then go climb the ladder after the pedestals to find yourself back on the first floor.

Go pass each newly opened door to put your Holy Gems in their Holy Gem Receptacles. When you place the fourth one, you'll see a Teleporter appearing in one of the two side rooms by the Central Pyramid  (It's the S one, actually).

So return into the Central Pyramid and go R (S) after the entrance to cross the southern bridge and enter the Southern Room. Once there – and without the slightest hesitation – SJ into the spiral to leave the Temple and reach the next level.

Note: You obviously left unfinished business in the Tinnos Temple. Don't worry. You'll be back.

==== In this level, you should have found...
Enemies: Mutants
Items of note: Torch, 1st Holy Gem, 1st Cog, 2nd Holy Gem, 2nd Cog, 1st Golden Key, 3rd Cog, 4th Cog, 2nd Golden Key, 5th Cog, 3rd Holy Gem, 4th Holy Gem, 6th Cog
3 Secrets
a few Traps - 5 Timed-Sequences
XHC stats: kills 7 – pick-ups 9

== Chapter 3: Ye Obelisk Sequence ==

Level Objectives: Find five Golden Stars and bring four of them back to the Tinnos Temple, along with the Sun Disk and a lit torch.

The room you're standing in is very similar to the one you just left with some noticeable differences, though.

There are three closed doors. You can see a large medipack through the one on your L (N), some torches through the one on your R (S) and if you run ahead to the third one and look through it, a lit campfire. All these doors will only open once you are about to return to the Temple so ignore them for now and keep running down the passage.

Jump in the water hole at the end, swim down then L at the corner and continue along the tunnel until you can swim up and surface. Exit the water and run through the next passage to the end (we'll call this one the "Entrance Passage" for future reference). Turn around (E) and look up: there's a ladder here.

Jump up, climb four times (Lara's hands must be below the frieze on the wall) and back-flip (you'll only find a closed door at the top of the ladder). Turn around (W). Serious business starts here and now.

-- First Steps --

Objective: Explore a bit then reach the Hieroglyph Buttons Room

Introducing the Obelisks

You're now standing in an opening overlooking a high-ceilinged room with a closed blue pyramidal case on top of a pillar in the center (the "Blue Case Room"). You can see three other high openings on each wall (S, W and E). There are also two platforms, the second one supporting a skeleton lever: that's where you going now.

Standing on the edge and against the L wall, turn 45° L (SW) to face the first platform and do a RJ to it, with a L mid-air curve. Turn around (NNW) to face the lever platform and do a RJ to it with a slight R curve, hitting Action at the last moment to grab the edge. Shimmy L as far as you can then pull up.

Before pushing the lever, look up and R through the grate in the ceiling. You can see three Hieroglyph Buttons in the room above as well as a closed golden door. Push the lever to open this very door. Time to go down now.

Turn around (SW) and do a SJ with a R mid-air curve to safely land on the pillar before the W opening. Now and first turn around again and have a look at the eastern side of the room. You can see two closed doors on each side, a pulley before the R one (NE) and a low opening in the middle. Take good note of the latter's location.

Turn to face the room and look into it: that square thing just before your eyes is the bottom of an obelisk needle. There are two others in the remaining side rooms (N and S) all being part of an Obelisk Puzzle you'll have to solve later. Run off into the room.

Go diagonally L (SW) into the recess in the middle of the S wall and turn L (E). In front of you is an UW lever meaning you'll have to flood the place later. For now pull up on the high ledge and go pick up the small medipack at the other end.

Run off back to floor level and run to the opposite recess in the middle of the N wall. Turn R (E) and pull up on the ledge. The switch at the end is as timed as can be so save.

Hurrying Up

Flip the switch then quickly turn R and run over the corner to the next ledge with a slight R curve once there. Stop before the edge then do a SJ with a L mid-air curve to the opening (see screenshot). Run diagonally L then off into the room below. Keep running, passing the central pillar to your R then jump on the ledge before the E opening, taking off from the raised part of the floor (with the orange circle). Now start sprinting along the passage to the end, carefully negotiating the turns at corners. Take a deep breath when you've passed the golden door. Timed-run over.

You're back in the Entrance Passage. Run to the end and turn around to spot the ladder. Jump up, grab it and this time climb all the way up. Don't pull up at the top. Back-flip instead then turn around (W). Run ahead a bit: you've reached the Hieroglyph Buttons Room.

-- As Easy as One Two Three.. --

Objective: Collect five stars and flood the place.

First things first, pick up the shotgun normal ammo on the floor to your R then pause a moment to ascertain the situation.

To your L is a set of three hieroglyph buttons which will be from now numbered 1, 2 and 3 from L to R. Ahead of you (W) is a closed door, giving onto the Stars Room. On your L (N) is another door giving onto the Punishment Room (you'll see the reason of this ominous name in a moment).

The deal is simple: push the buttons in the correct sequence and you'll open a "good" door. Use a wrong sequence, and you'll have to go through the Punishment Room to reset the buttons and be able to continue. For now, there's only one correct sequence: the one to open the W door. And this sequence is... 1-2-3.

Since we all know that accidents happen, let's consider what you'd have to go through would you use a wrong sequence. Note that there's a goodie to collect on your way there, so you may want to do it anyway. Your call.

The Punishment Room

So you've just tried a combination and the Punishment Room door opened. Nothing to do now but to pass it. Proceed. As soon as you pass the door the buttons reset but the door closes behind you. Your goal is now to open it so you can get back to the Hieroglyph Buttons Room.

Climb on the high step ahead. There's a hole beyond, currently closed by a trapdoor. Jump over it to land on the higher step near the grate: the trapdoor opens. Turn around and look down into the hole.

This isn't called the Punishment Room for nothing. What you have here is a succession of fire traps in a lava flooded room, all being as many occasions to be miserably torched to death.

SJ ahead and grab: the wall above the opening is climbable. Climb down a bit then let go and immediately hit Action again to grab the wall above the ladder below. Your ordeal starts now.

Still above the ladder, shimmy R to the wall then wait for the first intermittent fire trap to be off. Climb down then shimmy R to clear the flame before it's on again.

This part of the ladder is safe. Shimmy R to the "seam" separating it from the next trapped one (see screenshot). Again wait for the flame to turn off to shimmy R to the next safe part beyond the trapped one.

The ceiling is higher here and you can't see it but there's a platform behind you. This said, it's currently very much fire-trapped, so don't back-flip. Continue R and deal with the next flame like you did with the previous one to reach the end of the ladder. Back-flip.

Pick up the shotgun normal ammo on the floor (that's a small reward for going through this – this said it might a quite handy reward) then turn around. Obviously you're not done yet.

Don't try to flip the first switch. The flame won't be off long enough and you'll get torched. Approach the first flame as close as you can, side-step R so Lara's shoulder is against the wall, hop back then wait for both flames to be off and do a RJ over them to reach the wall ahead. Turn R to face it (make sure Lara's pretty face against the wall so the flame can't burn you).

Wait for the flame to be completely off then hit Action to flip down the second switch then side-step three times to reach a safe spot between the two flames. Wait for the flames to be off and (quickly) side-jump R before the first one is on again. Turn R (S): you're getting back on the ladder.

Shimmy L and deal with the flame as you did the first time to get to the middle part of the ladder. Back-flip once there to land on the now safe platform behind you. Turn around and flip the switch there. Get back to the ladder and shimmy R (dealing with the flame on your way) then back-flip at the end to return near the switches and the closed door.

As you can see, the first flame is now permanently off. Flip down the first switch to open the nearby door then turn to face it. There's another intermittent flame beyond so wait for both remaining flames to be off to quickly run through the door and take shelter in a corner by the switch.

Wait for the flame to be off and hit Action to flip the switch down then quickly side-step L and turn around. Again wait for the two flames to be off to return to the switches passage and from there SJ+G to the ladder. Time to return to the Hieroglyph Buttons Room.

Shimmy L, dealing with the first two flames then wait for the one at the end to be off before quickly shimmying L a bit then up. Pull up on the step. You're safe now.

The door is still closed but don't panic. Run ahead and it will open as you approach so you may re-enter the Hieroglyph Buttons Room.

Having Fun With Combinatory Analysis

OK. So we were at the point when we were about to open the Stars Rooms Door (W). The correct combination thereof being 1-2-3, go push the buttons in that order from L to R then pass the newly opened door and climb up the high steps until you enter a new room: the Central Room.

There are three closed golden doors here on each other sides of the room (S, W and E), a couple of keyholes to the W and a large button on the W wall decorated with an Eye of Horus. All three of them being for later. For now, pick up the crowbar in the center of the room, which opens the three doors and initiates the next buttons sequences. Return to the Hieroglyph Buttons Room.

We have three buttons, which gives only six possibilities. One of them is already used (1-2-3) to open the Stars Rooms Door. Of the remaining five, four will open doors and give you access to Star-related business and one is "wrong" and will open the Punishment Room.

There is no real specific order to proceed from there, so we'll arbitrarily go through the combinations by ascending order. Here's how it goes:

- 1-2-3 opens the Stars Rooms Door, as we've already seen.
- 1-3-2 opens "The Scalding Water Room" and gives you access to 1 star.
- 2-1-3 is your ticket to the Punishment Room.
- 2-3-1 opens "The Colored Tiles Room" and gives you access to 2 stars.
- 3-1-2 opens "The Mirror Room" and gives you access to 2 stars.
- 3-2-1 opens "The Star Receptacle Room" and should only be used last, once you've got all five stars.

1-3-2: The Scalding Water Room

Push the L button, the R one then the middle one and return to the Central Room. Run into the L passage once there (S) and draw your weapon to fight your first foe of the level: a lizard man. Once he's dead, run to the end of the passage to enter the Southern Room.

The newly opened door is to your R (S). Run through it to another closed door which will open as you approach as the one behind you shuts down. Carefully walk to the edge of the beige floor: the pink platform extending from the entrance is collapsible.

Side-step R then do a RJ to the slope ahead with a slight L mid-air curve so you land sliding backward. Grab the edge and shimmy R as far as possible. Pull up, back-flip, roll in mid-air and hit Left to do a hard mid-air curve and land on the nearby slope. Jump with a R mid-air curve to the next one then immediately jump again to the last one so you hit the very top of it. Immediately jump (don't slide or you'll get torched) then hit Action to grab the edge of the flat pillar. Pull up (see screenshot).

To make sure you do well during the upcoming sequence, turn L (W) then hop back and drop from the ledge, grabbing the edge. Shimmy L to the corner and pull up (you're now perfectly aligned W). Do a RJ to the slope ahead in the corner then keep Jump pressed to bounce to the next one. Jump again with a hard R mid-air curve to hit the very edge of the last slope (which is now safe), jump, roll in mid-air then hit Action to grab the edge of the opening and pull up (see screenshot).

Run into the passage then pick up the shotgun normal ammo on the floor after the corner. Continue to the end and have a look. See that crack in the wall ahead? That's your next goal, but the slopes leading to it being very much fire-trapped for now I strongly advise not going for it immediately.

Turn around and run through the passage again. A block will lower to your R as you pass the middle. Go through that new opening and save at the switch there to your R. You didn't think it would be that easy, did you?

Flip the switch then side-jump R twice to get back to the passage. Run ahead then L at the corner and continue to the edge with a L diagonal. Jump to the first slope (which is safe for now) then immediately jump again with a R mid-air curve to the second one and hit Action to grab its edge. Quickly shimmy R as far as you can, pull up and jump with a R mid-air curve. Hit Action to grab the crack in the wall (see screenshot).

Shimmy L and around the corner and pull up in the alcove at the end of the crack. There's another switch ahead. Save again (guess what...).

Flip the switch, roll to turn around then briefly hit Forward to get close to the edge (i.e. make one single running step). SJ to the long slope with a slight L mid-air curve to make sure you land facing the next one – OR – Flip the switch, hop back then back-flip and roll in mid-air hitting Left as soon as you've switched direction.

Jump to the latter with a L mid-air curve then bounce to the next one with a R mid-air curve (like you did during the first bouncing sequence). Jump to the last one, which is now safe, and slide. Finally jump to the ledge before the timed door and run through it into the alcove before the door closes (see screenshot).

Now go pry off the Golden Star on the wall ahead (the door will reopen). You'll get a camera shot of a closed golden door. This door will only open once you've got all five stars. Now return to the ledge. Time to leave the place.

As you walk on the ledge, the entrance door reopens. Turn L, walk to the middle of the edge then turn L a bit more (NEE) to face the entrance. Hop back and do a RJ with a L mid-air curve (don't hit Action). Run through the passage to the door which will open as you approach and enter the Southern Room. From there, return to the Hieroglyph Buttons Room via the passage to your L and the Central Room.

2-3-1: The Colored Tiles Room

Push the middle button, the R one then the L one and return to the Central Room. This time, run through the R passage (N) and draw your pistols on the way as another lizard man comes to pick up a fight. Don't disappoint him and quickly take him down then enter the room at the end of the passage (The Northern Room).

Pass the open door to your L (N), run to the one at the end which opens as you approach and enter the Colored Tiles Room (the door will shut down behind you).

There are colored tiles here indeed on the transparent floor, but we'll get to them a bit later. For now, notice the closed door up in the L wall (W) and the Star beyond: that's your next goal.

Go climb up in the opening ahead (N). There's a closed trapdoor in the floor and a MS above you. Since what follows is indeed a puzzle, you'll find its solution in the Spoilers Section at the end of this walkthrough. Once the puzzle is solved, the door to the Star will be open and you'll be standing in the alcove beyond.

Pry off the 2nd Golden Star then run off into the room and climb into the alcove in the corner (W) to pick up some shotgun normal ammo there. You can see another Golden Star through the bars, as well as a closed trapdoor. Let's open it.

Return to the MS alcove. The trapdoor there is now open. Run off through it to land into the shallow water below then turn around to enter the room lower floor. That's when the colored tiles above will play their roles. First, light a flare to locate 3 movable blocks hidden in the walls. Another puzzle, the solution of which you'll find in the Spoilers Section at the end of this walkthrough. Once it's solved, a passage will be open in the NW corner and the trapdoor beyond will be open as well.

Run into the NW passage and turn around at the hole in the ceiling. Jump up and grab the ladder there then climb to the top and back-flip into the passage. Turn around and pry off the 3rd Golden Star from the wall.

Return to the room below then to the upper one via the N alcove to your L and the ladder there. Go back to the Northern Room via the passage in the SE corner (the door will open as you approach) and from there to the Hieroglyph Buttons Room.

3-1-2: The Mirror Room and the Dark Corridors

Push the R button, the L one then the middle one and return to the Central Room. This time, the door in the passage ahead (W) is open so run through it (it will close behind you, as will do the next one) and enter the Mirror Room.

There are three Stars here. Two look safe and one is above a fire-trapped floor, on the E wall. To your L is a large mirror covering the S wall. As all mirror rooms go, all is not what it seems here.

First off, the apparently safe Stars aren't safe at all. If you pry one of them off the floor will give way under your feet and you'll be sent to a scorching death on the lava below. The third one is indeed trapped, though. That hot floor isn't an illusion.

Go to the mirror and look closely at the whole room reflection. You'll see a jump-switch on the opposite wall in the far R corner (when looking at the mirror) and three metallic tiles on the floor. Two against the mirror wall (S wall) and one against the R (W) wall, between the Star and the jump-switch. But for now, look very closely at the close R corner: you'll see a low CS there. That's the first secret of the level.

Turn around to face the "real" room then go L to the closest corner (SW) and crouch. Crawl through the wall and enter Secret #10. Go pick up 3 uzi ammos and the Uzi at the end then return to the room.

Walk on both metallic tiles: the jump-switch will now appear on the wall in the real room. Flip it down to turn off the fire under the star on the E wall. Go there and pry off the 4th Golden Star. The floor opens under your feet: you're now in the Dark Corridor.

The whole place is a puzzle indeed. You first have to locate two movable blocks and use them to find the 5th Golden Star and open a way out. You'll find the solution in the Spoilers Section at the end of this walkthrough (said solution will also contain the way to Secret #11). Once the puzzle is solved, you'll be in possession of the 5th Golden Star, will have opened the door near the Golden Star Receptacle and will be standing under a ladder leading back to the Central Room.

Climb the ladder and pull up at the top to be back in the passage leading to the Central Room (the Mirror Room is behind you). Run to the door which will open as you approach, enter the central room and draw your weapon of choice to take down a lizard man attacking from the L passage. Once he's out of the way, return to the Hieroglyph Buttons Room.

3-2-1: The Star Receptacle Room

Push the R button, the middle one then the L one and return to the Central Room. Go through the L passage (S) to reach the Southern Room. The newly opened door is the one to your R (N). Pass through it then the one which opened when you picked up the 5th Star and go put a Star in the Star Receptacle to your L (W – you now have four Stars left, which you'll bring back to the Tinnos Temple).

You hear the sweet watery sound of the lower rooms being flooded. Your current objective is indeed fulfilled.

Leave the little room you're in to go back in the Southern Room but don't return to the Hieroglyph Buttons Room yet. A tiny detour for a secret first.

Turn around and return in the Star Receptacle Room. Look to your R: a large medipack has now appeared there on the floor (you would have seen it from the Hieroglyph Buttons Room). Pick it up to hear the chimes of Secret #12. Return to the Southern Room.

You're now done with the Hieroglyph Buttons, so return to the Hieroglyph Buttons Room.

-- Ye Obelisk Sequence --

Objectives: Solve the Obelisks Puzzle and snatch the Sun Disk

Time for some swimming now.

Cross the Hieroglyph Buttons Room then run into the hole at the end of the E passage, said hole being now filled with water. Turn around, swim down a bit then through the upper opening, finding yourself back in the (now flooded) Blue Case Room. Swim up once there to the ceiling to get some air (turn if Lara can't pierce the surface).

Underwater Levers Business

Your next goal is to find and pull a given number of UW levers in order to open the first Wheel Room. Let's start right away by visiting the Obelisk Rooms.

For clarity purpose, we'll go clockwise, starting with the southern Obelisk Room. Turn S to face it (L with the entrance behind you), swim down under the extended platform then ahead through the opening. Cross the room, pick up the shotgun normal ammo on a pillar to your R then swim L and down between the two pillars and pull the 1st UW lever there on the L wall (W). You'll get a camera shot of the door in the NE corner of the Blue Case Room, but it's still closed. Return to the Blue Case Room and swim up for air.

Now go L to the western Obelisk Room (you've already visited this one). The UW lever is between the two L (S) ledges, on the L (E). Pull it (the door is still closed) then return to the Blue Case Room.

Go L (N) again and swim into the third and last Obelisk Room. First go diagonally L (NW) to pick up some flares on the ledge near the corner then swim back to the entrance. The third UW lever is just under it. The door is now open.

Return to the Blue Case Room, surface for air then swim L (E) and down to the corner. Pass the newly opened door: you'll soon be able to exit the water by pulling up into a dry passage. Follow it to the other end, climb a couple of high steps then go flip the switch on your R (N). The water level in the nearby rooms is now higher.

Return to the Blue Case Room via the now flooded passage and surface for air (I mean it). Turn toward the entrance and swim down to enter the lower middle passage. Swim ahead then L (N) at the junction.

Before going to the very end, swim up into the hole in the ceiling, turn around, pull the UW lever and return into the passage. We'll get the matching Secret later, as the door leading to it is still closed.

Continue N and swim L (W) just before reaching the end of the passage. Swim up (you'll see a ladder there) then pull the UW lever at the top on your R. Swim L and through the door you've just opened. You've made it to the Wheel Rooms.

In Search Of A Little Dryness

Watch the fly-by with attention. It gives you a tour of the Wheel Rooms and – above all – shows you the path you'll have to follow during the upcoming challenge. Swim up for air at the center then turn toward the entrance (E). Locate the UW Lever on its L, swim to it and save. The whole thing is indeed timed.

Pull the lever then turn around and swim diagonally R to the corner. Slip into the (very) narrow tunnel there. Try being as close to the ceiling and horizontal as possible and enter the crack diagonally. Save once you've passed it (if you think your timing is good), the following ones won't be that hard.

Follow the tunnel to enter a passage with a jump-switch ahead. Swim to it then go R into another tunnel. Swim through it to enter the second Wheel Room and go diagonally L to the opposite corner. Slip into the tunnel there near the ceiling, follow it and briefly cross the next passage to enter the last tunnel. Swim L at the corner, a bit ahead then down into the third Wheel Room. Go diagonally L to the middle of the opposite wall and quickly pass the door before it closes.

Continue ahead then swim up at the ladder to surface. Turn L and pull out of the water. Follow the (fortunately) dry passage to the end and flip down the switch there to your L: the rooms are now drained.

Turning the Wheels

Time for some nice working out now. Follow the passage back to the hole you came from and climb down the ladder there to the lower one then run to the end and reach the now dry third Wheel Room.

Now let's see how this wheels work.

What you need to do is have all three obelisk needles pointing toward the Blue Case in the Blue Case Room, meaning their red pointy tip turned to it. You can see how the obelisk you're working on is oriented by closely looking through the floor.

The current one is located in the southern Obelisk Room (meaning you have to turn it North), and is currently pointing E. Go to the wheel, facing N, and hit Action once to turn it 90° L.

You have to reach the second Wheel Room, but the doors to it are as closed as can be. Turn toward the passage you came from and look R (S): there's a metallic tile on the floor near the column in the corner. Look L (N): that dark block is indeed a movable one. Place it on the metallic tile which open the exit door of the room you're in.

This said, the entrance door of the second room is still closed. Stay in the third room, light a flare and go to the corner R of the exit (NW): the broken pillar has a metallic bottom. Place the movable block here to open the other door.

Run though the exit, follow the passage to the other end and enter the second Wheel Room.

You're now above the western Obelisk Room and the obelisk here is pointing West. Since you need to have it pointing East, go to the wheel and hit Action twice to turn it 180°.

Once you're done, go to the corner L of the closed exit door (NW), climb on the block then pull up into the high CS. Crawl through it to the other end, drop into the passage beyond then jump to the jump-switch to your R to open the second Wheel Room exit door (just in case). Now turn around and run to the corner: there's an inaccessible passage in the wall (N). Go stand against it, draw your pistols and shoot the pile of bones there to open the next door.

Go R and enter the room: you're back in the first Wheel Room.

The obelisk here is in the northern Obelisk Room and must be turned South. It's currently pointing E so go to the wheel facing S and hit Action once to turn it 90° R.

Everything is ready now so let's get this thing in motion.

Lara Croft and The Infernal Machine

Go to the E doorway and climb down the ladder to be back in the lower passage. Turn around then return to the Blue Case Room by turning R (S) at the end then R (W) again.

Before doing anything though, a detour for the last secret of the level.

Go R (N) and to the higher orange circled floor near the central pillar and SJ+G from here to the pillar before the northern Obelisk Room opening. Run off into the room then diagonally R (NE) into the recess between the two R ledges. Flip down the switch there: the door behind the pulley in the Blue Case Room is now open. Turn around, pull up on the ledge, run to the end then R on the block in the corner and walk to the edge. Turn slightly L to face the entrance and do a SJ with a L mid-air curve.

Run ahead then drop down into the Blue Case Room. Pull up on the pulley block near the far L corner (SW) and pass the newly opened door to enter Secret #13. Pick up the revolver ammo and the flares. Leave the room.

Now pull the pulley and enjoy the show.

[note: if Lara refuses to pull the pulley it means that one or more obelisks aren't pointing to the right direction. Go to the Obelisk Rooms entrance to check. The red pointy tip should be turned toward the blue case. Return to the Wheel Rooms to remedy the situation then come back here]

Now that the blue case is no more, go pull up on the central pillar and pick up the Sun Disk. A fly-by leads you to the bottom of a stairway located beyond the Southern Star Room which means we now have to get back there.

-- The Torches of Doom --

Objective: Get a torch, light it and bring it back to the Tinnos Temple

Tough Fighting

Still on the central pillar, turn toward the entrance (W), do a RJ+G to the high opening and pull up. SJ+G to the ladder, climb and back-flip at the top. Turn around and run ahead: you're back in the Hieroglyph Buttons Room.

Save before climbing the high steps and entering the Central Room: there's a very nasty surprise there.

As soon as you set foot in the room, you're savagely attacked by an executioner. Those guys are tough indeed and quite deadly. But not invincible.

First dash to the opposite side of the room and pick up the shotgun there, along with 2 shotgun normal ammos. This shotgun is what you need to take down this particular enemy (and stay alive). Draw and approach the executioner (with caution) so he stops casting rays at you. He's invincible when doing so and this rays can set you on a beautiful but yet deadly blue fire. When he starts trying to hit you with his sword, hop back so you're standing roughly two tiles away from him and start shooting while jumping up. Wait a bit after each shot: he will take his time to fall down. If you're lucky enough, you should get rid of him with five cartridges or so (sometimes even less).

He will leave a Golden Key behind him. Go pick it up and use it on the Golden Keyhole in the SW corner.

Aaaaand... draw that shotgun again and start moving: a second executioner is now after you, not in a better mood than his predecessor. Take him down as quickly as you can then go pick up the Silver Key he dropped when dying.

Put the key in the Silver Keyhole in the NW corner to open the southern and the northern doors.

The Mad Bull

Go to the Southern Room then turn around once there to face the entrance and wait. You'll soon hear a stomping in the distance, closing in. You now have a mad bull after you. You'll need it to smash the large Eye of Horus buttons in order to open the way to the torches and the exit.

As soon as it enters the room go around it, avoiding being hit on your way, and hurry to the Central Room and from there to the Northern One. The first Horus Button is on the far L corner. Hurry there then turn around, facing the room with a 45° angle. Hit the "Look" key so you can see the bull and wait for it to charge. As soon as it starts doing so jump ahead to avoid being flattened against the wall. If you're lucky the button should be smashed now. Go to the Central Room.

Run diagonally R to reach the second Horus Button and proceed there like you did for the first (don't forget to save between each button). Hurry to the Southern Room.

The third Horus Button is to your L, L of the Star Receptacle Room entrance. Lure the bull to smash it like you did before. Now things will get a bit more complicated...

Save and hurry through the door that just opened in the opposite wall (SE). Continue along the passage past the stairway to enter a small room with a Horus Button ahead on the wall and a transparent floor. Go to the button facing the entrance, wait for the bull (hit "look") and jump as it starts to charge, hitting Action: the floor breaks so grab the edge of the pit (the bull has fallen on another transparent floor below, but is still very much alive and bumping).

There's a CS below and on the L. Shimmy there, let go then immediately hit Action again to grab the CS. Pull up in it. Crawl to the other end, stand up and flip the jump-switch on the wall ahead (N). This opens the door behind you, allowing you to get back to the corridor, as well as the one giving onto the very Starting Area.

Pull up through the doorway, go R then down the stairs. You'll find 8 torches at the bottom (but only will need one). Leave them alone for now: you're not done yet.

Remember that campfire you saw behind a closed door when arriving in the level? We'll need it now as there are no way to light a torch in the Tinnos Temple or in the following level, where a lit torch will indeed be needed. So it must be lit here and now and yes... you'll need the mad bull one more time.

Cross the starting area (N) and pass through the other opened door. Pick up the large medipack there then continue to the end. Save.

The good news is that the bull can't enter the corridor you're in so you have all the time you need to plan your next move, as long as you stay at least one tile away from the opening. The bad news is that said next move involves having the bull hitting that Horus Button in the far R corner and that the floor will then break, so you'll have to jump/run fast and accurately to avoid being sent to certain death on the lava below.

Admittedly, this isn't easy and you'll need a good dose of luck here. Generally, wait for the bull to be in the far L corner, run to the button, turn around then immediately run to the middle tile against the wall, facing the opening. Don't wait to see whether the bull charges and run/jump back into the corridor. If you're lucky the button will be smashed and the bull sent into the lava where it will merrily go on bumping the walls. If not either reload and/or try again.

And alternate way:

Once the bull is in the L side of the room, go position Lara to the R of the button, facing it then roll to face the crazed beast and hop back. If you're quick enough, you'll have plenty of time before it charges. Listen to catch the moment when it charges and SJ with a L diagonal to the door as the bull smashes the button.

Once the button is smashed, return to the starting area and go pick up a Torch. Run into the R passage (E), pass the open door on your R and light your torch on the lit campfire (careful not to get too close and be yourself lit).

All you have to do now is return to the Starting Area and jump in the teleporter to be back in the Tinnos Temple.

-- Interlude: The Tinnos Temple --

Objective: Use the Stars to reach the next level (don't forget your torch)

Run ahead to leave the Southern Building and enter the Central Pyramid. Go L to the Western Entrance and drop the torch here. We're now going to use all those Stars we collected.

Cross the bridge, enter the Western Building and climb the ladder to get to the second floor. Pass the doorway to your L (W), turn around and climb the ladder to reach the passage giving onto the Middle Terrace. Go R (S) once there and run along the balcony to the SW Terrace. Climb the ladder to your R (W) and back-flip at the top: you're back on the Upper SW Terrace.

Run diagonally L to the breach in the fence, turn R and do a RJ+G. Pull up and go R. There are two Star Receptacles ahead: put two of your Stars in them. Run L (N) and climb on the base of one of the three columns. Do a RJ to land on the Upper Middle Terrace.

Go L to the breach in the fence on the other side of the terrace and do a RJ+G to pull up on the Upper NW Terrace. Two more Star Receptacles here, so put your two remaining Stars where they belong. As you insert the fourth one, a camera shot shows you a new teleporter activated in one of the side building (the Northern One).

The quickest way to get there is to dive in the Huge Pool and swim diagonally R (SE) then around the base of the Central Pyramid to exit the water at the Eastern Entrance. Cross the room to get your torch back (you left it before the Western Entrance) then run through the R (N) doorway.

Cross the bridge, enter the Northern Building and run to the teleporter to boldly jump where no man has jumped before: The Torch Challenge! (told ya you'd need that torch).

==== In this level, you should have found...
Enemies: Lizard Men, Executioners, Mad Bull (can't be killed)
Items of note: Crowbar, 1st Golden Star, 2nd & 3rd Golden Stars, 4th & 5th Golden Stars, Sun Disk, Shotgun, Golden Key, Silver Key, Torch
4 Secrets
some Traps - 4 Timed-Sequences
XHC stats: kills 5 – pick-ups 22

== Chapter 4: The Torch Challenge ==

Level Objectives: Find the Kingdom Key and bring it in the Tinnos Temple

First thing to do here: drop your torch and pick up the Scroll on the floor. Examine it in your inventory to read:

The wise traveler throws his light to the right,
fail and the exit will never be in sight.

Keep your torch at any cost
or your soul will be forever lost.

What this means is that you first have to drop your torch then find a way to bring it where you'll have to use it and keep it at all costs until you don't need it anymore. So let's make the first step right now.

Pick up the torch back, run ahead a bit in the passage then go R (E). There's a hole there with a ladder. Stand at the very edge and drop the torch in the hole (hit a weapon shortcut such as "1"). Your upcoming tasks will now all have a single purpose: bringing the torch where you can use it.

-- To Bring The Light Where It Belongs --

Objective: Bring the torch in the Main Room

Return to the short passage and go R (N). There's another hole there overlooking a flooded passage. Jump into it to safely land in the water then turn around (S) and pick up the revolver ammo before a closed door. Turn around again and swim to the other end of the tunnel. Exit the water by pulling up into a dry short passage. Climb up the ladder at the end on your R all the way to the top (you'll pass by a couple of closed doors on your way) and pull up.

Observation

You're now on the top of a tall structure proudly standing in the center of a large room currently bathed in lava. Most of the business will take place here, which is why it will be called "The Main Room" from now on. And yes, it's here that you must bring the torch.

We'll take a better look later though. You're under attack. Draw your weapon (preferably the revolver) and take down the Tinnos wasp that's now buzzing at you. You don't have much room to fight here and it will tend to try and push you off, so kill it quickly.

Now you can take a good look around. There's a bridge on both sides of the room (E and W), currently rolled. You can also spot a pointy stone in the middle of the western edge of the Central Structure: it's the receptacle for a Sun Talisman which you only partly have. To the N is an unlit lamp on a ladder topped by a closed door. If you look down into the room, you'll see various things of interest including openings in the walls, collapsible tiles and some nasty intermittent flames. Finally, to the S and beyond the obelisk, a switch on a ladder topped by a closed door too. That's where you're going now.

Turn S and locate the breach in the fence on the R of the obelisk. Go there, walk to the edge, turn slightly L to face another breach, hop back and do a RJ to land on the ledge beyond the obelisk. Run to the switch and flip it down to open one of the two doors in the shaft in the Central Structure.

Return there and climb down the ladder until Lara's legs hang in front of the newly opened door. Let go then quickly hit Action again to grab the lower part of the ladder. Climb and pull up into the opening.

A Bouncing Sequence

Do a RJ+G to the high pillar ahead and pull up. Turn R (S) and take a look. Your current destination is the ladder in the far R corner (SW) which you'll reach by bouncing on slopes and grabbing ladders while avoiding to be torched by the intermittent flames on your way. Not an easy task so let's get to it.

Turn S, step back to the edge behind you and side-step R to the corner. Wait for the flame before the next slope to start lowering and do a RJ+G. Quickly pull up before the flame rises again, slide a bit then jump to the slope against the wall, with a R mid-air curve. Slide again and jump with a R mid-air curve hitting Action at the last moment to grab the ladder (see screenshot).

Climb up but don't pull up: there's another intermittent flame ahead. Shimmy R, not getting too close to the flame on your R, wait for the flame ahead to lower then pull up and immediately jump with a hard R mid-air curve. Slide backward on the next slope and grab the edge. Shimmy R as far as you can, pull up, back-flip to hit the previous slope then jump with a hard R mid-air curve to land on a flat block (see screenshot).

Turn R and look up: there's a jump-switch here on the wall. Jump up to flip it and open the first of four doors currently preventing you from getting your torch in as well as extinguishing one of two flames near the ladder in the corner.

The next part is a bit tricky. Turn 135° L and walk to the edge and the L corner to position Lara as in this screenshot. Hop back, wait for the next flame to start to lower and do a straight RJ to the top of the long slope. Immediately jump with a hard R mid-air curve to land on the next one. Slide backward and grab the edge (see screenshot).

Shimmy R, pull up and back-flip with a roll in mid-air to revert direction and land sliding backward on the long slope. Grab the edge, pull up, back-flip, slide a little bit and jump with a hard R mid-air curve to grab the ladder which faces the one in the corner.

Climb up or down if needed so Lara's hand are on the rung that's aligned with the top of the nearby slope (see screenshot). Back-flip, roll in mid-air and hit Action to grab the ladder in the corner. Climb up until Lara's hands are one tile away from the top, back-flip, roll in mid-air to land on a collapsible tile. Quickly grab the ladder ahead.

Climb up but do not pull up at the top: there are spikes waiting for you there. Back-flip instead to land on a flat platform at the top of the previous ladder. Turn around (S) and look up. Another jump-switch up there waiting to be flipped so proceed to open the second door to the Torch. Turn around.

The spikes at the top of the other ladder are now deactivated so do a SJ to it and pick up the uzi ammo there. Turn around and drop from the pillar to grab a third ladder. Climb down until Lara's feet are on the rung that's aligned with the top of the nearby slope, back-flip, roll in mid-air and hit Action to grab the edge of the next slope.

What you need now is jump into the opening to your L. Admittedly this isn't easy and might require some trials so save. The easier way to do it is to first shimmy L so Lara's shoulder is against the wall then pull up and jump to the next slope with a slight R mid-air curve so you grab the edge a bit further R (see screenshot). Pull up, back-flip to the first slope, slide as long as you can then jump with a hard L mid-air curve into the opening.

Arac Attack

You're now in the Dark Passage that surrounds the Main Room. There's a closed door to your L giving onto a skeleton lever. You can see a stargate beyond and another closed door. Since all this is for now inaccessible, go R (N) and run down the passage.

Draw your revolver as you approach the next corner: a giant venomous spider will literally jump at your throat from there. Quickly shoot it down before it bites and poisons you.

When it's out of the way, resume running down the passage to reach an opening giving onto the Main Room. Time for some more bouncing.

Walk to the edge, side-step L to stand one step away from the L wall and turn slightly L (SSE) to face the next slope, aiming at the middle of it (see screenshot). Do a straight RJ to the slope then immediately jump to the next one with a hard R mid-air curve. Hit Action at the last moment to grab the edge. Shimmy to the L, wait for the flame ahead to start lowering, pull up and immediately jump to the next slope (see screenshot).

Slide a bit then jump with a L mid-air curve to reach the slope before the opening. Slide a little bit again and jump into the opening.

Draw your revolver and cautiously run ahead toward the flares on the floor. A giant venomous spider will drop from the ceiling in the dark alcove. Quickly shoot it down before it bites you then go pick up those flares. Turn around (S) and look up (possibly lighting a flare) to locate a jump-switch. Jump up, grab it and flip it, opening the third of the four torch doors along with another one located a bit further in the passage.

Return to said passage and pick up the small medipack on your R near the grate. Resume down the passage and around the corner (the door you've just opened was there). You can now see a stargate ahead. To pass this one safely, walk to it and stop ½ tile away. Turn 90°, wait for the blades to be fully open then side-jump through. You should do it without a scratch.

Continue down the passage and around the corner until you find a second stargate. Deal with it then resume running down the passage. Pass a closed door on your L at the corner, deal with a third stargate then go pick up the large medipack near the grate on your R before pushing the skeleton lever.

It opens three doors: one on the N side of the Central Structure, one in the middle of the E part of the Dark Passage and the one you've just passed by in the previous corner, revealing a skeleton lever.

Deal with the stargate again to reach said corner (S) and push the lever to open the fourth and last door to the torch. Now draw your revolver and hop back from the lever alcove: a giant venomous spider will jump on you from the ceiling, shoot it down (mind the nearby stargate).

Now return to the eastern part of the passage, dealing with the two remaining stargates. The newly opened door is on your L, just after the second stargate. Go to it and walk to the edge.

The Sun Goddess and Bringing In the Torch

What you need now is reach the open door in the Central Structure which involves a couple of bounces. Side-step R so Lara's shoulder is against the wall, turn slightly R to aim at the next slope and hop back. Wait for the flame to start lowering then do a RJ+G to the edge of the slope and quickly pull up before the flame is back.

Jump to the next slope with a slight L mid-air curve and grab the edge. Shimmy R to the end of the edge then L twice so you're in the middle of it. Wait for the flame to lower, pull up and immediately jump with a hard L mid-air curve into the opening.

Pick up the Sun Goddess there on the floor. A fly-by shows you the pointy stone on the top of the Central Structure, which is a clear hint that you now have to go back up there.

Walk to the edge ahead (S), side-step R to the corner then turn L to face the ladder and do a SJ+G to it. Climb up to the top, pull up and turn around (W). Go to the Sun Talisman Receptacle, combine the Sun Disk with the Sun Goddess and put the Sun Talisman where it belongs.

As it flies up, the door on the switch ladder to the S opens. Go there, climb the ladder and pull up. Turn around (N) to face the room and draw your weapon of choice to take down the Tinnos wasp that's flying at you.

Turn around again and run to the other end of the passage to pick up a small medipack there. Return to the middle of the passage: there's a floor trapdoor there. Go stand on the side that's closer to the opening and hit Action to open it. Safely drop into the hole to be back in the passage near the Starting Area.

Go to the hole at the end of the R (E) passage where you dropped the torch at the start of the level. Climb down the ladder and pick up the torch: you're now bound to it for a good while.

-- The Torch Challenge --

Objective: Unwind the high bridges and get the Golden Key.

Run into the passage to reach an opening overlooking the Main Room (that's where the four doors were). Your now have to light a series of braziers located in small rooms on 3 sides of the Main Room (E, W and S), as well as a couple of lamps.

To the Eastern Brazier Room and the First Lamp

The first room is the one beyond the opening in the E wall, i.e. to your R. There's a small balcony there with a breached fence and a couple of collapsible tiles in between.

Walk to the edge, side-step R to the wall then turn slightly R (NNE) to face the first collapsible tile. Do a RJ to it then another to the second one and a last one to reach the balcony (this one was easy). Enter the room to your R and light the brazier there (careful not to get too close to it, lest you get torched as well). Return to the balcony.

Your next goal is the unlit lamp that you can see ahead (W) on the N wall of the Central Structure. Turn R (N) and walk to the edge at the breach. Turn slightly L to aim at the slope against the wall, hop back and do a RJ to it. Slide a little bit then jump with a L mid-air curve to the next slope. Slide again then jump to the collapsible tile ahead, possibly landing on the middle of it (so you might have to do a L mid-air curve here as well and correct your angle R at the last moment). Immediately side-jump L to the next collapsible tile then side-jump L again to reach the safe flat block (see screenshot).

Light the unlit lamp to your L then drop your torch (hit a weapon shortcut such as "1"). Turn L (E), drop down from the edge and grab the jump-switch there to open the Western Brazier Room door. Climb back up on the lamp block, get your torch back, turn around and walk to the edge.

To the Western Brazier Room

Side-step R to the corner, turn slightly R (NWW) hop back and do a RJ to the slope ahead. Slide then jump with a L mid-air curve to the second slope. Slide and jump to the first collapsible tile with a R mid-air turn. Quickly turn L toward the next collapsible tile, SJ on it then immediately do a RJ to go over the fence on land on the balcony.

Enter the room to your R, light the brazier and return to the balcony.

To the Southern Brazier Room

Walk to the edge, side-step R to the fence then L once. Turn 45° R (SE) to aim at the L of the long slope. Hop back, do a RJ then immediately jump again with a hard L mid-air curve to land on the nearby balcony (see screenshot). Position Lara in the corner of the fence, run with a L curve and jump with a L mid-air curve to land on the next balcony (see screenshot).

Turn R (S). You now need to reach the opening in the wall and doing so will be a bit tricky because a SJ would be too short to reach the slope and a RJ too long. So you have to find a way to shorten this RJ a bit.

Hop back so the wall is against your back then side-step L to the corner. Turn slightly R to face the slope then do a RJ with a hard R mid-air curve so the jump is shorter and you land as R as possible on the slope. Immediately jump with another R mid-air curve into the opening (see screenshot).

Run down the passage and enter the room. First drop your torch for a moment and go flip the switch on the opposite wall to turn off the flame at the second collapsible tile extending from the Central Structure.

Get your torch back, light the brazier then return to the opening at the end of the passage.

To the Northern Lamp

Side-step L at the edge and turn L to aim at the long slope. Do a RJ to it, back-flip on the next one, slide a bit and jump with a hard L mid-air curve to get back on the balcony (see screenshot). Return to the other balcony like you did the first time.

The continuous flame over the first collapsible tile is still on and you'll have to show some faith here. Turn toward the tile standing at the edge of the balcony and SJ on it with a L mid-air curve so you face the next one when landing. Wait a tiny second on the edge: the flame will extinguish. As soon as it does so, do a RJ to the second collapsible tile then another one with a L mid-air curve to the tile extending from the northern ledge (it looks collapsible but isn't). Run to the ledge then R (N) to the unlit lamp, light it and behold the bridge unwinding.

Let's Dance 'till We Burn the Floor!

Don't drop the torch yet: you still need it. Reach the R part of the bridge (W) by first doing a SJ with a L mid-air curve from the breach in the fence R of the obelisk to the Central Structure.

Cross the Western Bridge and enter the room at the end. You see that wooden floor there? Let's burn it! Toss the torch on it (hit Draw, generally Space) and wait a bit until it burns out, opening a hole. By the way, you don't need the torch anymore, which is a good thing considering it has now disappeared.

Don't go into the room below yet. Run L (S) first and go pick up the small medipack near the far L corner (SW). Now go to the hole and run off into the room below.

It's quite dark in there, so first go to the NE corner and pick up some flares. Light one then turn around (S) and look at the recess ahead to spot a decorated tile on the floor. Now go R (W) to the corner then turn L (S). With the lit flare in your hand, the block ahead is darker than the walls, meaning it's a movable one. Pull it once then place it on the decorated tile in the SE corner.

An earthquake will ensue as parts of the room collapse. Don't worry about that yet but go to the recess in the SW corner that was previously blocked by the movable block. Pick up the Golden Key and return into the dark room.

Turn around (N) and locate the raised floor against the wall on the L of the far R recess. Go to it, facing the N wall then hold Action + Forward to grab the edge of the hole above. Pull up, run R (E) and cross the bridge to get back to the Central Structure.

The Torch Challenge is over.

-- Through the Water for The Kingdom Key --

Objectives: Open the Flooded Maze, make your way out of it and find the Kingdom Key

Cross the Eastern Bridge then jump into the opening at the closed door and open it by using the Golden Key into the Golden Keyhole to your R. Run into the passage beyond and push the skeleton lever at the end. You'll hear the characteristic sound of flooding... which is exactly what happened in the Main Room.

Return to the entrance of the passage and look down to the now flooded Main Room toward the far L corner (SW): take good note of the location of the emerged low ledge there: it will be your only way out of the water (and a life saver later on).

Return on the bridge, turn R (N) and dive.

Underwater Explorations

You now have to locate 3 UW levers, the first two ones being in the Main Room and the last in the (now flooded) Dark Passage that surrounds it.

First swim diagonally R to the corner (NE) and turn L (W) once there. Pull the 1st UW lever. You'll get a camera shot of the closed door that's located in the very first UW tunnel you visited when entering the level.

It's still closed so swim diagonally L (SW) toward the Central Structure then L (S) at the corner and turn L again (E). The 2nd UW lever is here in the middle of the W wall of the structure. Pull it. Door still closed.

Time to pay a second visit to the Dark Passage. Swim E around the structure then to the opening in the middle of the E wall. Surface for air first then swim through it. The 3rd UW Lever is near to your L, but first a detour for a secret.

Swim R (S). You now have to deal with the first stargate. To do this when underwater position Lara horizontally so she faces the exact center of the iris, approach it as close as you can and swim through as soon as the blades close for the second time.

Continue through the tunnel and pass the second stargate. Swim ahead to the corner and turn L (S) there. Swim up and pull out of the water into the high opening: you've reached Secret #14. Crawl under the low ceiling and pick up a large medipack and crossbow explosive ammo. Crawl out, turn around but do not jump back into the water yet.

Look who's come to say hello! It's ugly and deadly and only dwells in the water it's a... sea hag! Your best chance here, considering aiming is quite difficult, is to load your crossbow with explosive ammo, make sure it's combined with the laser-sight and aim at the beast. Two shots should get you rid of her.

Once the water is safe, jump into it then swim back to the eastern part of the corridor, dealing with the two stargates on your way. Return to the Main Room, surface for air and swim back into the corridor.

Swim L (N). The 3rd UW lever is there but don't pull it yet and keep swimming: you now have a sea hag on your tail so go ahead without looking back and around the corner until you find the opening to your L, giving onto the Main Room. Swim through it then diagonally R to the far R corner (SW) where you can pull up on a low emerged ledge. Look down in the water to locate the pest and shoot her with your faithful magnums from this safe dry location.

Aaaah... Peace, at last. Dive back in the water and return to the eastern part of the Dark Passage. Once there swim L (N) and finally go pull that UW lever. The door is now open.

The Big Blue

Return to the Main Room then swim to the R of the Central Structure and turn L to go through the opening (this is where you found the Sun Goddess). Swim down once there, ahead (S), down again, ahead then up to surface for air. Save.

What follows isn't a timed-sequence per se but you'll have to hurry if you don't want to drown. And it's quite a maze. So you may call it a timed-maze. Plus, it's trapped. So it's a trapped underwater timed maze. Sort of.

Map of the Maze

What you need to do is first close the trapdoor to avoid being flatten by a falling stone when activating the nearby UW lever. You'll do so by pulling three other UW levers. You'll then have to pull the lever by the trapdoor to open a nearby door up on terra firma, open the trapdoor again and leave the place.

Swim ahead to pass the open door and pick up the small medipack. The door will slam shut behind you, meaning you're trapped here for now (Map).

Swim ahead then L (E) at the junction. Pass two stargates and go L (W), L (S) then L (E) again. Pick up the large medipack then turn around (E) and pick up some flares in the opposite alcove. Swim ahead to the junction then go L (N), R (E) and L (N). Pass a third stargate, swim around the corner then go L (S) at the junction and swim to the end of the tunnel to surface for air (see path).

Turn around (N), swim ahead then L (W) at the junction. Pull the 1st UW lever on your L (S) then go L (E) then R (S) at the junction to reach the air hole and replenish your O². It's a long way ahead (see path).

Turn around (N), swim ahead then R (E) at the junction. Pass the first stargate after the corner then continue ahead (S) at the junction to pass the second stargate. Pass the third stargate after the corner and continue ahead (W) at the junction. Pass a fourth stargate then a fifth one after the corner and turn R (E) at the junction. Turn R (S) then L (E) and surface for air at the hole (see path).

Look up to spot the closed door – the opening of which you're currently working on - but do not pull the nearby UW lever: a large stone would fall on you and flatten you to death. Which is why you need to close that trapdoor first.

Turn around (W) and swim into the opposite alcove to pull the 2nd UW lever on your R (N). Go R (E) then L (N) at the junction then L (W) and R (N). Pass the two next stargates, go around the corner then swim ahead (E) and past the junction to pick up some flares. Turn around (W), go L (S) and pull the 3rd UW lever. You'll get a camera shot of the trapdoor closing above the 4th UW lever. Go surface for air in the nearby air hole (see path).

Swim ahead (N) then L (W) at the junction. Pass the two stargates after the corner then go L (E), R (S) then L (E). Pull the 4th UW lever to open the nearby door (see path).

Turn around (W) and go pull the 2nd UW lever again to reopen the trapdoor. Turn around (E), surface and pull out of the water through the newly opened door (see path). You've made it out the maze!

A Little Fight for the Key

Run to the end of the passage and climb the ladder at the end. Pull up at the top, climb another ladder and pull up again. Jump in the water and let the strong stream carry you to the end of the flooded tunnel. Pull out of the water, run along the passage and draw you weapon of choice when approaching the end: a giant venomous spider is lurking around. Kill it quickly (you have enough room here to do so with the pistols only).

When it's permanently sent to oblivion, go to the passage whence it came and pick up the hard-earned Kingdom Key on a pedestal to your R (N). All you have to do now is bring it to the Tinnos Temple.

-- Interlude: To the Tinnos Temple and Beyond --

Objective: Bring the key to the Tinnos Temple then find your way to the next level.

Leaving the Place

Turn around: a door has just opened, giving back onto the Main Room (that's the one above the lamp ladder on the N wall). Run to it, run off to the ledge and draw your weapon to take down 2 Tinnos wasps, probably alerted by the key disappearance.

Once they're down, return to the top of the Central Structure and from there to the southern ledge. Climb the switch ladder, pull up in the doorway then drop down from the hole at the open floor trapdoor.

Turn around and simply run ahead to jump into the teleporter and be back in the Tinnos Temple.

Beam Me Out, Scotty!

Return into the Central Pyramid and go R (W) once there to cross the western bridge and re-enter the Western Building. The Kingdom Keyhole is the blue one on your R between the open door and the ladder.

Put the Kingdom Key in it to open the nearby golden door. Run through the latter and follow the passage to enter a small room with a teleporter. Jump into it: congratulations, you've reached the next level!

==== In this level, you should have found...
Enemies: Tinnos Wasps, Giant Venomous Spiders, Sea Hags
Items of note: Torch Scroll, Sun Goddess (+ Sun Disk = Sun Talisman), Golden Key, Kingdom Key
1 Secret
many Traps
XHC stats: kills 10 – pick-ups 14

== Chapter 5: Gauntlet ==

Level objectives: Find your way back to the Tinnos Temple... and beyond.

The first thing to be noticed is that you don't have a way back to the Tinnos Temple this time: the teleporter was a one-way one and you now have to find another way out.

Run ahead into the next room, passing a silver keyhole to your R on your way. You'll find yourself on the Columns Room Balcony which is where the Gauntlet starts...

-- Open Your Eye --

Objective: Open the Eye of Horus Door

All Is Not What It Seems...

Be very careful when exploring around here: there are many traps, not all visible, starting with the metallic raised platform ahead before the fence and after the big vase which is currently spiked.

If you cautiously approach the fence and look down, you'll see you're right above a room bathed in scalding water, surrounded by spiked columns. There are some closed golden doors and a big impressive Eye of Horus Door in the opposite side (W), the opening of which being your current objective.

As for the balcony you're on, it doesn't lack items of interests either: a couple of switches in the opposite side, currently blocked by spikes, three tightropes, a closed bars door to your L (S), an orange tile to your R (N) which happens to be a closed trapdoor, an opening high in the N wall and some spikes in the far corners. Apparently, there's nothing you can do at the moment without being impaled to death.

Not quite true (of course). Turn around (E) toward the entrance and look up: that jump-switch above the doorway is where you start. Jump up, flip it down, turn around (W) and look at the far L corner (SW): the spikes there are now deactivated. While you're at it, shoot the big vase ahead and pick up the flares it contained.

Now go to the far L corner, shooting the vase before the closed bars door on your way so you can pass and turn to face the tightrope. The spikes before the switch aren't deactivated yet but never mind... they will in due time.

[Note: refer to the Tightrope Hints at the beginning of this walkthrough if you have problems dealing with the tightrope]

Approach the rope and hit Action then make your way to the other end. Once there, simply walk on the metallic tile before the switch: the spikes will deactivate. Flip the switch to deactivate the spikes blocking the other switch then make your way back to the balcony via the tightrope (don't even think of jumping over the slopes to get there: you'd get spiked).

Run along the balcony all the way to the NW corner (i.e. far R from the entrance). The spikes there are still up and deadly but again pretend they're not and go there: they will deactivate. Do that tightrope balance performance to the second switch and flip it down. You don't know it yet but the spikes on the raised metallic platform near the entrance are now deactivated and you have access to the middle tightrope.

Return to the balcony and the entrance (the spikes on the raised platform will appear as you approach only to permanently retract). Cross the middle tightrope to eventually walk on the raised floor between the slopes: the orange trapdoor near the entrance is now open. Time to visit the Columns Room below.

Summoning Things

Cross the tightrope to get back to the entrance. The open trapdoor is there to your L, giving onto a ladder. SJ over the hole to grab the wall above the ladder and climb down until you reach an opening to your R. Shimmy R then and around the corner to let go in the opening.

There's a closed door here flanked by a golden keyhole preventing you to reach an Eye piece. Since you don't have any golden key yet, turn to face the room: your next goal is that switch behind the column in the far R corner (NW). It is currently blocked by spikes, but that situation will soon be fixed.

Walk to the edge and sidestep so Lara's one step away from the R wall. Turn 45° R (NW) to face the base of the column and do a SJ with a R mid-air curve to land on it. Walk to the edge and SJ on the next column base then do a RJ to the one in the corner. Turn L (W) and do another RJ to the next one: the spikes near the switch will deactivate. Do a RJ+G to the switch column and pull up.

Go flip down the switch. You can't see it from here, but something has appeared on the balcony so make your way to the column by the ladder. Once there, go to the far R corner, turn L (E) then slightly R to face the ladder then do a SJ+G. Climb up and back-flip at the top to be back on the Balcony.

There's a skeleton lever here now. Push it: a Golden Key will appear on the raised metallic tile in the opposite side of the room (W). Time for some more tightrope now.

Go to the middle tightrope and walk on it while keeping an eye on the golden door below and to your L. It will open when you reach the middle of the rope. Turn around (hit "Backward") and return to the balcony: if you try to reach the key at that point, you'll be mercilessly pierced by spikes.

Down, Up, Down...

Time to get back down. Climb down the ladder and reach the golden door opening like you did the first time. Walk to the edge and side-step L this time, stopping one step away from the wall. Turn 45° L to face the base of the column and do a SJ with a L mid-air curve. SJ to the next column (S), RJ to the one in the corner and turn R (W). Do a RJ to the next column then a RJ+G to the last one in the corner. Pull up.

The newly opened door is there up and to your R. To reach the doorway, walk to the W edge of the column base then side-step R to the corner. Turn 45° R (NW) to face the opening and do a SJ with a hard L mid-air curve. Go pull the skeleton lever at the end of the long alcove: the spikes preventing you to grab the Golden Key are now deactivated. It's up to the balcony again.

Turn around and go to the edge of the opening. Turn 45° R (SE) to face the column and do a simple SJ to land on the base. Jump your way to the column R of the golden door opening then do a RJ+G to the one by the ladder. Pull up, turn R and do a SJ+G to the ladder then climb up to the balcony.

Go cross the middle tightrope. As you approach the Key, a worrisome buzzing sound will fill the air: jump to the key tile, roll to turn around and face your enemy: a Tinnos Wasp. Shoot it down quickly before it hurts you too much or push you off into the scalding water below. Now you can pick up that Golden Key.

Let's use it now. Cross the tightrope to the balcony then make your way down the ladder then R to the golden door opening. Use the Golden Key on the Golden Keyhole to open the nearby door and go grab the 1st Eye Piece on the pedestal. As you do so, the door in the southern wall opens.

Jump your way there as you did a moment ago, stopping at the next to last column that's against the middle of the S wall. The opening is up in the wall to your L. Walk to the edge then side-step R to stand in the middle, turn 45° L (SW) to face the opening and do a SJ with a L mid-air curve.

You'll hear some alarming roars coming from above. Don't mind them and go to the middle of the passage. Turn around (N) and look up: there's a ladder up there. Jump up, grab it, back-flip and turn around.

You now can see the origin of the roars: an ahmet, mercifully locked behind bars. Since you have nothing to fear from it right now, ignore it and focus on the switch to your L. Face it and save: it's dashing time.

...And Hurry!

This one's not really tight but it's long and will end with a rather difficult jump so make sure you're fast and have enough time to calculate and position yourself for said jump.

Flip the switch, turn L then run off through the ladder hole. Run a bit with a R diagonal to the edge stopping there and turn R to face the column base (see screenshot). Do a SJ with a hard L mid-air curve to land on the closest edge of the base. Immediately run then jump to the column in the corner. Run to the wall, turn L and hop back to do a RJ to the next column. SJ on the next one then quickly run, jump and grab the edge of the one by the ladder. Pull up.

Immediately do a SJ then a RJ to the column in the corner. Run to the wall, turn L, hop back and do a RJ to the next column. Walk forward once to the edge, hop back and do a RJ+G to the column in the corner, aiming for the L side of the edge. Pull up and run/walk past the switch. Turn L and hop back if necessary to make sure Lara's back against the wall.

You now have to reach the opening up in the W wall to your R and it's not that easy so save here. Run with a very slight R curve (you don't have that much room) then jump with a R mid-air curve to land into the opening (see screenshot). Do not use Action to grab the edge and make sure the mid-air curve isn't too hard or you'll hit the wall. Once you've successfully landed, run ahead and pat yourself on the back: you've made it.

Go flip the switch ahead: you'll deactivate a set of spikes by the Eye Door and a rope will drop from the ceiling in the Columns Room.

Cooling Down the Place and Swimming a Bit

Turn around, go to the edge and side-step L to stand one step away from the L wall. Turn L (NE) to face the switch column, hop back and do a RJ with a L mid-air curve to land on its base. From there, jump your way to the column by the ladder.

Turn R (W) once there and hop back then do a RJ to the column ahead. Turn L (S) walk to the edge then side-step R to the middle and do a SJ+G to grab the rope. Turn 90° R (W), swing and hit Jump to land by the Eye Door. Push the skeleton lever there: the scalding water turns into safe fresh water.

Go dive into it then swim diagonally R (SE). Swim between the two rightmost columns on the E wall then turn L. There's an UW lever on the column base ahead. Pull it, return to the pool and swim R (N) past the ladder column: you'll find a door there which is now open. Pass it and pull another UW lever: a block rises under the opening up by the balcony, in the N wall.

Return to the pool and swim L (S): another block has risen just below the gold door opening. Climb on it, side-step L to the corner then so a diagonal L SJ+G to the ladder. Climb up back on the balcony.

Run to the northern part and climb on the newly raised block then into the opening above. Go pick up the 2nd Eye Piece on the pedestal.

You now have to return by the Eye Door and the quickest way is to return to the raised block then simply jump from it into the water below. Swim diagonally R and pull up on the Eye Doorstep. Go to the Eye Receptacle on the door, combine both Eye Pieces to obtain the Eye of Horus and use it on the receptacle: the Eye Door is now open.

-- The Sliding Ramp From Hell --

Objective: Get the Silver Key

Run through the passage to reach the next room and walk ahead. You're at the top of a long sliding ramp riddled with lava and spikes. To your R, you can see a silver key at the top of the ramp, currently on a spiked tile (so very much inaccessible). At the bottom of the ramp are three openings: the L one leads to a trap, the R one too, but also gives access to an interesting something (we'll get to that later). The middle one gives onto a small room and the solution of your current problem.

Now look closer at the ramp: there are four darker tiles. You'll need to pass on each one successively in order to "summon" skeletons levers in the room beyond the middle opening, which will in turn allow you to access the silver key... not that this part will be easy. So first, we get down.

Sliding Down

* First Darker Tile

Run L toward the wall and stop when you reach the last tile. Turn R to face the ramp, side-step R if needed so you stand on the R side of it, hop back and do a RJ. You'll lose a bit of health upon landing. Slide on the darker tile then jump as you reach its edge with a hard R mid-air curve (see screenshot). Slide a little bit then jump again with a hard R mid-air curve and slide into the middle opening.

Run through the short passage and enter the small room beyond (the Levers Room). You can see three closed doors, a teleporter ahead in the center and a skeleton lever in the far L corner (SW). Go push the latter, getting a camera shot of the spiked tile near the entrance. Since it's still as trapped as can be, jump in the teleporter: you'll find yourself back at the top of the ramp.

* Second Darker Tile

The good news is that you've recovered your health, the bad news is that you've got three more darker tiles to touch (the ladder to your R currently leads to a closed trapdoor, so ignore it).

Go to the edge of the ramp, standing on the L of the third tile from the L (S) wall. This time, you'll try not to slide during the whole sequence. Wait for the spikes ahead to be fully up then do a SJ. Immediately jump with a hard L mid-air curve then again with a hard R mid-air curve to land on the darker tile. Jump a last time ahead to land into the middle opening.

A new skeleton lever has appeared directly to your R. Go push it, with the very same result than the first and jump in the teleporter to get back at the top of the ramp.

Now you have the choice: you can try to deal with the last two darker tiles in one go or take the easier (but longer) way and touch them one at a time. If you choose the former and quicker, jump directly at "Two Last Tiles in a Row" below.

* Third Darker Tile

Go to the third tile from the L wall again, this time standing on its R side. Wait for the spikes to be up and do a SJ. Slide as long as you can then jump with a hard R mid-air curve. Slide toward the third darker tile and jump with a hard L mid-air curve as soon as you've touched it.

Run into the Levers Room. The new skeleton lever is in the far R corner (NW). Go push it then use the teleporter to be back at the top of the ramp for your last slide.

* Fourth Darker Tile

Go to the edge, standing on the L side of the second tile from the R wall. Do a SJ then immediately jump with a L mid-air curve to land on the fourth darker tile. Jump with another hard L mid-air curve then again with the same curve just before you touch the lowest darker tile (i.e. the third one) to land in the middle opening.

The last skeleton lever is L of the entrance. Go push it: the spikes on the lowest trapped tile near the entrance are now deactivated. Resume at "Jumping Up" below.

* Two Last Tiles in a Row

Go to the edge, standing in the middle of the middle tile (the non-metallic one). Do a SJ then immediately jump with a R mid-air curve: you'll land on the L side of the third darker tile. Immediately jump again with a hard L mid-air curve. Slide to the fourth darker tile and jump with a L mid-air curve as soon as you've touched it to land in the middle opening.

The new skeleton levers are L of the entrance and in the far R corner. Push them both to deactivate the spikes on the lowest tile by the entrance.

Jumping Up

Do not enter the teleporter: your next task consists in deactivating the spikes on the ramp one by one to eventually reach the silver key, so you now need to go up the hard way. This being said, your next objective is a secret.

Go to the first safe tile (the one you just secured), turn L (N), walk back as far as you can then side-step L to the very edge. Wait for the spikes ahead to start rising then do a RJ with the slightest L mid-air curve then a R one to land on the lowest safe tile near the N opening and slide backward. Grab the edge: there's a ladder below. Climb down until Lara's legs aren't on the ladder anymore. Let go then immediately hit Action to grab the edge of the opening below.

Pull up into Secret #15 and pick up the flares. All you have to do now is get back on the ramp. Turn around, walk to the edge and do a SJ to the opening ahead, holding Action to avoid hitting the wall. Run up the passage to find another ladder to your L and climb up to the top. Pull up, wait for the door to open and re-enter the Levers Room. Return to the lowest safe tile.

Turn L (N) and walk back then side-step L to position Lara in the very corner. Wait for the spikes ahead to start rising and do a RJ. Immediately side-jump R to land on the upper and secured tile (see screenshot).

[Note: if you haven't managed to get the secret yet, you can turn R (E) then back-flip to the lowest safe tile before the N opening. Proceed then as said above in the green paragraphs then return to the second secured tile]

Turn 135° R (SE) and do a SJ to the upper safe metallic tile. Turn 90° L (NE), walk to stand one step away from the edge of the next slope and do a SJ on the third secured tile.

The easiest way to reach the fourth secured tile is to turn 45° R (E) then position Lara as in this screenshot. Wait for the spikes to be fully up, do a SJ with a slight L mid-air curve to re-orient Lara E then immediately side-jump R (see screenshot).

Turn 45° R (SE), walk to stop one step away from the next slope edge and do a SJ to the fifth secured tile.

The next jump is indeed the toughest of them all and will require a good dose of luck so save. First turn around to face the NW corner of the room then position Lara as in this screenshot. Now the tricky part: run with a hard R curve then jump straight holding Forward to land further and clear the slope edge (see screenshot).

[There is another way which is slightly unorthodox and involves a trick called the "walking jump": First turn to face the N wall, walk ahead and side-step R to be in the very corner. Side-step L once then step back twice and turn slightly R to face the secured tile (see screenshot). You're in position. Now hold the Walk key, step once then release Walk and immediately hit Jump while holding Forward. You'll do a long RJ without needing the room for the run-up and land safely on the sixth secured tile (Walking Jump trick courtesy of Geckokid)]

Turn around (SE) walk to stop one step away from the edge of the next slope and do a SJ to the seventh secured tile. Turn around to face the Key Tile. You're almost there.

It doesn't look secured at all, but you should know by now that things aren't what they look like 'round here. Walk to the edge of the next slope then wait for the spikes to be fully down to do a SJ on the Key Tile. The spikes won't rise anymore. Now grab that hard-earned Silver Key!

-- Uncontrollable Motion(s) --

Objective: Find the Rainy Room and reach its upper level

Remember that silver keyhole near the Starting Area? That's where the key belongs.

Turn L (E) then return to the pool via the hexagonal passage. Swim straight ahead, climb on the block and SJ+G to the ladder to eventually climb up and back-flip back on the Balcony. Run past the entrance and use the key on the Silver Keyhole: a new teleporter appears in the R (N) alcove at the top of the Ramp.

To quickly return there, climb on the raised metallic platform near the fence and simply run off from there into the water below. Swim straight ahead, pull up on the Eye Doorway and run ahead. Go R (N) then jump into the teleporter in the corner.

The Elevator Incident

You'll land right on a raised platform and a Golden Key. Pick up the latter: a golden door ahead (E) will open as you do so, leading back to the Levers Room. Before going there, shoot the vase in the L corner ahead (NE) to pick up the small medipack it contained then proceed to the Levers Room.

The Golden Keyhole is right there on your R (S). Go use the golden key in it to open the nearby door and pass the latter. Pick up the revolver ammo then go on the metallic tile ahead. Roll to turn around (N) and look up. There's a vase up there. Draw your revolver combined with the laser-sight and save (if you have the crossbow, use it loaded with normal ammo).

Aim at the top of the vase and shoot. The floor under your feet moves up: you're indeed on an elevator. Your goal here is to shoot gems in Demon Mouths and possibly vases as you're lifted to the top. If you miss you'll meet certain death in the form of continuous flames blown from the walls or deadly spikes. If you manage to shoot all that's shootable, you'll get a secret. Last, don't try to leave the elevator before it has stopped: all the alcoves on the way up are fire trapped.

There are indeed two possibilities: either you got the crossbow and explosive ammo (meaning you found the secret in the Sacred Birds level) or you don't. If you don't, you really have to be quick here aiming with the revolver. If you do, simply load your crossbow with explosive ammo and life will be much easier. The following assumes you don't have that luxury.

As soon as you've shot the vase and the elevator is set in motion, roll to turn around (S) and aim up. Shoot the first demon gem to extinguish the flames. Turn R (W), side-step L then hop back and aim up to eventually shoot the second demon gem and retract the spikes above.

You really have to be quick now. Turn L, hop back and aim up. As soon as you see the top of a vase, shoot. Turn L and aim at the second vase, shoot it. Turn L, shoot the third vase (probably won't have time to aim at this point). You've deactivated a nasty spikes-trap waiting for you at the top. Now if you've got enough time left, a little something more for a secret.

Quickly turn L again and a last time to shoot the demon gem, opening a door at the top of the elevator (if you have the crossbow and explosive ammo, simply aim up after having shot the second demon gem then shoot at the first vase. The other ones will be broken as well as the demon gem).

[If you didn't shoot the last demon gem, simply skip the following green paragraphs]

If you've done well, simply wait for the elevator to stop then go push the skeleton lever behind the newly opened door, opening another one (at the top of the bridge-like structure in the Ramp of Death Room). Dive in the water hole beyond the lever and swim through the tunnel all the way to the other end. Swim up there and pull out of the water.

Run ahead over a trapdoor that will open once you've passed it, SJ over the hole and enter Secret #16 (and last). Pick up the large medipack then turn around and SJ over the hole again. Run ahead, SJ over the open trapdoor to return to the UW tunnel. Swim to the other, exit the water and run past the lever to find yourself back near the elevator.

Note: The ladder below the open trapdoor is there so you can get back in case you drop down.

The Last Battle (Possibly)

Turn to face the downward ramp, run ahead, slide down and draw your shotgun once you've stopped at the bottom: prepare yourself to fight what should be your last battle of the adventure.

Run into the curved corridor: heavy stomps will resound through the place as the floor quakes and you'll soon find yourself face to face with an executioner. Take him down like you did his two colleagues in the Obelisk Sequence. Would you be short of fire power, you'll find 2 shotgun normal ammos at the other end of the corridor.

Once he's fallen to his death, run to said other end. A door will open as you approach. Pick up the ammo if needed and step toward the next room.

Weeeeeeeeeeeee!!!

What we have here is a bit unusual (and incredibly funny). The owners of the place having totally forgotten to have the roof fixed (probably for centuries), it's heavily raining in there. As a result, the floor has become very slippery. Look closely at the fly-by and try to catch the direction of the "stream": you'll have to follow it, jumping to avoid some changes in direction that would send you to certain death (the room is bathed in lava, no matter how much water's pouring in) and sometimes even change these directions yourself, while avoiding being burned by the flame-throwers on your way.

For now, look in the far R corner (NE): there's a switch there indeed but it's currently blocked by spikes (plus the stream won't allow you "direct" access to it). What you need to do now is follow the exact path shown in the fly-by and reach the opening in the L (W) wall.

Walk to the edge (just before the slippery floor) and side-step L. Wait for the flame from the first flame-thrower to start disappearing and run ahead. Let the stream carry you to the end of the platform then jump with a L mid-air curve on the block. Slide a bit then jump with a R mid-air curve on the next platform (see screenshot).

Slide to the edge and jump straight ahead on the two-tiles platform. Immediately jump with a hard L mid-air curve to reach the next platform (the current on the second tile goes R and would send you straight into the lava). Slide a bit then jump with a hard L mid-air curve to reach the long L-shaped platform (see screenshot).

Let the stream carry you then save right after the corner, in case the second flame-thrower burns you. Continue to the edge and jump with a L mid-air curve. Immediately jump again with a R mid-air curve (see screenshot).

Slide to the edge, jump with a L mid-air curve, slide a little bit then jump with a R mid-air curve to land on the R side of the next block (see screenshot). Slide to the edge, jump with a R mid-air curve to land as L as possible on the next block. Slide to the edge and jump with a L mid-air curve to the long platform (see screenshot). You're almost there.

Let the stream carry you to the corner then jump with a L mid-air curve once you've passed it to get closer to the wall (but not against it). Slide to the edge and finally jump with a hard L mid-air curve into the opening (see screenshot).

You're still sliding indeed, but you can take your time for now. Simply let the stream carry you, jumping with a roll if you ever find yourself sliding backward to switch direction. You'll pass a closed door, then a second one. As soon as you do so, roll if needed to make sure you slide forward and save.

You'll end on a collapsible tile. Immediately side-jump R to land on a second one, quickly turn R and do a RJ, landing before the switch we spotted before. Flip it down to open the first door in the passage beyond the W opening, de facto changing the stream direction there.

Time for your second ride. Turn L (W) and side-step L as far as you can. Run on the slippery floor, slide to the edge and jump straight to the next one. Immediately jump again with a L mid-air curve to find yourself back on the L-shaped platform (see screenshot). From there, reach the opening like you did the first time (don't forget to save before the second flame-thrower).

Once you're back in the passage, let the stream carry you, this time leading you L beyond the first door. Do a SJ+G over a first lava pit after the corner, pull up on the slippery block and do another SJ+G over a second lava pit. Let the stream carry you again and lead you near a second switch.

Flip it down to open the second door in the passage then pass the now open golden door to your L to find yourself back at the first switch. Flip this one up to close the first door (or you'll end up sliding around the place forever) then proceed to the W opening (you should know the way by now).

Go with the flow past the first door then beyond the second, eventually sliding down a looooong slope ended by an elevator. Let the latter lift you to the upper level: sliding sequence is over.

-- Weighing Up for the Way Out --

Objective: Time to get back to the Tinnos Temple...

Run ahead to reach a balcony overlooking the Rain Room. On your L is a silver keyhole but you don't have the matching key yet so continue ahead to the opposite side of the room and the big vases.

You'll find a Large Water-Skin there. Pick it up: the bars door on the Pool Room Balcony opens, and a teleporter appears between the two big vases. Jump in it to be beamed to a small square room.

Run ahead and pass the door that opens as you approach. You're in fact back in the room W of the Levers Room so turn R (E) and jump in the teleporter in the center of said room. You're now at the top of the Deadly Ramp. Cross the hexagonal passage (E), swim across the pool, climb on the emerged block, grab the ladder, climb up and finally back-flip on the Pool Room Balcony. Once there run R and pass the newly opened door which will close when you enter the room.

The Scale Puzzle

Pick up the Small Water-Skin on the pedestal. In front of you is a scale waiting for the right amount of water. On your R, Mr. Ahmet rattles its cage, eagerly waiting for it to open. There are also two breakable vases, but they are empty so you may as well leave them alone.

The deal is the following: if you put the wrong amount of water in the scale, the cage will open and you'll have to kill the Ahmet before being able to continue. If you put the right amount, you'll have access to your ticket for the Tinnos Temple.

To fill the water-skins, go to the nearby room where's there's a pool of shallow water, stand in said pool, open your inventory and use a water-skin. To empty them, simply use them when filled. To empty the content of a water-skin into the other one, select the one you want to empty in your inventory and combine it with the one you want to fill. You'll find the solution of this puzzle in the Spoilers Section at the end of this walkthrough. Once it's solved, just resume at the following paragraph.

Go face the left side of the Scale, open your inventory and use the correctly filled water-skin on it. A door will open in the E side of the Fountain Room (i.e. behind the fountain). Go there, pick up the Silver Key and return to the Columns Room Balcony (the entrance door will reopen as you approach).

* What happens when you put the wrong amount

If balance isn't reached, the Ahmet will be unleashed and you'll have to kill it to reset the scale. At which point another one will appear in the cage and so will it go until you solve the puzzle...

Teleportations

You now need to get back to the Rainy Room Balcony. To do so, jump into the Pool from the balcony and return to the top of the Deadly Ramp. Use the teleporter in the alcove to your R (NE) to return to the room E of the Levers Room, go R (S) to the next room and use a second teleporter. You're back above the Rainy Room.

Cross the balcony and use the Sliver Key on the Silver Keyhole in the N side of the room. Another teleporter will appear to your L. Jump in it.

Welcome back to the Tinnos Temple!

-- Epilogue: Leaving the Tinnos Temple --

Objective: find your way to the very top of the Huge Pool Room and leave Tinnos...

You find yourself in a small alcove located way above the Huge Pool. Run ahead and through the hole to experience one of the longest falls in Tomb Raider history which safely ends in the water.

Turn around (E) and swim to eventually pull out of the water on the platform extending from the middle of the E wall. The trapdoor above it is now open, giving access to the looooong ladder above. Time for some climbing practice.

Jump up to grab the ladder and climb past the first platforms. Continue up until you've just above the second ones and shimmy L. Let go.

Run along the balcony until you reach a hole with downward ladder to your R. Do a diagonal SJ to grab it and climb down to a lower balcony. Go L again to reach another hole with a downward ladder. Ignore the latter and simply drop from the hole onto a third balcony. You'll find a switch there ahead and to your L. Flip it down: you'll get a camera shot of a terrace located at the top of the Huge Pool Room, but nothing happens there yet.

Use the two ladders (now upward) to get back on the highest balcony and go R (S) once there, jumping over the hole in the middle to eventually find a downward ladder there as well. Climb it down to a lower balcony then drop down from the hole to an even lower one. Run ahead (S) to the other end and drop down from the hole there as well. Go L (W) and flip the switch at the end: a teleporter appears on the aforementioned terrace.

Use the three ladders to return to the highest balcony for the last time, go L (N) once there and go back to the long ladder in the middle. Climb up to the very top and back-flip on the High Terrace.

Turn around (W): the teleporter is there in all its spiraling, shining glory. So simply run ahead and jump in it to be transported away from the Tinnos Temple to a place that remains to be known...

See you in the continuation!

==== In this level, you should have found...
Enemies: Tinnos Wasp, Executioner, Ahmet (can be avoided)
Items of note: 1st Golden Key, 1st Eye Piece + 2nd Eye Piece (= Eye of Horus), 1st Silver Key, 2nd Golden Key, Large Water-Skin, Small Water-Skin, 2nd Silver Key
2 Secrets
many Traps - 1 Timed-Sequence
XHC stats: kills 2 (3+) – pick-ups 7

== Egypt and Beyond What's What (Combat Strategies) ==

- Ahmet: It has claws and teeth, it knows how to use them and it's quick. So keep moving and shoot. You'll know it's dead when it collapses in flames.

- Anacondas: When in the water, they're just like other aquatic creatures, meaning you can't do anything except looking for a safe dry point to shoot them from. On dry land, keep moving while shooting.

- Executioners: Those are tough for more than one reason... and the strategy to beat them is a bit random. First, the best weapon here is the shotgun (although the revolver can be used as well, with mixed results) When they casting blue rays, they're invincible (and deadly). Get close enough so they use their sword then hop back to stand approximately two tiles away and wait for them to move. Jump up and shoot then wait a second before shooting again: it takes a couple of seconds for them to fall.

- Giant Venomous Spiders: They're ugly, scary, quick, harmful and venomous on top of that. If you can't shoot them from a safe location  or don't have enough room to move, don't try the pistols, they're tough too and it'd take a long time to kill them, giving them plenty of occasions to bite and poison you. Use the revolver, and even then be cautious. It takes more than two bullets to finish them off.

- Guardians: Their main weapon is the lighting bolt, so they'll rarely come close. Side jump to face them, shoot then side-jump the other way. Repeat until they're dead for good.

- Lizard Men: Try to keep them at bay by moving/jumping away when they get too close: they strike really hard and deal a good amount of damage. They're quick too, so speed and reflex are of the essence.

- Mad Bull: You can't kill this one, so don't try to - especially since you do need it. The trick here is to run to avoid being hit while luring it to hit the spot you want it to.

- Mutants: Move, move, move and shoot! Don't let them hit you: they're venomous. Fortunately, you'll have plenty of room when you meet them so make sure to take advantage of it.

- Sea Hags: Not much you can do against them when you're in the water, except dodging them. Your only chance is to find a dry spot from where you can safely shoot them. Pistols will do.

- Tinnos Wasps: They can deal much damage would they sting you but they're rather slow. This said, they tend to attack when you're in a position where you can't really move and jump. The best policy here is to use the revolver. Two bullets are enough to take them down before they can reach you if you wait for them to be close enough. If you can spot them from afar, start with the pistols and finish them off with a single revolver bullet when they're close.

== Spoilers Section ==

-- The Quest for the Sacred Birds --

Solution to the Movable Block and Trapdoor Puzzle

Quick solution

Look down at the floor: some tiles are dark and some are light...

Detailed solution

Move the block on all the lighter tiles except its starting location.

(resume walkthrough)

-- Ye Obelisk Sequence --

Solution to the Monkey-Swing Puzzle

Quick solution

Look at the ceiling of the room: you'll see three metallic tiles there.

Detailed solution

To open the door, swing through each three tiles.
See path

(resume walkthrough)

Solution to the Colored Tiles Puzzle

Quick solution

Each movable block belongs to a specific tile. "Color" is the key.

Detailed solution

Once you've pulled them all into the room, go back to the upper level and look through the transparent floor to see that the top of each block has a specific color as well.
(see screenshot)

Even more detailed solution

Map of the Room with initial positions

- Go to block 1 (green) in the NW corner, W wall, and move it under the green tile in the opposite corner (SE), near the entrance. The passage leading to the closed trapdoor is now open.
Map of the room

- Go to block 2 (blue) in the SW corner, W wall, and move it under the blue tile diagonally L and before the green one.
Map of the room

- Go to block 3 (brown) in the NE corner, N wall, and move under the beige tile on the L of the NW passage. The nearby trapdoor opens: puzzle solved.
Map of the room

(resume walkthrough)

Solution to the Movable Blocks in the Dark Corridors Puzzle

Quick solution

Map of the CorridorsMap of the Corridors with secret location

Hints solution

Map of the corridors

- Placing a block on tile 1 lowers block A
- Placing a block on tile 2 lowers block B
- Placing blocks on tiles 3 and 3' lowers block C and gives you access to the Golden Star
- Picking up the Star opens the trapdoor on top of the ladder

Map of the corridors with secret location

- In addition, once you've lowered block C, block S will be lowered as well, giving you access to Secret #11: flares and 3 uzi ammos.

Detailed solution

- Go to block I in front of the ladder and push it twice into the alcove to open the passage - Map of the corridors and current positions
- Follow the passage to reach the E side of block II and push it once - Map
- Follow the passage back to the ladder and the N side of block II and push it once on Tile 1 to lower block A - Map

- Go to block I and pull it once back in the passage - Map
- Follow the passage to reach the N side of block I and push it once on Tile 3'. You'll get a camera shot of the "wall" by the ladder - Map

- Go to block II and pull it once - Map
- Follow the passage to reach the E side of block II and pull it once - Map
- Follow the passage again to reach the W side of block II and push it once - Map
- Follow the passage to reach the N side of block II and push it once on Tile 2 to lower block B - Map

- Pull block II down the passage to eventually place it just before the new opening - Map
- Go around the northern passage to reach the W side of block II and pull it twice - Map
- Run down the main passage then around the northern one to reach the N side of block II and push it once on Tile 3, lowering block C - Map

Secret:
Placing block II on tile 3 (block I having already been placed on tile 3') also lowers block S (See
Map with secret location). So turn around, enter the northern passage and go L (W) to reach Secret #11. Pick up the flares and 3 uzi ammos. Return into the main passage.

Now follow the main passage to get by the ladder and pry the 5th Golden Star from the N wall, opening the trapdoor on top of the ladder in the process. A camera shot will show you the door near the Star Receptacle is now open. Puzzle solved. - Map of the corridors with final positions

(resume walkthrough)

-- The Gauntlet --

Solution to the Water-Skins and Scale Puzzle

Quick Tip

First look at the Scale Room and count, to obtain the amount of water you need, then find a way to have a water-skin containing that amount before using it on the Scale.

More Hints

- There are four columns around and the pattern on the floor before the scale each show four vertical traits...
- The small water-skin contains 3 liters, the large one contains 5 liters

Step by Step solution

You indeed need to have the large water-skin contain 4 liters before using it on the Scale.

- Fill the Large Water-Skin with 5 liters.
- Combine it with the Small one: you've got 2 liters left in the Large one.
- Empty the Small one.
- Combine the Large one with the Small one again. The Large one is empty, the Small one contains 2 liters and so has room for 1 more.
- Fill the Large one again then combine it with the Small one. The Large Water-Skin now contains 4 liters. Exactly what we need.

(resume walkthrough)